;
;
;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
0,			; Advanced Flight
1,			; Alphabet
54,			; Amphibious Warfare
2,			; Astronomy
3,			; Atomic Theory
4,			; Automobile
5,			; Banking
6,			; Bridge Building
7,			; Bronze Working
8,			; Ceremonial Burial
9,			; Chemistry
10,			; Chivalry
11,			; Code of Laws
55,			; Combined Arms
12,			; Combustion
13,			; Communism
14,			; Computers
15,			; Conscription
16,			; Construction
17,			; The Corporation
18,			; Currency
19,			; Democracy
56,			; Economics
20,			; Electricity
21,			; Electronics
22,			; Engineering
57,			; Environmentalism
58,			; Espionage
23,			; Explosives
24,			; Feudalism
25,			; Flight
59,			; Fundamentalism
26,			; Fusion Power
27,			; Genetic Engineering
60,			; Guerrilla Warfare
79,			; Gunpowder
80,			; Horseback Riding
81,			; Industrialization
82,			; Invention
83,			; Iron Working
28,			; Labor Union
61,			; The Laser
62,			; Leadership
29,			; Literacy
63,			; Machine Tools
30,			; Magnetism
31,			; Map Making
32,			; Masonry
33,			; Mass Production
34,			; Mathematics
35,			; Medicine
36,			; Metallurgy
64,			; Miniaturization
65,			; Mobile Warfare
37,			; Monarchy
66,			; Monotheism
38,			; Mysticism
39,			; Navigation
40,			; Nuclear Fission
41,			; Nuclear Power
42,			; Philosophy
43,			; Physics
44,			; Plastics
-1,			; Plumbing
68,			; Polytheism
45,			; Pottery
69,			; Radio
46,			; Railroad
47,			; Recycling
48,			; Refining
70,			; Refrigeration
49,			; The Republic
50,			; Robotics
51,			; Rocketry
71,			; Sanitation
72,			; Seafaring
52,			; Space Flight
73,			; Stealth
53,			; Steam Engine
84,			; Steel
85,			; Superconductor
74,			; Tactics
75,			; Theology
86,			; Theory of Gravity
87,			; Trade
88,			; University
76,			; Warrior Code
77,			; The Wheel
78,			; Writing
67,			; Future Technology
-1,			; User Def Tech A
-1,			; User Def Tech B
-1,			; User Def Tech C
-1,			; Extra Advance 1
-1,			; Extra Advance 2
-1,			; Extra Advance 3
-1,			; Extra Advance 4
-1,			; Extra Advance 5
-1,			; Extra Advance 6
-1,			; Extra Advance 7
-2,			; MUST BE HERE! TERMINATOR!

@@Advanced Flight
 
@@Alphabet

@@Astronomy

@@Atomic Theory

@@Automobile

@@Banking

@@Bridge Building

@@Bronze Working

@@Ceremonial Burial

@@Chemistry

@@Chivalry

@@Code of Laws

@@Combustion

@@Communism

@@Computers

@@Conscription

@@Construction

@@Corporation

@@Currency

@@The Democracy

@@Electricity

@@Electronics

@@Engineering

@@Explosives

@@Feudalism

@@Flight

@@Fusion Power

@@Genetic Engineering

@@Labor Union

@@Literacy

@@Magnetism

@@Map Making

@@Masonry

@@Mass Production

@@Mathematics

@@Medicine

@@Metallurgy

@@The Monarchy

@@Mysticism

@@Navigation

@@Nuclear Fission

@@Nuclear Power

@@Philosophy

@@Physics

@@Plastics

@@Pottery

@@Railroad

@@Recycling

@@Refining

@@The Republic

@@Robotics

@@Rocketry

@@Space Flight

@@Steam Engine

@@Amphibious Warfare

@@Combined Arms

@@Economics

@@Environmentalism

@@Espionage

@@Fundamentalism

@@Guerrilla Warfare

@@The Laser

@@Leadership

@@Machine Tools

@@Miniaturization

@@Mobile Warfare

@@Monotheism

@@Future Technology

@@Polytheism

@@Radio

@@Refrigeration

@@Sanitation

@@Seafaring

@@Stealth

@@Tactics

@@Theology

@@Warrior Code

@@Wheel

@@Writing

@@Gunpowder

@@Horseback Riding

@@Industrialization

@@Invention

@@Iron Working

@@Steel

@@Superconductor

@@Theory of Gravity

@@Trade

@@The University

@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
15,			; Palace
2,			; Barracks
8,			; Granary
22,			; Temple
12,			; MarketPlace
10,			; Library
6,			; Courthouse
4,			; City Walls
0,			; Aqueduct
1,			; Bank
3,			; Cathedral
23,			; University
13,			; Mass Transit
5,			; Colosseum
7,			; Factory
11,			; Manufacturing Plant
18,			; SDI Defense
17,			; Recycling Center
16,			; Power Plant
9,			; Hydro Plant
14,			; Nuclear Plant
34,			; Stock Exchange
32,			; Sewer System
35,			; Supermarket
36,			; Superhighways
30,			; Research Lab
31,			; SAM Missile Battery
26,			; Coastal Fortress
33,			; Solar Plant
37,			; Harbor
27,			; Offshore Platform
24,			; Airport
28,			; Police Station
29,			; Port Facility
-1,			; Transporter
21,			; SS Structural
19,			; SS Component
20,			; SS Module
25,			; (Capitalization)
-2,			; MUST BE HERE! TERMINATOR!

