;
;
;Ulitimate Civ II - Civilopedia Descriptions Text File -- Copyright (c) 1997 MicroProse Software, Inc. 
;
;This file contains the descriptions of all the Civilization Advances, City Improvements, Wonders of
;the World, Units, and Game Concepts displayed in the Civilopedia. It is designed to be adaptable to
;conform to customized scenarios by the replacing existing text with scenario-specific text.
;
;PLEASE MAKE A COPY OF THE ORIGINAL TEXT FILE BEFORE YOU MAKE ANY CHANGES!
;
;
;

@ADVANCE_DESCRIPTIONS
;
;Translation Note: This section consists (verbatim) of the following files from the original Civilopedia, ;strung together to make one contiguous section: ADVANC1.PDE, ADVANC2.PDE, ADVANC3.PDE,
;and ADVANC4.PDE. (French and German versions are .PDF and .PDG respectively.)
;
; The index is a mapping to the rules file. The labels to the right are the entries, IN ORDER,
; that are in the rules.txt file. The number to the left is the description below that
; corresponds to the rules entry. For example, Amphibious Warfare will be the 55'th (remember,
; the list is zero based) description below begining with @@.
; Only ONE entry per line, number MUST BE TERMINATED WITH A COMMA.
; The list must terminate with a -2. A -1 indicates no desription, do not list or index.
;
@@ADVANCE_INDEX
-1,			; Advanced Flight		[Nature Tech]
-1,			; Alphabet
7,			; Amphibious Warfare		(Egyptian Recruitment 2)
9,			; Astronomy			(British Troops 1)
10,			; Atomic Theory			(British Troops 2)
-1,			; Automobile
8,			; Banking			(Soudanese Irregulars)
-1,			; Bridge Building
15,			; Bronze Working		(21st Lancers 2)
-1,			; Ceremonial Burial
12,			; Chemistry			(Ship Building 1)
13,			; Chivalry			(Ship Building 2)
6,			; Code of Laws			(Egyptian Recruitment 1)
11,			; Combined Arms			(British Troops 3)
14,			; Combustion			(21st Lancers 1)
-1,			; Communism
16,			; Computers			(Royal Artillery)
-1,			; Conscription
-1,			; Construction
-1,			; The Corporation
-1,			; Currency
-1,			; Democracy
-1,			; Economics
-1,			; Electricity
-1,			; Electronics
-1,			; Engineering
-1,			; Environmentalism
-1,			; Espionage
3,			; Explosives			(Rail Engineers 4)
1,			; Feudalism			(Rail Engineers 2)
2,			; Flight			(Rail Engineers 3)
0,			; Fundamentalism		(Rail Engineers 1)
4,			; Fusion Power			(Rail Engineers 5)
5,			; Genetic Engineering		(Rail Engineers 6)
-1,			; Guerrilla Warfare
-1,			; Gunpowder
-1,			; Horseback Riding
-1,			; Industrialization
-1,			; Invention
-1,			; Iron Working
-1,			; Labor Union
-1,			; The Laser
-1,			; Leadership
-1,			; Literacy
-1,			; Machine Tools
-1,			; Magnetism
-1,			; Map Making
-1,			; Masonry
-1,			; Mass Production
-1,			; Mathematics
-1,			; Medicine
-1,			; Metallurgy
-1,			; Miniaturization
-1,			; Mobile Warfare
-1,			; Monarchy
-1,			; Monotheism
-1,			; Mysticism
-1,			; Navigation
-1,			; Nuclear Fission
-1,			; Nuclear Power
-1,			; Philosophy			[attack on Suakin]
-1,			; Physics
-1,			; Plastics
-1,			; Plumbing
-1,			; Polytheism
-1,			; Pottery
-1,			; Radio
-1,			; Railroad
-1,			; Recycling
-1,			; Refining
-1,			; Refrigeration
-1,			; The Republic
-1,			; Robotics
-1,			; Rocketry
-1,			; Sanitation
-1,			; Seafaring
-1,			; Space Flight
-1,			; Stealth
-1,			; Steam Engine
-1,			; Steel
-1,			; Superconductor
-1,			; Tactics
-1,			; Theology
-1,			; Theory of Gravity
-1,			; Trade
-1,			; University
-1,			; Warrior Code			[Italian Tech]
-1,			; The Wheel			[Eth. Tech]
-1,			; Writing
17,			; Future Technology		(no more research)
-1,			; User Def Tech A
-1,			; User Def Tech B		[Fashoda Incident]
-1,			; User Def Tech C		[Khartoum]
-1,			; Extra Advance 1		[European Tech]
-1,			; Extra Advance 2
-1,			; Extra Advance 3
-1,			; Extra Advance 4
-1,			; Extra Advance 5		[French Tech]
-1,			; Extra Advance 6		[Dervish Tech]
-1,			; Extra Advance 7		[British Tech]
-2,			; MUST BE HERE! TERMINATOR!

