;
;   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 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 Fascist 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
^

@;Palace
@PEDIAIMPROVE1
Your command base.
^Eliminates corruption and waste in the city.
^Also decreases it in all nearby cities.

@;Barracks
@PEDIAIMPROVE2
^A base for vehicle and weapon repair.
^City produces Veteran ground units. 
^Ground units can be repaired in a single turn.

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

@;Temple
@PEDIAIMPROVE4
^The permenant guard detail of soldiers in a city.
^Up to two discontented citizens are made content.

@;Marketplace
@PEDIAIMPROVE5
Increases the war effort in a city.
Increases tax and luxury output by 50%.

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

@;Courthouse
@PEDIAIMPROVE7
^Decreases sabotage by 50%. 
^Under a Democracy, one content citizen becomes happy.

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

@;Aqueduct
@PEDIAIMPROVE9
A rail link to the nation's transpost system.
Allows city to increase in size.

@;Bank
@PEDIAIMPROVE10
^Increases the financial war effort in a city.
Increases tax and luxury output by 50%.

@;Cathedral
@PEDIAIMPROVE11
^Propaganda convinces people that the war is being 
^won by their side. Thus, it increases happiness.

@;University
@PEDIAIMPROVE12
^Scientists work hard to innovate new weapons.
^Increases science output by 50%.

@;Mass Transit
@PEDIAIMPROVE13
"Who cares?"

@;Colosseum
@PEDIAIMPROVE14
Three unhappy citizens are made content and drunk!
(four in America).

@;Factory
@PEDIAIMPROVE15
^Increases the war effort in a city.
^Increases war production output by 50%.

@;Mfg. Plant
@PEDIAIMPROVE16
Works with the Factory to increase war production.
^Streamlines the work effort in a city.
^Increases war production output by 50%.

@;SDI Defense
@PEDIAIMPROVE17
^Protects everything within three spaces of
^the city from normal and atomic bomber attack.

@;Recycling Center
@PEDIAIMPROVE18
"Who cares?"

@;Power Plant
@PEDIAIMPROVE19
^Extra facilities for the industry war effort.
^Increases war production output by 50%.

@;Hydro Plant
@PEDIAIMPROVE20
^Increases war production output by 50%.
^Can only be built in certain areas.

@;Nuclear Plant
@PEDIAIMPROVE21
^Increases weapons and war output by 50%.
^If anarchy ensues at any point, there
^is a chance this facility might explode!

@;Stock Exchange
@PEDIAIMPROVE22
^Convinces people to invest in the financial war effort. 
^Increases tax and luxury output by 50%.

@;Sewer System
@PEDIAIMPROVE23
^Refugees can be moved into the city.
^This extra manpower allows great growth.

@;Supermarket
@PEDIAIMPROVE24
^Can only built by the totalitarian civs.
^POW forced workers allow squares in the 
^city radius to produce more food.

@;Superhighways
@PEDIAIMPROVE25
^Unethical but lucrative trade improvement.
^Can only built by the totalitarian civs.
^More trade is generated in the city.

@;Research Lab
@PEDIAIMPROVE26
^Large science research and development area.
^Increases science output by 50%.

@;SAM Missile Battery
@PEDIAIMPROVE27
^Units in city are doubled on defense 
^against air units and V2 missile units.

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

@;Solar Plant
@PEDIAIMPROVE29
"Who cares?"

@;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 more production.

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

@;Police Station
@PEDIAIMPROVE33
^A military postal service.
^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 great US farming heartland.
^Unsures all American cities have food supples.
^Acts like a supply depot in each city.

@;Hanging Gardens
@PEDIAIMPROVE40
^Grim symbol of Stalin's regime.
^Soviets take pride in this structure.
^Increases Communist happiness.

@;Colossus
@PEDIAIMPROVE41
^An important German refinery complex. 
^Crucial to Hitler's war effort.
^Increases sea trade in the city.

@;Lighthouse
@PEDIAIMPROVE42
^Launching base for U-Boat attacks.
^Crucial to Hitler's war effort.
^Increases naval capabilities.

@;Great Library
@PEDIAIMPROVE43
^Ancient symbols of old Egypt.
^Their destruction would be a great loss.

@;Oracle
@PEDIAIMPROVE44
^The heavily defended HQ of Adolf Hitler.
^Capturing the Fhrer may end the war.
^Makes Berlin a primary Allied target.

@;Great Wall
@PEDIAIMPROVE45
^Major industrial facility for the Soviets.
^Russian workers take pride in this wonder.
^Capturing it will demoralise Communists.

@;Sun Tzu's War Academy
@PEDIAIMPROVE46
^Model barracks of Germany's elite SS formations.
^All new ground units produced gain Veteran status.
^Any unit which wins a combat gains Veteran status.
^Crucial to Hitler's psychological war effort.