@@Aqueduct

@@Bank

@@Barracks

@@Cathedral

@@City Walls

@@Colosseum

@@Courthouse

@@Factory

@@Granary

@@Hydro Plant

@@Library

@@Manufacturing Plant

@@Marketplace

@@Mass Transit

@@Nuclear Power Plant
 
@@Palace

@@Power Plant

@@Recycling Center

@@SDI Defense

@@Spaceship Component

@@Spaceship Module

@@Spaceship Structural

@@Temple

@@University

@@Airport

@@Capitalization

@@Coastal Fortress

@@Offshore Platform

@@Police Stations

@@Port Facilities

@@Research Lab

@@SAM Missile Battery

@@Sewer System

@@Solar Power Plant

@@Stock Exchange

@@Supermarket

@@Superhighway

@@Harbor

@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
21,			; Pyramids
9,			; Hanging Gardens
2,			; Colossus
15,			; Lighthouse
7,			; Great Library
20,			; Oracle
8,			; Great Wall
25,			; Sun Tzu's War Academy
13,			; King Richard's Crusade
18,			; Marco Polo's Embassy
19,			; Michelangelo's Chapel
3,			; Copernicus' Observatory
16,			; Magellan's Expedition
23,			; Shakespeare's Theatre
14,			; Leonardo's Workshop
12,			; J. S. Bach's Cathedral
11,			; Isaac Newton's College
0,			; Adam Smith's Trading Co.
5,			; Darwin's Voyage
24,			; Statue of Liberty
6,			; Eiffel Tower
27,			; Women's Suffrage
10,			; Hoover Dam
17,			; Manhattan Project
26,			; United Nations
1,			; Apollo Program
22,			; SETI Program
4,			; Cure for Cancer
-2,			; MUST BE HERE! TERMINATOR!

@@Adam Smith's Trading Co.
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.

Confucius lived in the 5th century B.C. and was probably the most important philosopher in Chinese history.  His ideas were the basis
of sound government for several thousand years.  A temple marking his gravesite was built shortly after his death, and over the
centuries it was gradually added on until it became a large complex of over 100 buildings.

@@Apollo Program
The entire world (cities and terrain) becomes visable.

Unfortunately unknown to most Westerners, Ibn Battuta lived around the time of Marco Polo but made that man look like a real
stay-at-home in comparison.  He travelled to nearly every region of this map (and even deep into Africa), contributing much to geographical knowledge.

@@Colossus
City produces one extra trade arrow in each square that already produces one.   

The Silk Route was the most important and lucrative trade route in the world by far at this time, connecting east and west. By virtue of its position near the borders of China,
Samarkand was able to force most of this trade to pass through its city gates and thus reap huge financial gains.

@@Copernicus' Observatory
Increases science output of city by 50%%.

The Academy of Wisdom was a great center of learning much like Plato's Academy in Ancient Greece.  It stood at the center of a vibrant intellectual community.

@@Cure for Cancer
One extra happy citizen in each city.

The Ka'aba actually predates Mohammed as a shine site, but he accepted its importance and made it the center of the Islamic hajj,
or holy pilgrammage to Mecca.  At the center there is a black stone believed by many to be an asteroid.

@@Darwin's Voyage
Obsolete at the start of the scenario.

Not far from Patna, Buddhists believe that Buddha reached enlightenment sitting beneath a tree.  As a result, this area became the most important Buddhist pilgrimage site in the world.
However, most Indians had lost interest in Buddhism by this time, and the Chinese and others who were interested were generally no longer able to make pilgrimages here due to the dangers of travel.

@@Eiffel Tower
When first obtained, 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.

This giant temple complex was the center of the large and powerful Cambodian empire at this time.  Certainly this would be considered one of the all-time wonders if more people were aware of it.

@@Great Library
Obsolete at the start of the scenario.

The Church of the Holy Sepulchre (the rotunda is shown here) supposedly holds the body of Jesus.  Built by the Byzantines, it has survived till today.  Control of this site was the main goal of the Crusades.

@@Great Wall
Enemy civilizations must offer cease-fire/peace in negotiations.
Combat strength doubled against barbarians.