@@Rail Engineers 1
This technology is given on the second turn of the game. It will give the British player a Rail Engineer unit.

@@Rail Engineers 2
This technology will give the British player a Rail Engineer unit.

@@Rail Engineers 3
This technology will give the British player a Rail Engineer unit.

@@Rail Engineers 4
This technology will give the British player a Rail Engineer unit.

@@Rail Engineers 5
This technology will give the British player a Rail Engineer unit.

@@Rail Engineers 6
This technology will give the British player a Rail Engineer unit.

@@Egyptian Recruitment 1
This technology will give the British player a unit of Egyptian Cavalry and a unit of Egyptian Infantry.

@@Egyptian Recruitment 2
This technology will give the British player two units of Camel Corps and a unit of Egyptian Infantry.

@@Soudanese Irregulars
This technology will give the British player three Raider units - the unit normally used by the Dervishes to attack the British.

@@British Troops 1
This technology will give the British player a unit of British Regulars, led by an officer unit.

@@British Troops 2
This technology will give the British player two units of Highlander Infantry and one unit of British Regulars.

@@British Troops 3
This technology will give the British player a unit of British Regulars, led by an officer unit.

@@Ship Building 1
This technology will give the British player a Gunboat unit.

@@Ship Building 2
This technology will give the British player a Gunboat and a Steamer unit.

@@21st Lancers 1
This technology will give the British player two units of 21st Lancers.

@@21st Lancers 2
This technology will give the British player two units of 21st Lancers.

@@Royal Artillery
This technology will give the British player one unit of Field Artillery, one unit of British Horse Artillery, and one unit of Heavy Artillery.

@@no more research
This technology will give you extra victory points for your score.

@IMPROVEMENT_DESCRIPTIONS
;
;Translation Note: The text in this section comes, verbatim, from the IMPROV.PDE text file in the original
;Civilopedia. (French and German versions are .PDF and .PDG respectively.)
;
; The index is a mapping to the rules file. The labels to the right are the entries, IN ORDER,
; that are in the rules.txt file. The number to the left is the description below that
; corresponds to the rules entry. For example, Palace will be the 16'th (remember,
; the list is zero based) description below begining with @@.
; Only ONE entry per line, number MUST BE TERMINATED WITH A COMMA.
; The list must terminate with a -2. A -1 indicates no desription, do not list or index.
;
@@IMPROVEMENT_INDEX
-1,			; Nothing
0,			; Palace		(Governor's Palace)
1,			; Barracks		[Barracks]
2,			; Granary		[Granary]
3,			; Temple		(Naziriyah)
4,			; MarketPlace		[Suq]
5,			; Library		[Khalwa]
6,			; Courthouse		[Emir's House]
7,			; City Walls		[Zeriba]
8,			; Aqueduct		[Hafr]
9,			; Bank			[Caravan Road]
10,			; Cathedral		[Mosque]
-1,			; University
-1,			; Mass Transit
11,			; Colosseum		[Church]
-1,			; Factory
-1,			; Manufacturing Plant
-1,			; SDI Defense
-1,			; Recycling Center
-1,			; Power Plant
-1,			; Hydro Plant
-1,			; Nuclear Plant
-1,			; Stock Exchange
-1,			; Sewer System
-1,			; Supermarket
-1,			; Superhighways
-1,			; Research Lab
-1,			; SAM Missile Battery
-1,			; Coastal Fortress
-1,			; Solar Plant
12,			; Harbor		[Harbour]
13,			; Offshore Platform	[Fishing Docks]
-1,			; Airport
-1,			; Police Station
-1,			; Port Facility
-1,			; Transporter
-1,			; SS Structural
-1,			; SS Component
-1,			; SS Module
14,			; (Capitalization)	((Caravan Financing))
-2,			; MUST BE HERE! TERMINATOR!

