;
;   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 Catholic Churches.
^Increases the effect of Protestant Churches.
^Worth bonus points in Civilization score.
^Increases ship movement rates by one.
^Can be built by Prussia or Sweden.
^Prussian Militarism.
^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 assaults.
^Cannot attack land targets.
^Can attack aircraft in flight.
^May be lost out of sight of land.
^City Assault.
^Can carry friendly air units.
^Can make paradrops.
^Treats all squares as road squares.
^Defense +50% versus units with a movement factor of 2.
^Citizen-Soldiers form the bulk of the huge French armies.
^Destroyed after attacking.
^Defense +100% versus air and missile units.
^Patrol unit.


@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
Unavailable in this scenario.

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

@;Temple
@PEDIAIMPROVE4
Two discontented Catholic citizens are 
made content, or in a Protestant-dominated
country, one Protestant.

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

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

@;Courthouse
@PEDIAIMPROVE7
Decreases corruption by 50%%. Makes city more resistant
to bribery by enemy diplomats and spies. 

@;City Walls
@PEDIAIMPROVE8
Civilian casualties are prevented if garrisons are defeated.
Note: Cavalry units are not well suited for attacking towns and cities.

@;Aqueduct
@PEDIAIMPROVE9
Allows a city to increase beyond size 7.

@;Bank
@PEDIAIMPROVE10
Increases tax and luxury output by an
additional 50%% (cumulative w/ Marketplace).

@;Cathedral
@PEDIAIMPROVE11
Makes four unhappy Christian citizens content (Three 
after the advent of the humanist teachings of the 
early French Empire).

@;University
@PEDIAIMPROVE12
Increases science output by an additional
50%% (cumulative w/ Library).

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

@;Colosseum
@PEDIAIMPROVE14
Three unhappy Protestant citizens are made content.

@;Factory
@PEDIAIMPROVE15
The earliest form of real mechanisation, the vast 
improvement in textile production stimulated the growth of 
many other industries. Increases resource production in 
the city by 50%%.

@;Mfg. Plant
@PEDIAIMPROVE16
Increases resource production by an additional 50%%
(cumulative with Mechanical Loom).

@;SDI Defense
@PEDIAIMPROVE17
Protects everything within three spaces of
the city from nuclear attack.

@;Recycling Center
@PEDIAIMPROVE18
Decreases the pollution caused by factories.

@;Power Plant
@PEDIAIMPROVE19
Increases industrial output by 50%%.

@;Hydro Plant
@PEDIAIMPROVE20
Increases industrial output by 50%%. Requires a nearby
river to feed the system.  

@;Nuclear Plant
@PEDIAIMPROVE21
Increases industrial output by 50%%.  

@;Stock Exchange
@PEDIAIMPROVE22
Increases tax & luxuries output by an additional
50%% (cumulative with Marketplace & Bank for a grand
total of 150%%).

@;Sewer System
@PEDIAIMPROVE23
Allows city to grow beyond size 14.

@;Supermarket
@PEDIAIMPROVE24
Allows squares in the city's radius with
the "farmland" improvement (irrigated twice)
to produce 50%% more food.

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

@;Research Lab
@PEDIAIMPROVE26
Increases science output by an additional 50%%
(cumulative with Library and University for a
grand total of 150%%).

@;SAM Missile Battery
@PEDIAIMPROVE27
Units in city are doubled on defense against
air units and non-nuclear missile units.

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

@;Solar Plant
@PEDIAIMPROVE29
Increases factory output by 50%%.  Cheaper
than other forms of mechanised power.

@;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 one shield.

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

@;Police Station
@PEDIAIMPROVE33
For British only, decreases unhappiness caused by troops away from city by 1.

@;Port Facility
@PEDIAIMPROVE34
Not available in this scenario

@;SS Structural
@PEDIAIMPROVE35

@;SS Component
@PEDIAIMPROVE36

@;SS Module
@PEDIAIMPROVE37

@;Capitalization
@PEDIAIMPROVE38
Converts production into trade.

@;Pyramids
@PEDIAIMPROVE39
The radical new Corn Laws, designed to stablise the trade,
and hence the price, of this most basic of foodstuffs, 
encourages the growth of the big cities, even as it acts 
to depress the income of many of those working on the land. 
Counts as a Granary in every one of your cities.

@;Hanging Gardens
@PEDIAIMPROVE40
The great, almost mystical love of the ordinary Russian 
for his motherland - the "Rodina" - goes a long way to 
pacify the vast masses of this huge land. 
One extra happy citizen in every city.

@;Colossus
@PEDIAIMPROVE41
The stimulus to British trade provided by the vast captive
market of their Indian possessions was considerable. Funnelled 
through the financial markets of the City of London, merchants
and manufacturers - and the government that taxed them - grew 
very rich indeed. The City produces one extra trade arrow in 
each square that already produces at least one already.