The Great Wall stretched across thousands of miles to keep Northern China safe from barbarians like the Mongols.  While
still largely effective, prior to the Mongol invasion there were several large gaps between wall sections.


@@Hanging Gardens
Three extra happy citizens in city, plus one extra happy
citizen in every other city.

This religious shrine was built by Muslims in the 7th century and survives till today. Control of it was important for all
the powers because it is built on a very holy spot for Jews, Christians, and Muslims alike.

@@Hoover Dam
Obsolete at the start of the scenario.

"Man fears time, but time fears the Pyramids."  The Pyramids were still standing strong in this age but had ceased to be
meaningful to the now devoutly Muslim inhabitants of Egypt.

@@Isaac Newton's College
Doubles science output of city.

The Koran was and is the holiest book for Muslims, the foundation of the Islamic faith.  Having to read the Koran in Arabic greatly increased literacy and the trading of ideas.

@@J.S. Bach's Cathedral
Decreases unhappy citizens on same continent by 2 per city.

This was a double wonder: in addition to being a very dramatic and unusual building, this building also housed rare Buddhist texts a
famous monk had brought back from India.  These texts were instrumental in helping the religion spread throughout China.

@@King Richard's Crusade
Every square in the city's radius produces an extra resource "shield".
 
The famous Muslim fighter of the Crusaders also made Cairo into a great city.  His Citadel complex includes a large mosque and many other buildings and still stands today.

@@Leonardo's Workshop
Whenever one of your units becomes obsolete because of a new technology you have discovered, it is immediately replaced by an equivalent modern unit.

The Forbidden City was built by the decendants of Genghis Khan and symbolized the Mongol's acceptance of Chinese culture and technology.
It became the palace for Chinese emperors up until the very last emperor at the start of the 1900's.

@@Lighthouse
Ships have their movement rate increased by one. Also, all new ships you produce receive veteran status.

Hang-chou was the largest and most glorious city in the world at this time with over a million inhabitants, and travellers say its
most awe insiring site were the gardens in the heart of the city. Hangchou also became the headquarters of a large and powerful navy.

@@Magellan's Expedition
Obsolete at the start of the scenario.

The Mahabharata, together with the Ramayana, are two of the most important books in India and Hinduism.  Over 100,000 verses
long, it is the largest epic in the world.  It contains the famous Bahavad-Gita, and other stories familiar to every Indian.

@@Manhattan Project
Obsolete at the start of the scenario.

The second largest church in the world, behind only the Vatican. It was the spiritual center of Constantinople, still a large and
crucial trading city at the start of this era.  However the town was sacked by the Venetians in 1206, on a supposed "crusade" that never reached the Holy Land.

@@Marco Polo's Embassy
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).

Marco Polo's trip through Asia provided a valuable glimpse into other cultures during a generally ignorant era.  He was able
to see so much of the world because he was allowed to travel safely through all the Mongol territories.

@@Michelangelo's Chapel
Counts as a Pagoda in each of your cities.

The spiritual center of the Catholic Church, and the residence of the Pope.

@@Oracle
Doubles the effect of all of your temples.

This mammoth monastery still astonishes visitors to Tibet. It was and is a very important center of religious devotion in the
Buddhist world. Dalai Lamas have lived in this palace since the 7th century A.D

@@Pyramids
Counts as a Granary in every one of your cities.

The Grand Canal was and is one of the most remarkable engineering feats of all time. It served as a man made
river connecting north and south China, and greatly increased agricultural production.

@@SETI Program
Counts as a research lab in every one of your cities; effectively doubles your science output.

Well after their conquest of China the Mongols became great patrons of the arts and made many impressive monuments like this one.  This led to a great artistic rebirth in the 1300s and 1400s.

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

Delhi was the most glorious city of India in the Mongol era.  The Qutab Minar is a minaret standing over 70 meters high.  Built at the beginning of the 1200's, this minaret became a symbol of the
surrounding complex of mosques and indeed became the most famous symbol of Islam in India.

@@Statue of Liberty
Obsolete at the start of the scenario.

The rulers of Pagan built hundreds if not thousands of large religious pagodas in the Pagan area, each building being a wonder in itself.

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

The Yasa Code was devised by Genghis Khan personally a few years before embarking on his conquest of the world. It was a military
and legal code that forever after determined the proper behavior for Mongol soldiers. This strict code made the Mongols tougher and more organized than any other army in the world.

@@United Nations
Obsolete at the start of the scenario.

The Magao Caves or the Caves of the Thousand Buddhas sit in the desert near the oasis town of Dunhuang.  Beginning in the 300s Buddhist monks covered some 45,000 square meters of cave wall space with beautiful painting.  In addition in became a repository for
art of all kinds, from statues to ancient scrolls.  By the 1200s the caves had started to fall into obscurity and disrepair.