@@Governor's Palace
The Governor of Egypt eliminates corruption and waste in Egypt, and decreases it in the Sudan.

@@Barracks
A Barracks in a city will heal a severelly wounded unit to his full strength in just one turn.

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

@@Naziriyah
A naziriyah is an administrative and local court under a nazir, compromising several umudiyat (political division of a few villages), used among nomadic and seminomadic Arab groups. A naziriyah included either an entire tribe or a section of a large tribe. Adding a naziriyah will make your citizens less unhappy.

@@Suq
The Suq, the market, is the core of any Arabic town. The amount of trade taking place here increases your tax with 50%.

@@Khalwa
A Khalwa is a small Islamic rural school that stresses memorization of the Quran and provides some instruction in the reading and writing of Arabic. Increases science output by 50%.

@@Emir's House
Assigning an Emir to acity will decrease corruption. However, Emirs are not always entirely dependable, varying with the distance to the Governor's Palace. They do eliminate some of the corruption though. Also, for the French player, one content citizen will become happy.

@@Zeriba
A Zeriba is a very effective but simple wall constructed of branches of trees. Units in a city protected with a zeriba are have their defense factor tripled versus ground attacks.

@@Hafr
A Hafr is an excavated water reservoir fed by rainfall, and it allows the city to increase beyond size 8.

@@Caravan Road
If a city is lucky enough to find itself at the end of or in the vicinity of a Caravan Road, its tax and luxury output will be increased by an additional 50%% (cumulative with the Suq).

@@Mosque
A mosque in a city will make four unhappy citizens content.

@@Church
A church in a city is only for Abbyssinian or European citizens and has the same effect as a mosque on its unhappy citizens.

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

@@Fishing Docks
All ocean squares in the city's radius produce one shield.

@@(Caravan Financing)
Converts production into trade.

@WONDER_DESCRIPTIONS
;
;Translation Note: The text in this section comes, verbatim, from the WONDER.PDE text file in the ;original Civilopedia. (French and German versions are .PDF and .PDG respectively.)
;
; The index is a mapping to the rules file. The labels to the right are the entries, IN ORDER,
; that are in the rules.txt file. The number to the left is the description below that
; corresponds to the rules entry, but adjusted by NUM_IMPROVEMENTS.
; For example, Adam Smith's Trading Co. will be the 0'th (remember,
; the list is zero based)(INDEX - NUM_INPROVEMENTS) description below begining with @@.
; Only ONE entry per line, number MUST BE TERMINATED WITH A COMMA.
; The list must terminate with a -2. A -1 indicates no desription, do not list or index.
;
@@WONDER_INDEX
0,			; Pyramids			(Nubian Pyramids)			working
1,			; Hanging Gardens		(Jebel Al-Barkal)			expired
2,			; Colossus			(Pharoanic Temples)			expired
-1,			; Lighthouse
-1,			; Great Library
3,			; Oracle			(Legacy of Al-Mahdi al-Muntazar)	expired
4,			; Great Wall			(Gunpowder's Superiority)		working
5,			; Sun Tzu's War Academy		(Gate of the Soudan)			expired
5,			; King Richard's Crusade	(Islam)					expired
6,			; Marco Polo's Embassy		(Imperialism)				expired
-1,			; Michelangelo's Chapel
-1,			; Copernicus' Observatory
7,			; Magellan's Expedition		(Mahdi's Tomb)				working
-1,			; Shakespeare's Theatre
-1,			; Leonardo's Workshop
-1,			; J. S. Bach's Cathedral
-1,			; Isaac Newton's College
8,			; Adam Smith's Trading Co.	(Kitchener's Army)			working
-1,			; Darwin's Voyage
-1,			; Statue of Liberty
-1,			; Eiffel Tower
-1,			; Women's Suffrage
-1,			; Hoover Dam
-1,			; Manhattan Project
-1,			; United Nations
-1,			; Apollo Program
-1,			; SETI Program
-1,			; Cure for Cancer
-2,			; MUST BE HERE! TERMINATOR!

@@Nubian Pyramids
The whole series of Pyramids in Northern Sudan and around Merowe were built during the Meroitic era (350 BC to AD 350), a kingdom which was influenced by Egyptian art and religion, but became isolated, developing its own script and art. Controlling the Pyramids will give you one extra happy citizen in every city.

