;
;   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.
^Can not conduct coastal attacks.
^Scipio "Africanus" proved to be the best Roman general of the war.
^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.
^Steady against light troops and cavalry.
^Horde after horde of uncomplaining peasants is conscripted into the Roman army.They require minimal support by the Senate.
^Destroyed after attacking.
^Hannibal Barca was the best Carthaginian general of the war.
^Can spot enemy ships 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.
Demagogues orating around these gatering points reduce war discontent.

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

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

@;Courthouse
@PEDIAIMPROVE7
The military presence of the garisson stationed in the citadel
decreases corruption by 50%. Makes city more resistant
to bribery by Carthaginian agents.

@;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.

@;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.

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

@;Mfg. Plant
@PEDIAIMPROVE16
The Roman army was supported by a superb logistics system that proved the winning factor
in many wars. 
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 workshop output by 50%.

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

@;Nuclear 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 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
attacks by enemy siege ships.

@;Solar Plant
@PEDIAIMPROVE29
Increases factory 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
Shipwrights asigned to building new vessels of war are greatly aided by these ship factories.
All ocean squares in the city's radius produce one shield.

@;Airport
@PEDIAIMPROVE32
The seaports were vital for the transportation of supplies and military materiel
to the Punic army in Italy. Units can move between cities
with these in a single campaigning season.

@;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
Most economies of the time were based on agriculture.
Converts production into trade.

@;Pyramids
@PEDIAIMPROVE39
Capua is the largest city in Italy after Rome.It has prospered through trade and it has large grain and wine storages that could prove invaluable for Hannibal's men.

Counts as a grain depot in every city.

@;Hanging Gardens
@PEDIAIMPROVE40
A victory triumph will raise the morale of the populace and allow them to endure even longer the hardships of war.
One extra happy citizen in every city and three in the city it is held.

@;Colossus
@PEDIAIMPROVE41
Carthage, as a maritime nation, has invested in the building of Cothon, a specialised harbour to meet her needs.  
^City produces one extra trade arrow in each square that
already produces one.

@;Lighthouse
@PEDIAIMPROVE42
The Roman navy, having established complete naval superiority after the first Punic war, was free to invest in improving
the quality of its crews and expand its doctrine. 
Roman crews have benefitted greatly from their training and have no fear of getting lost in unknown waters.  

@;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
Fabius Maximus Quintus "The Delayer" took over the consulship after the disaster at lake Trasimene.
His plan was simple-tire down Hannibal instead of directly confronting him. Fabius' scortched earth policy almost defeated Hannibal.
Each unwalled city is considered walled.

@;Sun Tzu's War Academy
@PEDIAIMPROVE46
Greek instructors train the Carthaginian armed forces according to the finest Spartan traditions.
Soldiers who complete their training feel like they have been fighting for years and acquire battle experience quicker.

@;King Richard's Crusade
@PEDIAIMPROVE47
The production capabilities of Rome are tremendous.Troops are conscripted at an extremely fast rate.
Every workshop in the vicinity of Rome increases its output. 

@;Marco Polo's Embassy
@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).

@;Michelangelo's Chapel
@PEDIAIMPROVE49
The Barca family virtualy runs this war. Well respected among the commoners, but feared among the oligarchic Senators, the family's prestige is enough
to calm down any thoughts of rebellion. Three citizens in every city are made content. 

@;Copernicus' Observatory
@PEDIAIMPROVE50
The Epipolae was incorporated into Syracuse solely for its defence potential. Protecting the city for years against invaders
it is linked in the people's minds with the city's continued independance (even as a Roman vassal).
Archimedes resides in the city contributing to its defence and increasing its science output by 50%.

@;Magellan's Expedition
@PEDIAIMPROVE51
The Carthaginian navy no longer bounded by the peace treaty with the Romans has started to rearm itself.
Movement rate of all vessels of the Carthaginian fleet is increased by two.

@:Shakespeare's Theatre
@PEDIAIMPROVE52
The Senate is the heart and soul of the Roman people. Without its vigilant Senators Rome would pay tribute to Carthage, not the opposite.
Obviously such a strong and effective goverment inspires the people to rally for the final victory. All citizens in Roma are made content.

@;Da Vinci's Workshop
@PEDIAIMPROVE53
By capturing New Carthage the Romans do not only acquire a major foothold in Spanish soil, but also get hold of a large stock of Hispanic arms, and immediately requip their soldiers with these superior weapons.

@;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.  City improvements
requiring more than 1 gold per turn maintenance are not
affected.

@;Darwin's Voyage
@PEDIAIMPROVE57
Every aspect of the society turns towards war. Factories produce not goods but spears and craftsmen create not art but materials for war.
Understandably every war activity progresses at a faster rate. Two free civilization advances.

@;The 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.

@;The Eiffel Tower
@PEDIAIMPROVE59
The Aetolian league was created at first as a defensive alliance against Macedonian aggression. It later expanded its influence to the north and came in direct conflict with Macedon.
Philip V's imperialistic interests forced the Aetolian league to reactivate and seek aid from Rome.

The league's struggle against Macedon is viewed with sympathy in the rest of the Meditterranean world.


@;Hoover Dam
@PEDIAIMPROVE61
Capable of supplying great numbers of merchant vessels in times of peace, the Grand Harbour is equally suited for times of war. It is the center of the Syracusan economy.

@;Women's Suffrage
@PEDIAIMPROVE60
NONE

@;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
Allows construction of spaceship improvements.

@;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.

@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=Carthaginian Senate
^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
African politics are corupted to the core. The power struggle between the various factions
within the Senate sets back the war effort. The Iberian power base away from central African
control is the stage of assasinations and personal agendas. Coruption does pose a problem under
this goverment.

^
^SPECIAL
Hannibal's intelligence corps was extremely efficient. All your enlisted agents begin with veteran status.
The tax/luxury/science sliders can't be set higher than 80%

^
^HINTS
The Carthaginian Senate exhibits apathy and indifference to the outcome of the war.
There are other, far more efficient ways to wage this war - and all include absolute control by the Barcas.

@PEDIAGOVT4
@width=600
@title=Civilization Government: Dictatorship
^UNIT SUPPORT
Can support up to EIGHT units for free; additional
units cost one shield each.  Settlers eat TWO
food per turn.

^
^HAPPINESS
Under Dictatorship, NO CITIZEN IS EVER UNHAPPY!
^
^CORRUPTION AND WASTE
A Dictator has absolute rule over the MILITARY operations in this war. Civil policy is still
left to the Senate however. As such although corruption is severly limited it is still existant.
It seems corrupted souls take not into accord the crisis that had befallen the state - quite on the contrary,
they aim to take advantage of it.

^
^SPECIAL
Improvements which convert unhappy citizens to
content citizens (Temples, etc.)
produce "taxes" equal to the number of citizens they would
otherwise convert.  They also require no maintenance.
Under Fundamentalism, none of the science/tax/luxury rates may
be set higher than 80%.
^
^HINTS
Dictatorship eliminates all happiness problems and provides
an excellent revenue.  The citizens understand that this is a war of survival!


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