@@Women's Suffrage
Obsolete at the start of the scenario.

This Shiva shrine is one of the most important Hindu sites. In 1025 invaders from Afganistan completely destroyed the temple, carrying away 7 tons of gold.  However it was eventually rebuilt, a
process that happened at least 7 times.

@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
49,			; Settlers
21,			; Engineers
43,			; Warriors
46,			; Phalanx
2,			; Archers
33,			; Legion
47,			; Pikemen
36,			; Musketeers
23,			; Fanatics
45,			; Partisans
1,			; Alpine Troops
48,			; Riflemen
34,			; Marines
44,			; Paratroopers
35,			; Mech. Inf.
29,			; Horsemen
13,			; Chariot
20,			; Elephant
14,			; Crusaders
32,			; Knights
19,			; Dragoons
12,			; Cavalry
3,			; Armor
11,			; Catapult
7,			; Cannon
4,			; Artillery
30,			; Howitzer
24,			; Fighter
6,			; Bomber
28,			; Helicopter
39,			; Stlth Ftr.
38,			; Stlth Bmbr.
42,			; Trireme
9,			; Caravel
27,			; Galleon
26,			; Frigate
31,			; Ironclad
17,			; Destroyer
16,			; Cruiser
0,			; AEGIS Cruiser
5,			; Battleship
40,			; Submarine
10,			; Carrier
41,			; Transport
15,			; Cruise Msl.
37,			; Nuclear Msl.
18,			; Diplomat
50,			; Spy
8,			; Caravan
25,			; Freight
22,			; Explorer
-1,			; Extra Land
-1,			; Extra Ship
-1,			; Extra Air
-1,			; Test Unit 1
-1,			; Test Unit 2
-1,			; Test Unit 3
-1,			; Test Unit 4
-1,			; Test Unit 5
-1,			; Test Unit 6
-1,			; Test Unit 7
-1,			; Test Unit 8
-2,			; MUST BE HERE! TERMINATOR!

@@AEGIS Cruiser

@@Alpine Troops

@@Archers

@@Armor

@@Artillery

@@Battleship

@@Bomber

@@Cannon

@@Caravan

@@Caravel

@@Carrier

@@Catapult

@@Cavalry

@@Chariot

@@Crusaders

@@Cruise Missile

@@Cruiser

@@Destroyer

@@Diplomat

@@Dragoons

@@Elephant

@@Engineers

@@Explorer

@@Fanatics

@@Fighter

@@Freight

@@Frigate

@@Galleon

@@Helicopter

@@Horsemen

@@Howitzer

@@Ironclad

@@Knights

@@Legion

@@Marines

@@Mechanized Infantry

@@Musketeers

@@Nuclear Missile

@@Stealth Bomber

@@Stealth Fighter

@@Submarine

@@Transport

@@Trireme

@@Warriors

@@Paratroopers

@@Partisans

@@Phalanx

@@Pikemen

@@Riflemen

@@Settlers

@@Spy

@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
8,			; Plains
3,			; Grassland
1,			; Forest
4,			; Hills
6,			; Mountains
11,			; Tundra
2,			; Glacier
10,			; Swamp
5,			; Jungle
7,			; Ocean
24,			; Oasis
12,			; Buffalo
3,			; Grassland
18,			; Pheasant
13,			; Coal
21,			; Gold
18,			; Game
23,			; Ivory
26,			; Peat
20,			; Gems
14,			; Fish
25,			; Desert Oil
30,			; Wheat
3,			; Grassland
27,			; Silk
31,			; Wine
22,			; Iron
16,			; Furs
25,			; Glacier Oil
28,			; Spice
15,			; Fruit
29,			; Whales
-2,			; MUST BE HERE! TERMINATOR!

;Terrain Types
@@Desert

@@Forest

@@Glacier

@@Grassland

@@Hills

@@Jungle

@@Mountains

@@Ocean

@@Plains

@@River

@@Swamp

@@Tundra

;Special Resources

@@Buffalo

@@Coal

@@Fish

@@Fruit

@@Furs

@@Game (Forest)
@@Pheasant

@@Musk Ox

@@Gems

@@Gold

@@Iron

@@Ivory

@@Oasis

@@Oil

@@Peat

@@Silk

@@Spice

@@Whales

@@Wheat

@@Wine

@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!

@@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 can rebuild a new government. Anarchy is similar to Despotism, except that the corruption rate is VERY HIGH. However, no taxes are collected during a period of Anarchy, and no scientific research is conducted.

@@Despotism	
In a Despotism, the ruler has absolute control over his or her subjects, and this control is usually enforced by the military. This system has a tendency to minimize individual freedom, and reduce the efficiency of production efforts. 

* Each unit above the city size costs one Shield per turn.
* Settlers eat one Food per turn.