@@Jebel Al-Barkal
The Barkal Mountain (Jabal al-Barkal) is a very impressive mountain, emerging suddenly out of the landscape. It was regarded as sacred by the Egyptians of the 18th Dynasty. At its foot lies the Temple of Amun, second only in length to the famous Temple of Karnak. Lying west of the temple are the Jebel al-Barkal Pyramids, similar in style to those at Meroe. No game effect, just a symbol.

@@Pharoanic Temples
Pharaonic Egypt didn't stop where today's borders are. Many ancient Egyptian Pyramids and temples still stand today largely ignored by tourists. Most temples were erected to commemorate victories won by the Pharaoh over local tribes, but local cultures also soon took over Egyptian building styles. No game effect, just a symbol.

@@Legacy of Al-Mahdi al-Muntazar
The influence of the Mahdi, even after his death, on the people of the Soudan was so great that most people followed him blindly. Under his successor, Abd'allah, the people's loyalty to the rgime remained strong. No game effect, just a symbol.

@@Gunpowder's Superiority
The superiority of the British heavy guns was absolutely the decessive factor in this war. The British Army was of course far outnumbered, but the Dervishes were very poorly armed and had only a few thousand rifles.

@@Gate of the Soudan
This feared gate was the only way in -and especially out- for the thousands of slaves that were traded in this important port. No effect, just a symbol.

@@Islam
The strong religious fanatism developped under the Mahdi greatly improved the willingness of the people to work. This wonder is here to represent this. No effect, just a symbol.

@@Imperialism
The British Empire consisted at its height of one fifth of the total Earth. It had 7,7 times as many inhabitants in its colonies as in England, and the land area of the colonies was 94 times the size of Great Britain. 23% of the World lived under British rule. No effect, just a symbol.

@@Mahdi's Tomb
The Tomb of the Mahdi in Omdurman was a wonderful example of Arabic architecture in the Sudan. It was destroyed by Kitchener in the battle of Omdurman, but rebuilt some 25 years ago to its full earlier glory. If captured by the British, movement rate of all British and Egyptian ships is increased by two.

@@Kitchener's Army
For a short biography of Lord Kitchener up until this war, please see the readme file, in the chapter "History". 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.

@UNIT_DESCRIPTIONS
;
;Translation Note: The text in this section comes, verbatim, from the UNITS.PDE and UNITS2.PDE text ;files in the original Civilopedia, strung together to make one contiguous section. (French and German ;versions are .PDF and .PDG respectively.)
;
; The index is a mapping to the rules file. The labels to the right are the entries, IN ORDER,
; that are in the rules.txt file. The number to the left is the description below that
; corresponds to the rules entry. For example, Settlers will be the 50'th (remember,
; the list is zero based) description below begining with @@.
; Only ONE entry per line, number MUST BE TERMINATED WITH A COMMA.
; The list must terminate with a -2. A -1 indicates no desription, do not list or index.
;
@@UNIT_INDEX
0,			; Soudanese Inf. (R)
1,			; Rail Engineers
2,			; Dervish Infantry
3,			; Arab Riflemen
4,			; Egyptian Inf.
5,			; Nubians
6,			; Pikemen
7,			; Musketeers
8,			; Fanatics
9,			; Partisans
10,			; Alpine Troops
11,			; Riflemen
12,			; Marines
-1,			; Paratroopers
13,			; Mech. Inf.
14,			; Horsemen
15,			; Chariot
16,			; Elephant
-1,			; Crusaders
-1,			; Knights
17,			; Dragoons
18,			; Cavalry
19,			; Armor
20,			; Catapult
21,			; Cannon
22,			; Artillery
23,			; Howitzer
24,			; Fighter
25,			; Bomber
26,			; Helicopter
27,			; Stlth Ftr.
28,			; Stlth Bmbr.
29,			; Trireme
30,			; Caravel
31,			; Galleon
32,			; Frigate
-1,			; Ironclad
-1,			; Destroyer
-1,			; Cruiser
-1,			; AEGIS Cruiser
-1,			; Battleship
-1,			; Submarine
-1,			; Carrier
-1,			; Transport
-1,			; Cruise Msl.
33,			; Nuclear Msl.
34,			; Diplomat
35,			; Spy
36,			; Caravan
37,			; Freight
38,			; Explorer
39,			; Extra Land
40,			; Extra Ship
41,			; Extra Air
42,			; Test Unit 1
43,			; Test Unit 2
44,			; Test Unit 3
45,			; Test Unit 4
-1,			; Test Unit 5
-1,			; Test Unit 6
46,			; Test Unit 7
47,			; Test Unit 8
-1,
48,
49,
-1,
-1,
50,
51,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-2,			; MUST BE HERE! TERMINATOR!

