;
;   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 construction of housing.
^Increases the effect of Talk Radio.
^Increases the effect of Arcades.
^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 Megachurches.
^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.
^Repairs damaged bridges.
^May be lost out of sight of land.
^Subdues Fanaticism.
^Can carry friendly air units.
^Teleports.
^Treats all squares as freeway squares.
^Defense +50% versus units with a movement factor of 2.
^Only Fundamentalist governments can build.
^Destroyed after attacking.
^Defense +100% versus air 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 housing stock is depleted when city grows.

@;Temple
@PEDIAIMPROVE4
Up to two discontented citizens' anger is
channeled into 'productive' hatemongering.

@;Marketplace
@PEDIAIMPROVE5
This online community increases 
taxes and entertainment by 50%.

@;Library
@PEDIAIMPROVE6
Retrains workers for emerging industries.
Increases research 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
Provides better living through design,
and 50% more taxes and entertainment.

@;Cathedral
@PEDIAIMPROVE11
Makes four unhappy citizens think they are content.

@;University
@PEDIAIMPROVE12
A place for people to think and talk.
Increases research by 50%.

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

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

@;Factory
@PEDIAIMPROVE15
Increases manufacturing by 50%.

@;Mfg. Plant
@PEDIAIMPROVE16
Costly to set up, but cheap once its
up and running.
Increases manufacturing by 50%

@;SDI Defense
@PEDIAIMPROVE17
Cannot be built.

@;Recycling Center
@PEDIAIMPROVE18
Decreases industrial pollution.

@;Power Plant
@PEDIAIMPROVE19
Put an end to those rolling blackouts
and boost manufacturing by 50%.

@;Hydro Plant
@PEDIAIMPROVE20
Cannot be built

@;Nuclear Plant
@PEDIAIMPROVE21
Better than cold fusion!
Increases manufacturing by 50%.  
Cheap to build and operate, but dude, 
watch out for those apocalyptic explosions!

@;Stock Exchange
@PEDIAIMPROVE22
Increases taxes and entertainment by 50%.

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

@;Supermarket
@PEDIAIMPROVE24
Allows Condos to be fully occupied.

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

@;Research Lab
@PEDIAIMPROVE26
Increases research by 50%.

@;SAM Missile Battery
@PEDIAIMPROVE27
Cannot be built

@;Coastal Fortress
@PEDIAIMPROVE28
Cannot be built

@;Solar Plant
@PEDIAIMPROVE29
A clean but capital intensive energy source.
Boosts manufacturing by 50%

@;Harbor
@PEDIAIMPROVE30
Water squares now provide one
unit of housing.

@;Offshore Platform
@PEDIAIMPROVE31
Water squares now provide one
additional resource.

@;Airport
@PEDIAIMPROVE32
One unit per turn may teleport
to any other teleporter.

@;Police Station
@PEDIAIMPROVE33
Cannot be built due to brutality issues

@;Port Facility
@PEDIAIMPROVE34
City produces veteran ships.
Any ship spending its entire turn in the city is
completely repaired.

@;SS Structural
@PEDIAIMPROVE35
How many times must the cannon balls fly, before they're forever banned?

@;SS Component
@PEDIAIMPROVE36
Imagine all the people, sharing all the world...

@;SS Module
@PEDIAIMPROVE37
Heal the world, Make it a better place, For you and for me, And the entire human race...

@;Capitalization
@PEDIAIMPROVE38
Converts resources to trade.

@;Pyramids
@PEDIAIMPROVE39
Doubles rate of city growth.

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

@;Colossus
@PEDIAIMPROVE41
Vineyards in city radius are twice as profitable.

@;Lighthouse
@PEDIAIMPROVE42
Adds one to ship movement, and makes all new ships veterans.

@;Great Library
@PEDIAIMPROVE43
Not in game

@;Oracle
@PEDIAIMPROVE44
Doubles the power of your Talk Radio stations.

@;Great Wall
@PEDIAIMPROVE45
Soldiers fight three times as hard when defending cities.  
Combat strength doubled against anarchists anywhere.

@;Sun Tzu's War Academy
@PEDIAIMPROVE46
Not in game

@;King Richard's Crusade
@PEDIAIMPROVE47
Every square in the city's radius produces an extra
resource.

@;Marco Polo's Embassy
@PEDIAIMPROVE48
Not in game

@;Michelangelo's Chapel
@PEDIAIMPROVE49
Four citizens are made content in each of your cities.
(3 after Real World Gaming)

@;Copernicus' Observatory
@PEDIAIMPROVE50
Increases research output of city by 50%.

@;Magellan's Expedition
@PEDIAIMPROVE51
Movement rate of all ships is increased by two.

@:Shakespeare's Theatre
@PEDIAIMPROVE52
All unhappy citizens in city are content.

@;Da Vinci's Workshop
@PEDIAIMPROVE53
Allows Cloyne Court and Ashby Adeline to level up.

@;J.S. Bach's Cathedral
@PEDIAIMPROVE54
Two unhappy citizens are made content.

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

@;Adam Smith's Trading Co.
@PEDIAIMPROVE56
Not in game

@;Darwin's Voyage
@PEDIAIMPROVE57
Two free scientific breakthroughs.

@;The Statue of Liberty
@PEDIAIMPROVE58
Not in game

@;The Eiffel Tower
@PEDIAIMPROVE59
Not in game

@;Hoover Dam
@PEDIAIMPROVE61
Boosts manufacturing in all your cities.

@;Women's Suffrage
@PEDIAIMPROVE60
Not in game

@;Manhattan Project
@PEDIAIMPROVE62
Not in game

@;United Nations
@PEDIAIMPROVE63
Not in game

@;Apollo Program
@PEDIAIMPROVE64
Commences founding of World Government.

@;SETI Program
@PEDIAIMPROVE65
Increases research everywhere.

@;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=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, all unhappy people are intimidated
into being content.
^
^CORRUPTION AND WASTE
Fundamentalism has a LOW rate of corruption.
However, Fundamentalism has the special disadvantage that
it can make no social or scientific progress.
^
^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.  Progress stops.


@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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