Up to three military units in each city institute "martial law". Each of these units makes one unhappy citizen content.

Despotism has a high rate of corruption and waste. The farther a city is from your capital, the higher its level of corruption.

* Under a Despotism, Tax/Luxury/Science rates cannot be set higher than 60%.
* Any terrain square that ordinarily produces three or more of any resource (Food, Shields, or Trade) produces one less.
* 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.

@@Communism
A Communist government is ruled by a controlling party, with a single person, known as a chairman, acting as the head of state. In a true Communist system, all property is owned collectively by the people, and labor is organized to be equally advantageous to all people. This ideal has never truly been realized, however, and the "Communist" governments of the world are usually much different.

* Each unit beyond the third unit costs one Shield per turn.
* Settlers eat two Food per turn.

Up to three military units in each city institute "martial law". Each of these units makes two unhappy citizens content.

Under Communism, state control of the economy eliminates organized crime. Your cities, therefore, experience no corruption.

* All Spy units produced under Communist governments are Veterans.
* Under Communism, Tax/Luxury/Science rates cannot be set higher than 80%. 

* Communism is best for large, far-flung empires that need to maintain a large military.
* Use your powerful Spies to steal technology from the capitalist pigs!

@@Democracy
A Democracy is ruled by a president elected by the people. The rulings of the president are subject to review by the Senate, a group of elected representatives who serve the best interests of the citizens. Democracy allows its citizens a higher degree of personal freedom and involvement than any other form of government.

* Each unit costs one shield per turn.
* Settlers eat two Food per turn.

Each unit that is not in a friendly city (or in a Fortress within three squares of a friendly city) causes two citizens in its home city to become unhappy.

Democracies experience no corruption or waste.

* Tax/Luxury/Science rates can be set to any level desired.
* Under a Democracy, each square that ordinarily produces at least one unit of Trade produces an extra unit of Trade.
* The units and cities of a Democracy are immune to bribery in any form.
* Your senate may force a peaceful solution in a conflict.

* 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 Luxury rate and building Improvements and Wonders can help alleviate unhappiness.

@@Fundamentalism
Fundamentalism is a form of government organized around a central set of beliefs. These beliefs, usually religious in nature, form a rigid guideline for the actions and reactions of both the ruler and the people. In a Fundamentalist society, the people and the rulers are entirely devoted to their beliefs, and are usually willing to die to preserve them.

* Each unit beyond the eighth unit costs one Shield per turn (except Fanatics, which never require maintenance).
* Settlers eat two Food per turn.

Under Fundamentalism, no citizen is ever unhappy!

Fundamentalism has a very low rate of corruption.

* Under Fundamentalism, Tax/Luxury/Science rates cannot be set higher than 80%.
* Under Fundamentalism, all Science production is HALVED.
* Improvements that normally convert unhappy citizens to content citizens produce "tithes" (money) equivalent to the number of people they would normally convert, and require no maintenance.
* The diplomatic penalties for terrorist acts committed by Diplomats and Spies is reduced.

* Fundamentalism eliminates all happiness problems and provides excellent revenue, although research tends to languish.

@@Monarchy
A Monarchy is ruled by a single person, known as a monarch. The monarch's rule is less absolute than that of a despot, and he or she usually has the acceptance of at least the upper-class. The aristocrats under this system of government have some economic freedom, allowing the civilization to be more productive. 

* Each unit beyond the third unit costs one Shield per turn.
* Settlers eat one Food per turn.

Up to three military units in each city institute "martial law". Each of these units makes one unhappy citizen content.

Monarchy has a moderate rate of corruption and waste. The farther a city is from your capital, the higher its level of corruption.

* Under a Monarchy, Tax/Luxury/Science rates cannot be set higher than 70%.

* Monarchy is an excellent form of government for a young civilization.

@@Republic
A Republic is an assembly of autonomous city-states under the control of a central government. Although the central government has the ultimate say in matters that affect the society as a whole, the city-states are given a certain amount of latitude in the governing of local affairs. Decisions are made by the ruler, but are subject to review by a group of officials known as the Senate.

* Each unit costs one shield per turn.
* Settlers eat two Food per turn.

Each unit beyond the first unit that is not in a friendly city (or in a Fortress within three squares of a friendly city) causes one citizen in its home city to become unhappy.

Republics experience a low rate of corruption and waste. The farther a city is from your capital, the higher its level of corruption.

* Under a Republic, Tax/Luxury/Science rates cannot be set higher than 80%.
* Your senate may force a peaceful solution in a conflict.

* Switching to a Republic can give an astounding boost to your Science and Luxury revenues, although you will probably be forced to shift some Trade to Luxuries in order to prevent unhappiness.
* Republics make it difficult and expensive to keep a sizable army in the field, but building certain Improvements and Wonders can help to alleviate this problem.