@@
@@
@@
@@
@@
@@
@@
@@
@@
@@

@@
@@
@@
@@
@@
@@
@@
@@
@@
@@
@@

@@
@@
@@
@@
@@
@@
@@
@@
@@
@@

@@
@@
@@
@@
@@
@@
@@
@@
@@
@@

@@
@@
@@
@@
@@
@@
@@
@@
@@
@@

@@

@TERRAIN_AND_RESOURCE_DESCRIPTIONS
;
;Translation Note: The text in this section comes, verbatim, from the TERRAIN.PDE text file in the ;original Civilopedia. (French and German versions are .PDF and .PDG respectively.)
;
; The index is a mapping to the rules file. The labels to the right are the entries, IN ORDER,
; that are in the rules.txt file. The number to the left is the description below that
; corresponds to the rules entry. For example, Settlers will be the 50'th (remember,
; the list is zero based) description below begining with @@.
; Only ONE entry per line, number MUST BE TERMINATED WITH A COMMA.
; The list must terminate with a -2. A -1 indicates no desription, do not list or index.
;
@@TERRAIN_INDEX
0,			; Desert
1,			; Savanna
2,			; Fertile Ground
3,			; Trade Route
4,			; Sand Dunes
5,			; Hills
6,			; Hills
7,			; Waterwells
8,			; Dry desert
9,			; Impassable
10,			; Water
-1,			; -
-1,			; -
-1,			; -
-1,			; -
-1,			; -
-1,			; -
-1,			; -
-1,			; -
-1,			; -
-1,			; -
-1,			; -
-1,			; -
-1,			; -
-1,			; -
-1,			; -
-1,			; -
-1,			; -
-1,			; -
-1,			; -
-1,			; -
-1,			; -
-1,			; -
-2,			; MUST BE HERE! TERMINATOR!

@@Desert
@@Savanna
@@Fertile Ground
@@Trade Route
@@Sand Dunes
@@Hills
@@Hills
@@Waterwells
@@Dry desert
@@Impassable
@@Water

@GOVERNMENT_DESCRIPTIONS
;
;Translation Note: The text in this section comes, verbatim, from the GOVERN.PDE text file in the ;original Civilopedia. (French and German versions are .PDF and .PDG respectively.)
;
; The index is a mapping to the rules file. The labels to the right are the entries, IN ORDER,
; that are in the rules.txt file. The number to the left is the description below that
; corresponds to the rules entry. For example, Fundamentalism will be the 5'th (remember,
; the list is zero based) description below begining with @@.
; Only ONE entry per line, number MUST BE TERMINATED WITH A COMMA.
; The list must terminate with a -2. A -1 indicates no desription, do not list or index.
;
@@GOVERNMENT_INDEX
0,			; Anarchy
1,			; Despotism
5,			; Monarchy
2,			; Communism
4,			; Fundamentalism
6,			; Republic
3,			; Democracy
-2,			; MUST BE HERE! TERMINATOR!

@@
@@
@@
@@
@@
@@


@CONCEPT_DESCRIPTIONS
;
;Translation Note: The text in this section comes, verbatim, from the CONCEPT.PDE text file in the ;original Civilopedia. (French and German versions are .PDF and .PDG respectively.)
;

@@Disband
Disbanding your units is not allowed in this scenario.

@@Entrench
You can entrench your units to give them a defensive bonus in combat.

@@Fortress
Fortresses give your units a defensive bonus in combat.

@@
@@
@@
@@
@@
@@

@@Railroads
Your Rail Engineers can cross all terrain to lay railroads, including impassable terrain. On most terrain, it will take only one turn to complete the railroad. Dry desert needs to be stabilized first, and you'll need to create water wells (use the "irrigate" function). On all other impassable ground, it will take forever to build a railroad.

@@
@@
@@
@@
@@
@@
@@
@@
@@
@@
@@
@@

@@Fortress
Fortresses give your units a defensive bonus in combat.

@@
@@

@This must be here to terminate search!!!

