;
;   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 dig trenches.
^Allows settlers to build airfields.
^Allows settlers to build railroads.
^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 Fortifications.
^Can carry friendly air units.
^Can make paradrops.
^Treats all squares as road squares.
^Defense +50% versus cavalry.
^Only military dictatorships 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
^

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

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

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

@;Temple
@PEDIAIMPROVE4
Up to two discontented citizens are made content.

@;Marketplace
@PEDIAIMPROVE5
Increases tax and luxury output by 50%.

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

@;Courthouse
@PEDIAIMPROVE7
Decreases corruption by 50%. Makes city more resistant
to bribery by enemy diplomats and spies. Under Democracy,
one content citizen becomes happy.

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

@;Aqueduct
@PEDIAIMPROVE9
Allows city to increase beyond size 8.

@;Bank
@PEDIAIMPROVE10
Increases tax and luxury output by an
additional 50% (cumulative w/ Marketplace).

@;Cathedral
@PEDIAIMPROVE11
Makes four unhappy citizens content (Three after Socialism).

@;University
@PEDIAIMPROVE12
Increases science output by an additional
50% (cumulative w/ Library).

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

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

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

@;Mfg. Plant
@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.

@;Power Plant
@PEDIAIMPROVE19
Increases steel mill output by 50%.

@;Hydro Plant
@PEDIAIMPROVE20
Increases steel mill output by 50%.  Cleaner
than Power Plant.

@;Nuclear Plant
@PEDIAIMPROVE21
Increases steel mill output by 50%. As a house rule, 
a Confederate player cannot sell this improvement until 
after the black revolt.

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

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

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

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

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

@;SAM Missile Battery
@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.

@;Solar Plant
@PEDIAIMPROVE29
Increases steel mill output by 50%.  Cleaner
than all other forms of power.

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

@;Offshore Platform
@PEDIAIMPROVE31
All ocean squares in the city's radius
produce one shield.

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

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

@;Port Facility
@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 war bond income.

@;Pyramids
@PEDIAIMPROVE39
Counts as a Granary in every one of your cities.
^The fertile plains of the American midwest provide bountiful amounts of food to the Yankee population, ensuring that no one goes hungry, even with rationing.

@;Hanging Gardens
@PEDIAIMPROVE40
One extra happy citizen in every city.
^The US Constitution insures freedom and happiness for the American people.

@;Colossus
@PEDIAIMPROVE41
City produces one extra trade arrow in each square that
already produces one.
^By the end of the nineteenth century, Great Britain--London in particular--was established as the trade and financial center of the world.

@;Lighthouse
@PEDIAIMPROVE42
All new ships receive veteran status, and movement of all ships is increased by one.
^Kaiser Wilhelm II was convinced that Germany deserved a "Place in the Sun". The Kaiser was certain that a large navy would insure German glory. When the Kaiser appointed Alfred von Tirpitz to be Naval Secretary, Tirpitz set into motion an ambitious plan to create the world's largest navy. This was an open challenge to British naval supremacy. The stage for a naval arms race was set...

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

@;Oracle
@PEDIAIMPROVE44
Doubles the effect of all of your churches. Since their succession from the United States in the 1860s, and their triumph over the Yankees in two wars, the Confederate States have become confident, perhaps arrogantly so, that they can easily whip the damnyankees again, at any time, and any place.

@;Great Wall
@PEDIAIMPROVE45
Counts as fortifications in all of your cities. The Confederate Army has been relied upon since the War of Succession to protect the Confederate States from the damnyankees.

@;Sun Tzu's War Academy
@PEDIAIMPROVE46
All new ground units produced gain Crack status.
Any unit which wins a combat gains Crack status.
^Napoleon once said that Prussia was "hatched from a cannon ball." Since the time of Frederick the Great, Prussia has had a strong military tradition. The very survival of Prussia depended upon military power. This military tradition carried over as a unified Germany was created under Prussian control.

@;King Richard's Crusade
@PEDIAIMPROVE47
Every square in the city's radius produces an extra
resource "shield".
^The Krupp Steel Works in the Ruhr River Valley provided the Prussian, and later, German Armies with advanced weaponry. Krupp produced the finest guns in the world, from artillery pieces to naval guns. Krupp was one of the first armaments firms to produce breechloading and later rifled guns. Krupp's guns defeated the Austrians in 1866, shelled Paris in 1870, went to sea on Dreadnoughts in 1911, and leveled Leige in 1914.

@;Marco Polo's Embassy
@PEDIAIMPROVE48
(Has no effect.)
^The Arc de Triumphe in Paris was originally built by Napoleon Bonaparte to honor and celebrate his great victories. Modeled on the victory arches of ancient Rome, the Arc de Triumphe is now, after the humiliating French defeat at the hands of Prussia in 1871, now more a symbol of glories of days gone by than anything else.

@;Michelangelo's Chapel
@PEDIAIMPROVE49
Counts as a Cathedral in each of your cities. The Orthodox Church, led by the Romanov tsars, is a powerful force in Russia. Most Russian peasants remain loyal to the church, and through the church their loyalty can be transfered to the Russian state and its Romanov rulers.

@;Copernicus' Observatory
@PEDIAIMPROVE50
Increases science output of city by 50%.
^The advances made by Carl Friedrich Gauss changed mathematics.