@CONCEPT_DESCRIPTIONS
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;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
When a friendly unit becomes obsolete, costs too much to maintain, or causes unhappiness among your population, you might want to eliminate the unit. To eliminate a unit, order it to disband by holding down the shift key and pressing "D", or by selecting "Disband" from the Orders menu. Once disbanded, the unit is permanently removed from the game.

When a unit is disbanded inside a friendly city, half of the unit's production cost in Shields is added to the production of whatever unit, Improvement, or Wonder is currently under production in the city.

@@Fortify
Roman legions on campaign halted their march early enough each evening to build a completely fortified camp for the night. They had learned the value of defensive fortifications when under attack. Where possible, it was the standard practice of most armies to build defensive works of some type whenever expecting an attack. Fortified defenders had their fighting strength multiplied, making it much harder to defeat them.

Ground units can be ordered to fortify by pressing the "F" key, or by selecting "Fortify" from the Orders menu. The defensive value of fortified units is increased by 50 percent.

@@Fortress
Once your civilization has discovered Construction, Settlers and Engineers have the ability to construct fortresses. Fortresses can be utilized to defend city perimeters and to block key points of access from enemy armies. A properly manned fortress can provide an effective defense by doubling the defensive strength of all units stationed within. Unlike normal combat, units stacked within a fortress defend and are destroyed one at a time in battle, rather than being destroyed simultaneously. Fortresses themselves do not suffer damage in the attack.

Settlers and Engineers can construct fortresses by pressing the "F" key, or choosing the Build Fortress command from the Orders menu. Units within a fortress have their defensive strengths doubled. Under a Republic, units stationed inside fortresses built within three squares of their home city do not cause unhappiness.

@@Irrigation
When the early farmers moved down from the hills into the valleys of the Nile, Tigris, and Euphrates Rivers, they had to develop the technology of irrigation. The freshwater rivers passed through lands essentially barren due to the lack of rainfall. Through irrigation, water could be removed from the rivers and spread on the nearby land, making it suitable for farming.

Irrigation increases Food production in Grasslands, Plains, Deserts, and Hills. Only squares vertically or horizontally adjacent to water (Oceans or Rivers) or another irrigated square can be irrigated. After the discovery of Refrigeration, terrain squares can be double-irrigated to create farmland. Settlers and Engineers can be ordered to irrigate by pressing the "I" key, or by selecting "Build Irrigation" from the Orders menu.

@@Luxuries
The provision of Luxuries for your citizens is indicated by the goblet icons in the Resource Box of the City Display. Each two Luxuries makes one content citizen happy, or one unhappy citizen content. The amount of Luxuries a city produces is mainly determined by the percentage of Trade you have allocated to Luxuries. This can be adjusted using the "Change Tax Rate" command on the Kingdom menu. A city's Luxuries can also be increased by building certain City Improvements and Wonders of the World, and by converting citizens into Entertainers.

@@Mining
Early civilizations had little difficulty locating nearly pure deposits of useful metals, such as gold, silver, and copper, lying exposed on the Earth's surface. As time passed, the surface deposits were exhausted, and people began digging into the ground to look for more. Mining and excavation for metals and other valuable materials continues today.

Mining increases the Shield production of Deserts and Mountains by one, and increases the Shield production of Hills by 3. Settlers and Engineers can be ordered to dig mines by pressing the "M" key, or by choosing the "Build Mine" command from the Orders menu.

@@Pillage
The terrain improvements built by other civilizations (irrigation, mines, roads, etc.) can be destroyed by moving a unit into the improved terrain square and ordering the unit to pillage. This reduces the production value of the land, and forces your enemy to re-develop the terrain.

Units can be ordered to pillage by holding down the shift key and pressing "P", or by choosing the "Pillage" command from the Orders menu. The unit must be ordered to pillage once for each of the terrain improvements you want to destroy. A fully developed terrain square (farmland with a railroad, for example) must be pillaged four times in order to remove all improvements.

@@Pollution
Pollution is most commonly caused by the excessive production of Shields in a city; however, it may also be caused by large city populations (after the discovery of the Automobile), nuclear attacks, or the meltdown of a Nuclear Plant. When a city poses a potential pollution problem, skulls on yellow triangles appear in the Information Box of the City Display. The more skulls a city generates, the higher the city's chance of polluting a terrain square within the city radius each turn. When world pollution reaches sufficiently critical levels, there is a chance that global warming can occur.

Pollution can be cleaned up by moving Settlers or Engineers into the polluted square and pressing the "P" key, or choosing the "Clean Up Pollution" command from the Orders menu. Pollution production of cities can be reduced through the construction of certain City Improvements, or by reducing the city's Shield production.

