;
;   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 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 aerial craft in flight.
^May be lost in rough seas.
^Fires over 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 Autocratic governments can build.
^Destroyed after attacking.
^Defense +100% versus aerial 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
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.

@;Barracks
@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.

@;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
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%%.

@;Library
@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%% but at a cost.

@;Courthouse
@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. 

@;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/ Bank).

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

@;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 science output by an additional
50% (cumulative w/ School).

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

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

@;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 factory output by 50%.

@;Hydro Plant
@PEDIAIMPROVE20
Increases factory output by 50%.  These
improvements may only be placed at 
select locations around the world.

@;Nuclear Plant
@PEDIAIMPROVE21
Increases factory output by 50%.  Cleaner
than a Steel Mill, but
there is a risk of Massive Explosion unless
civilization has discovered Airparks.

@;Stock Exchange
@PEDIAIMPROVE22
Increases tax and luxuries output by an additional
50% (cumulative with Bank and Light Industries 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 Intensive Agriculture improvement (irrigated twice)
to produce 50% more food.

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

@;Research Lab
@PEDIAIMPROVE26
Increases science output by an additional 50%
(cumulative with School 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 factory output by 50%.  Cleans
up the pollution caused by rapid industrialization.

@;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 trade.

@;Pyramids
@PEDIAIMPROVE39
The Ukraine region of the Soviet Union was the major producer of
wheat for the whole country.  Losing the Ukraine Wheat Fields causes
a slowdown in the population growth. 
^Counts as a Warehouse District in all Russian Cities.

@;Hanging Gardens
@PEDIAIMPROVE40
The great, almost mystical love of the ordinary Russian 
for his motherland - the "Rodina" - goes a long way to 
pacify the vast masses of this huge land. 
One extra happy citizen in every city.

@;Colossus
@PEDIAIMPROVE41
The stimulus to Russian trade provided by the vast captive
market of their Siberian possessions was considerable. Funnelled 
through the financial markets of the City ofPetrograd, merchants
and manufacturers - and the government that taxed them - grew 
very rich indeed. The City produces one extra trade arrow in 
each square that already produces at least one already.

@;Lighthouse
@PEDIAIMPROVE42
The Royal Navy have the movement rate of all of their ships 
increased by one, partly due to the admirable supply system 
introduced by Lord Benbow.
Also, the extreme professionalism and "esprit de corps" of 
the Senior Service mean that all new ships produced are veteran.

@;Great Library
@PEDIAIMPROVE43
The Nation rational and generous enough to host the Scientific 
Community automatically gains knowledge of any scientific advance
that is widely known enough. In this case, by two other nations.
the USA will almost certainly be the only qualifing nation in the 
20th century.

@;Oracle
@PEDIAIMPROVE44
Doubles the effect of all of German Garrisons.

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

@;Sun Tzu's War Academy
@PEDIAIMPROVE46
AAll new German ground units produced gain Veteran status.
Any unit which wins a combat gains Veteran status.

@;King Richard's Crusade
@PEDIAIMPROVE47
Every square in London's radius produces an extra
resource "shield".

@;Marco Polo's Embassy
@PEDIAIMPROVE48
You receive a free embassy with every rival Empire (so
your intelligence report will always be complete and you will
receive updates when other Empires discover technologies).

@;Michelangelo's Chapel
@PEDIAIMPROVE49
The Communist Party saw it's true birth with the October revolution
of 1917, when the Bolcheviks seized power from the Tsar. 
By 1941, the Party rules every citizen's life.  It's the Party that 
provides, plans, educates, feeds and thinks for every Soviet man, woman
and child. Everyone trusts in the Party and truly believes that the
Socialist Soviet Union is the greatest place on earth...

@;Copernicus' Observatory
@PEDIAIMPROVE50
Increases science output of Paris by 50%.

@;Magellan's Expedition
@PEDIAIMPROVE51
The German Kaiser, having read Mahan's "Influence of Sea
Power on History," sponsored and financed the High Seas
Fleet, equpping it with the most modern types of warships.
All German naval units add 2 to their movement.

@:Shakespeare's Theatre
@PEDIAIMPROVE52
All unhappy citizens in Petrograd are content. Or else.

@;Da Vinci's 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.

@;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 Frankfort and the Ruhr region.

@;Adam Smith's Trading Co.
@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.

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

@;The Statue of Liberty
@PEDIAIMPROVE58
The National Socialist Worker's Party (NSAP) first came to power in 1933  
when Adolf Hitler was nominated to Chancellor of the German Reich. Later,
after a popular referendum and the burning of the Reichstag,  all remnants
of Democracy are eliminated, and Hitler takes the title of "Fhrer" of 
the IIIrd Reich.

@;The Eiffel Tower
@PEDIAIMPROVE59
After the Franco-Prussian war, the 2nd Empire gave way to the 3rd Republic.
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.

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

@;Women's Suffrage
@PEDIAIMPROVE60
Counts as a Secret Police Station in every one of your cities.
(Decreases unhappiness caused by troops away from city by 1).

@;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
^  (Colonial Powers' Mandates).

@;Apollo Program
@PEDIAIMPROVE64
Allows The Great Election of the Pan-American Republics.

@;SETI Program
@PEDIAIMPROVE65
The Meiji Restoration began a whirlwind revivification of a stagnant
Japanese society and culture, as decreed by the Emperor. (SETI)

@;Cure for Cancer
@PEDIAIMPROVE66
In 1938, the Nazi Party organized a series of monumental rallies at Nuremberg. 
The Fhrer, Adolf Hitler, took the podium and galvanized the German people
by his grandiose speeches about his vision for the German Reich, for the German
people and the Aryan race.  Hitler insured that he had the full support of
every German for what was to follow: EXPANSION OF THE "LEBENSRAUM" THROUGH
MILITARY CONQUEST!

@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 Oriental Despotism, Monarchy, and
later Imperialism and Autocracy, 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, the Upper House may try to
interfere in your conduct of foreign affairs.
^
To change your empire'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
foment a Revolution. After a few turns of Anarchy, you will
be able to reconstitute a 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: Imperialism
^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 Imperialism, exploitation of the the colonies becomes more
efficient and profitable.  Your cities, therefore, experience no
corruption.
^
^SPECIAL
Science/tax/luxury
rates may be set
higher than 80%.
^
^HINTS
Imperialism is best for large, far-flung empires which need
to maintain a large military to quell unrest.  Distance 
will mean little to an Imperialist power.

@PEDIAGOVT4
@width=600
@title=Civilization Government: Autocracy
^UNIT SUPPORT
Can support up to FOUR units for free; additional
units cost one shield each.  Settlers eat TWO
food per turn.  ONLY Autocracies may produce
GUARDS units.
^
^HAPPINESS
Under Autocracy, NO CITIZEN IS EVER UNHAPPY! (or else!)
^
^CORRUPTION AND WASTE
Autocracy has a LOW rate of corruption.
However, Autocracy has the special disadvantage that
SCIENCE aquisition is considerably reduced.
^
^SPECIAL
Improvements which convert unhappy citizens to
content citizens (Garrisons, Theatres, and Stadiums)
produce "support" for the regime equal to the number of citizens they would
otherwise convert.  They also require no maintenance.
Under Autocracy,
none of the
science/tax/luxury rates may
be set higher than 80%.
^
^HINTS
Autocracy eliminates all happiness problems and provides
an excellent revenue.  Scientific research tends to languish.


@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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