@;King Richard's Crusade
@PEDIAIMPROVE47
^Major Axis aeronautical facility in Austria.
^Crucial to Hitler's war effort.
^Capturing this area may cripple Germany.

@;Marco Polo's Embassy
@PEDIAIMPROVE48
^A focal point of power for the Church.
^An ageing pontiff and wavering policy.
^They will not do much to stop the war.

@;Michelangelo's Chapel
@PEDIAIMPROVE49
^The world's premier movie studios.
^Provides war movie propaganda reels.
^Gives an increase to American happiness.

@;Copernicus' Observatory
@PEDIAIMPROVE50
^Major Soviet weapons and industry complex.
^Grim symbol of Stalin's regime.
^Soviets take pride in this structure.

@;Magellan's Expedition
@PEDIAIMPROVE51
^The Royal Navy force that protects the UK.
^Superior British naval training and tactics.
^Increases naval capabilities.

@:Shakespeare's Theatre
@PEDIAIMPROVE52
^Capital of The British Empire.
^Imposing symbol of the UK establishment.
^Helps the population stay loyal.

@;Da Vinci's Workshop
@PEDIAIMPROVE53
^The symbol of Mussolini's new order.
^Italian people take pride in this wonder.
^Major target for Allied capture.

@;J.S. Bach's Cathedral
@PEDIAIMPROVE54
^The new grand capital of Hitler's Reich.
^The symbol of the new Germany.
^Increases German happiness.

@;Isaac Newton's College
@PEDIAIMPROVE55
^Leading German physicist.
^Feared by the Allies for his brain power.
^Increases the Reich's science output.

@;Adam Smith's Trading Co.
@PEDIAIMPROVE56
^America's financial nerve centre.
^Money made here can help the US war effort.
^Pays the maintenance for some improvements.

@;Darwin's Voyage
@PEDIAIMPROVE57
^Head of the ancient dynasty of Japan.
^Revered by the Japanese people.
^Plays little part in the war.

@;The Statue of Liberty
@PEDIAIMPROVE58
^A famed statue in the great American city.
^Symbol of the USA's liberty and justice.
^Americans take pride in this wonder.

@;The Eiffel Tower
@PEDIAIMPROVE59
^The vaunted British diplomatic corps.
^Able to broker deals and sign treaties.
^Reduces war anger from other nations.

@;Women's Suffrage
@PEDIAIMPROVE60
^The BBC service broadcasts around the world.
^Even the Axis secretly tunes in to listen.
^Keeps Allied morale high.

@;Hoover Dam
@PEDIAIMPROVE61
^Located in the Dutch East Indies.
^Important industrial facility.
^Prime target for the Japanese.

@;Manhattan Project
@PEDIAIMPROVE62
^Exiled and brilliant German scientist.
^His research is crucial to the Allies.
^Einstein's work may lead to the Atom bomb.

@;United Nations
@PEDIAIMPROVE63
^The near-deified symbol of Communism.
^Soviets fanatics will defend this area.
^Increases Communist pride.

@;Apollo Program
@PEDIAIMPROVE64
"Who cares?"

@;SETI Program
@PEDIAIMPROVE65
^German mastermind of weapon research.
^An expert in rockets and ballistics.
^Crucial to Hitler's war effort.

@;Cure for Cancer
@PEDIAIMPROVE66
^Grim symbol of Stalin's regime.
^Increases Communist pride and happiness.
^Soviets fanatics will defend this area.

@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 Alliance, Commonwealth, 
and later Communism and Fascism, 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=Government: Alliance
^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
Alliance 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 an Alliance, 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 Alliance's high rate of corruption, it is considered an 
inefficient form of government.


@PEDIAGOVT2
@width=600
@title=Government: Commonwealth
^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
Commonwealth 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 Commonwealth, none of the science/tax/luxury rates may
be set higher than 70%.
^
^HINTS
Commonwealth is an excellent form of government for groups of nations.


@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: Fascism
^UNIT SUPPORT
Can support up to TEN units for free; additional
units cost one shield each.  Settlers eat TWO
food per turn.  ONLY Fascisms may produce SS units.
^
^HAPPINESS
Under Fascism, ALL CITIZENS ARE TOO SCARED TO BE UNHAPPY!
^
^CORRUPTION AND WASTE
Fascism has a LOW rate of corruption.
However, Fascism has the special disadvantage that all SCIENCE is HALVED.
^
^SPECIAL
Improvements which convert unhappy citizens to
content citizens (Temples, etc.)
produce "seizings" 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 Fascism, none of the science/tax/luxury rates may
be set higher than 80%.
^
^HINTS
Fascism 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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