@@Railroads
Railroads revolutionized transportation by providing a relatively cheap and fast method of moving people, raw materials, finished goods, and troops over great distances. Not only did they support and encourage industrial growth by dramatically reducing transport time and costs, they also spurred technological research. Railroads were among the first great industrial corporations.

Railroads can be built by Settlers and Engineers after the discovery of the Railroad. They are constructed by moving onto terrain containing a road, and pressing the "R" key, or by selecting the "Build Railroad" command from the Orders menu. Units moving along a railroad expend no movement points. Railroads increase Shield and Trade production by 50 percent (rounded down).

@@Roads
A network of good quality roads improves travel between cities. Roads were important to ancient civilizations for trade and the movement of troops. As technology grew, roads were improved. Modern, paved roads are passable in almost any type of weather, and can be traversed much more quickly than dirt roads.

Roads can be built by Settlers and Engineers by pressing the "R" key, or by selecting the "Build Road" command from the Orders menu. Roads can be built in any terrain except Oceans; however, they cannot be built in a River square until the discovery of Bridge Building. Units moving along roads expend only one third of a movement point per square, regardless of terrain type. Roads also increase the amount of Trade produced by Deserts, Plains, Grasslands, and any natural resource that already generates trade.

@@Science
The amount of scientific research contributed by a city is indicated by the beaker icons shown in the Resource Chart of the City Display. At the start of each turn, the science output of each city is added to the research project currently in progress, eventually resulting in the discovery of a new Civilization Advance. The more beakers each city produces, the faster new Advances are discovered. The amount of science produced by your civilization is primarily determined by the amount of incoming Trade you have allocated to science. This percentage can be adjusted by selecting the "Change Tax Rate" command on the Kingdom menu.

The science output of individual cities and your civilization as a whole can also be increased by building certain City Improvements and Wonders of the World, or by converting citizens into Scientists.

@@Sentry
Units ordered to go on sentry duty appear as gray silhouettes. These units are removed from the movement queue, and remain on sentry duty until another unit moves into their sight range or until they are manually reactivated. Units on sentry duty inside a city are automatically loaded onto ships (up to the ship's unit carrying capacity) when the ship leaves the city.

Units are placed on sentry duty by pressing the "S" key, or by choosing the "Sentry" option on the Orders menu. Damaged units placed on sentry inside a city become active when they have been completely repaired.

@@Shields
The production of raw materials by your cities is represented by shield icons. Thus, raw materials are commonly referred to as "Shields". The number of Shields produced by each city is displayed in the Resource Chart of the City Display. Shields are used to support units. Each unit might, depending on government type and other circumstances, require that its home city expend one Shield per turn to support the unit. Excess Shields not used to support units are used for the production of City Improvements, Wonders of the World, and new units.

Shield production largely depends on the type of terrain surrounding the city. In most circumstances, Shield production of a city can be increased through the construction of certain Improvements and Wonders. The construction of mines also improves Shield production in certain types of terrain.

@@Specialists
The citizen icons displayed in the Population Roster of the City Display represent the city's work force. Each citizen added to the roster is automatically put to work developing one of the terrain squares within the city radius. In certain situations it may become necessary to remove a citizen from terrain production in order to perform a specific task. Citizens so removed are called specialists. There are three types of specialist, each of which increases one of the three components of Trade produced by a city. Entertainers increase Luxuries, Tax Men increase Taxes, and Scientists increase Science production.

To create a specialist, click on any production square in the City Map. The production icons disappear from the square, and an Entertainer appears in the Population Roster. To create a Tax Man, click the Entertainer icon once. To create a Scientist, first create a Tax Man, then click the Tax Man icon once. Cities must be size five or larger to support Tax Men and Scientists.

@@Taxes
The Taxes collected by a city are indicated by gold coin icons in the Resource Chart of the City Display. Taxes are used primarily to pay the maintenance cost of City Improvements each turn. Any tax revenues not used for maintenance of Improvements are added to your treasury. The amount of Taxes generated by the city is primarily determined by the amount of incoming Trade you have allocated to Taxes. This can be adjusted by selecting the "Change Tax Rate" option from the Kingdom menu.

Tax revenues can also be increased through the construction of certain City Improvements and Wonders of the World, or by converting citizens into Tax Men.

@@Trade
Trade represents more than just the exchange of goods and cash between cities and civilizations. Trade also represents the exchange of knowledge and ideas, and the recreational travel and activities of the citizens of your civilization. The total amount of Trade produced by each city is represented by double-arrow icons displayed in the Resource Chart of the City Display. Trade is then broken down into three separate components: Taxes, Luxuries, and Science. The amount of Trade allocated to each of these areas is controlled by selecting the "Change Tax Rate" option on the Kingdom menu.

Trade can be increased through the construction of certain City Improvements and Wonders of the World. It can also be increased through terrain improvements, and through the establishment of trade routes.