@;Magellan's Expedition
@PEDIAIMPROVE51
Movement rate of all ships is increased by two. Since the days of the Spanish Armada, of Lord Nelson, and Trafalgar, the Royal Navy has been the world's preeminent and largest naval force.

@:Shakespeare's Theatre
@PEDIAIMPROVE52
All unhappy citizens in city are content.
^Lord Horatio Kitchener, the victor of Omdurman and the liberator of Gordon and Khartoum, was summoned to London to advise the War Cabinet in August of 1914. Taking one look at a map and knowing nothing of the situation on the continent, Kitchener predicted that the Germans would strike through Belgium. The war, he said, would last years and require an army of millions to fight and win. Kitchener's face would soon appear on thousands of recruiting posters. Kitchener's army, formed of so-called "pals brigades," would meet the requirements he predicted in August of 1914. Unfortunately, Kitchener died before it was ready. The volunteers of Kitchener's Army perished in the bloody slaughters on the Somme and in Flanders at the hands of Haig, who Kitchener viewed as incompetent.

@;Da Vinci's Workshop
@PEDIAIMPROVE53
(Has no effect.)
^Humiliated by the Prussians in the Franco-Prussian War of 1870 and 1871, the French Army devised a clever plan to fight the next war, a plan based on lan, or fighting spirit, and the offensive. This doctrine of the offensive was to prove disastrous in the Great War, when strength could be found on the side of the defense.

@;J.S. Bach's Cathedral
@PEDIAIMPROVE54
Decreases unhappy citizens on same continent by 2 per city.

@;Isaac Newton's College
@PEDIAIMPROVE55
Doubles science output of city.

@;Adam Smith's Trading Co.
@PEDIAIMPROVE56
Pays the maintenance for all city improvements which
ordinarily cost 1 gold per turn.
^Mobilization of a nation's economy to support the war effort will result in great gains in the production of raw materials, military supplies, and munitions. Full mobilization requires effective labor usage, efficient raw material allocation, and rationing. In the era of total war, full mobilization and the effective management of all of a nation's resources will likely be necessary for any sort of victory.

@;Darwin's Voyage
@PEDIAIMPROVE57
Two free civilization advances.

@;The Statue of Liberty
@PEDIAIMPROVE58
(Has no effect.)
^The German invasion of Belgium was particularly brutal. Resistance was crushed. Entire towns were massacred if a single sniper fired on a German soldier. The Entente turned this into a propaganda victory, calling it the "rape of Belgium," and claiming that the Germans were bayoneting babies.

@;The Eiffel Tower
@PEDIAIMPROVE59
(Has no effect.)
^When Otto von Bismarck stepped down as Imperial Chancellor of Germany in 1892, France was an isolated nation with no allies. By the outbreak of the Great War, thanks to particularly foolhardy foreign policy efforts by the German leaders that followed Bismarck, it was Germany--not France--that was encircled by enemies in Europe.

@;Hoover Dam
@PEDIAIMPROVE61
^Provides a power plant in every British city on every continent.
At its height the British Empire spanned six continents and contained one quarter of the earth's population. The British Empire benefited from the vast and varied resources of its colonies. As the saying goes "the sun never sets on the British Empire."

@;Women's Suffrage
@PEDIAIMPROVE60
Counts as Propaganda in all of your cities.
^The United States of America suffered two great defeats at the hands of the Confederacy and its European allies in the nineteenth century. The first was in the War of Succession. The Second in Second Mexican War, fought over the Confederacy buying Mexican lands giving the CSA access to the Pacific. Both efforts ended in disaster for the USA. Vowing to never again be defeated, the Yankees created a General Staff and reformed their military.

@;Manhattan Project
@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
Reveals the entire map.

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

@;Cure for Cancer
@PEDIAIMPROVE66
One extra happy citizen in each city.
^France and its military existed for over forty years in the shadow of their humiliating defeat at the hands of Prussia and the lesser German states in the Franco-Prussian War of 1870-1871. The French military was systematically destroyed by a smaller Prussian force at the battle of Sedan. It was a humiliating defeat. The French military and the French nation were disgraced. They vowed to redeem French honor by defeating Germany.

@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.
^
Democracy and the Republic, 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: Despotism
^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: Socialism
^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 Socialism, state control of the economy eliminates
organized crime.  Your cities, therefore, experience no
corruption.
^
^SPECIAL
All SPY units produced under Socialist governments are
given VETERAN status.  Under Socialism, none of the
science/tax/luxury rates may be set higher than 80%.
^
^HINTS
Socialism 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: Military Dictatorship
^UNIT SUPPORT
Can support up to TEN units for free; additional
units cost one shield each.  Settlers eat TWO
food per turn.  ONLY military dictatorships 
may produce Assault Troops.
^
^HAPPINESS
Under a General Staff Dictatorship, unhappiness is eliminated 
by feeding the people a steady diet of propaganda.
^
^CORRUPTION AND WASTE
The General Staff Dictatorship has a LOW rate of corruption.
^
^SPECIAL
Improvements which convert unhappy citizens to
content citizens (Temples, etc.)
produce "War Bond Income" equal to the number of citizens they would
otherwise convert.  They also require no maintenance.
^
^HINTS
A General Staff Dictatorship eliminates all happiness problems 
and provides an excellent revenue.


@PEDIAGOVT5
@width=600
@title=Civilization Government: Republic
^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: 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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