@@Trade Routes
Trade routes are established by moving a Caravan or Freight unit into a city at least ten squares from the unit's home city. You receive an immediate cash payment on the turn that the route is established. On each ensuing turn, each city receives a Trade bonus for as long as the trade route exists. The farther apart the two cities are, the more valuable the trade route. Trade routes established with cities of a rival civilization tend to be more profitable than those established between friendly cities. Each city may have up to three active trade routes at any time.

The value of a trade route is also affected by the type of goods traded. When trading a commodity that is demanded by the destination city, the trade route is much more profitable.

@@Veteran Units
During the American Civil War, soldiers who had never been in battle were said to have "seen the elephant" after being under fire for the first time. Afterward, they were considered veterans. History shows that well-trained, veteran soldiers are much more likely to survive a battle than inexperienced troops.

Units have a 50 percent chance of becoming Veterans each time they survive a combat encounter. Cities with a Barracks Improvement automatically produce Veteran units, as do all cities under the influence of the Sun Tzu's War Academy Wonder. The attack and defense factors of Veteran units is increased by 50 percent.

@@Corruption and Waste
As your civilization grows, you might notice that some of your cities are losing some of their Trade and Shields to corruption and waste. Corruption is Trade income that is lost to theft, embezzlement, and other illegal practices. Waste is Shield production that is lost to inefficiency. The farther a city is from your capital, the more corruption and waste it experiences. The amount of corruption and waste is also affected by the system of government you are using.
 
Corruption and waste, if left unchecked, can significantly slow the development of your civilization. Both corruption and waste can be reduced by 50 percent by building a Courthouse in the city experiencing the problem. The best solution, however, is to switch your system of government to a more advanced form. The more advanced the government, the less corruption and waste you experience. Communism and Democracy alleviate this problem altogether.

@@Unhappiness Due to Civ Size
Once you have built a certain number of cities, your citizens start to worry about your ability to effectively govern your civilization. When this occurs, additional unhappy citizens appear in each city.

The number of cities you can build before causing additional unhappiness is based on a number of factors, including game difficulty level and government type. The number of cities is higher for more advanced governments and lower levels of difficulty.

@@Combat Damage
It is now possible for units to be damaged as a result of combat. In each successful attack, a unit inflicts an amount of damage equal to its Firepower rating. The amount of damage a unit can sustain before it is destroyed is determined by multiplying the unit's Hit Point rating by ten.

The approximate amount of damage a unit has sustained can be determined by the length and color of the unit's damage bar (the colored bar at the top of the unit's shield symbol). A green bar indicates that the unit has lost from 0 to 33 percent of its Hit Points, a yellow bar shows that the unit has lost from 34 to 66 percent, and a red bar indicates that it has lost 67 percent or more.

Damage also affects the movement of a unit. The percentage of movement lost is equivalent to the percentage of Hit Points lost. Sea units can never have their movement reduced below two. The movement of air units is not affected by damage.

@@Transforming Terrain
In addition to the changes to Terrain that can be made through irrigation and mining, Engineers are able to transform map squares into a radically different Terrain types by using the "Transform" command on the Orders menu. Terrain transformation is particularly useful if the Terrain surrounding a city doesn't produce sufficient resources.

See the Civilopedia entries for each Terrain type for the results of Engineer transformation.

@@Airbases
After the discovery of Radio, your Settlers and Engineers have the ability to construct Airbases. Airbases act as remote refueling stations for Fighters, Bombers, Stealth Fighters, and Stealth Bombers. Strategically placed Airbases effectively extend the range of these units, allowing them to operate farther from friendly cities and Carriers.

To build an Airbase, chose the "Airbase" command from the Orders menu, or press the "e" key.

@@Airlift
After the discovery of Combined Arms, you have the ability to perform Airlift operations between your cities. Airlifting allows you to move units instantly over great distances. In order to Airlift a unit between two cities, both cities must have an Airport.

To Airlift a unit, move the unit into a city with an Airport and choose "Airlift" from the Orders menu, or press the "l" key. A menu of possible destinations appears. Choose the destination city from the menu, and the unit is instantly transported to that city. The unit becomes available for use on the following turn.

@@City Squares
;Translation Note: This refers to the map squares occupied by cities, not "Town Squares".
The resources utilized by a city are not only generated in the squares surrounding the city: they are also generated by the city square itself. The city square generates all the resources normally produced by the Terrain type on which the city is built. In addition, the Terrain square occupied by the city is improved to the maximum extent possible. The city square automatically contains a road, which is upgraded to a railroad when the Railroad Advance is discovered. The city square is also automatically irrigated or mined, depending on the type of terrain. Finally, if the city is built on Terrain that normally produces no Shields, one Shield is automatically added to the other resources generated in the city square. These enhancements ensure that the city square produces the maximum amount of resources possible.


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