@;Lighthouse
@PEDIAIMPROVE42
The Royal Navy have the movement rate of all of their ships 
increased by one, partly due to the admirable supply system 
introduced by Lord Benbow.
Also, the extreme professionalism and "esprit de corps" of 
the Senior Service mean that all new ships produced are veteran.

@;Great Library
@PEDIAIMPROVE43
The Nation rational and generous enough to host the Scientific 
Community automatically gains knowledge of any scientific advance
that is widely known enough. In this case, by two other nations.
France will almost certainly be the only qualifing nation in the 
early nineteenth century.

@;Oracle
@PEDIAIMPROVE44
Doubles the effect of all of Catholic Churches - as the 
populace outdo each other to show the depth of their
faith - and avoid unpleasant interviews with the Reverend
Inquisitors...

@;Great Wall
@PEDIAIMPROVE45
Overawed by Napoleon's growing military reputation, 
all Nations must offer cease-fire or peace
in negotiations with the French. French combat 
strength is doubled against those Minor Powers 
(Independents) that still resist, as their troops 
begin to doubt that the "Little Corporal" can ever
be beaten.....

@;Sun Tzu's War Academy
@PEDIAIMPROVE46
The fabled Prussian war machine with its highly drilled
regulars, is a paper tiger only. Tactics and patriotism 
developed in France's many Revolutionary wars render 
Prussian methods obsolete.

@;King Richard's Crusade
@PEDIAIMPROVE47
The beginnings of the Industrial Revolution were just 
becoming apparent in the new towns of England's "Black 
Country". So-called, because of the coal dust coating 
the houses and the people! Every square in the area 
produces an extra resource "shield".

@;Marco Polo's Embassy
@PEDIAIMPROVE48
A beautiful Cathedral - preempted now by the Turkish adherents 
of Islam and turned into a mosque.

@;Michelangelo's Chapel
@PEDIAIMPROVE49
The cohesive effects of the ancient Holy Roman Empire 
still have relevance in many German lands. As Emperor, 
Francis of Austria can claim control - or at least 
strong influence - over many lands not formally Austrian.
Three content citizens in each city of the Empire.

@;Copernicus' Observatory
@PEDIAIMPROVE50
Increases scientific effort in London by half again.

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

@:Shakespeare's Theatre
@PEDIAIMPROVE52
This symbol of Prussian patriotism - built by Frederick the 
Great in Prussia's heyday, still influences the citizens 
who see it each day, and are reminded of past glories. 
All unhappy citizens in city are content.

@;Da Vinci's Workshop
@PEDIAIMPROVE53
Whenever one of your units becomes obsolete because of a new
technology you have discovered, it is immediately replaced
by an equivalent modern unit.

@;J.S. Bach's Cathedral
@PEDIAIMPROVE54
The first stirrings of organised labour caused outbreaks of 
violence throughout the country. However, the Congress of 
Unions became so strong, that the goverment had to come to 
an accommodation. The worst excesses of unfettered capitalism 
were checked, and something like peace settled on the working
classes.
Decreases unhappy citizens on same continent by 2 per city.

@;Isaac Newton's College
@PEDIAIMPROVE55
Doubles scientific efforts in Paris.

@;Adam Smith's Trading Co.
@PEDIAIMPROVE56
The egalitarian principles of the French Revolution led to much time 
and treasure more-or-less freely contributed to the Great Experiment. 
The later coming of Empire channelled these feelings into a more 
aggressive nationalism, but the significant exertions of the French 
civilians to defend their Revolution only declined as Napoleon developed 
his personality cult. Soldiers and Diplomats were inspired - peasants 
became disillusioned...All improvements costing 1 gold to maintain are
free - for as long as it lasts...

@;Darwin's Voyage
@PEDIAIMPROVE57
The "Eternal City" of Rome continues to hold a fascination for 
scholars and conquerors alike.

@;The Statue of Liberty
@PEDIAIMPROVE58
Eliminates the period of unrest between governments.
Also allows any form of government to be chosen, even if
the proper advance has not been discovered.

@;The Eiffel Tower
@PEDIAIMPROVE59
Minister Talleyrand's tireless work of behalf of his country 
goes some way to sugar the pill of his master's conquests.
Other Nations' attitudes towards the French continue to improve 
gradually over time, given reasonable behavior in foreign relations.
Other Nations are also quicker to forget your past transgressions. 
(This only applies in Single-player games, of course!)

@;Hoover Dam
@PEDIAIMPROVE61
The construction of an interlocking system of canals is a huge 
undertaking, but it increases manufacturing output in every 
city it links.

@;Women's Suffrage
@PEDIAIMPROVE60
The combination of popular enthusiasm for the war against "Boney"
coupled with an Army largely recruited from society's rejects and
malcontents means the potential relectance of an unmilitary people 
to see their sons fight and die in foreign fields is largely diffused.
Counts as a Prison in every one of your cities.
(Decreases unhappiness caused by troops away from city by 1).

@;Manhattan Project
@PEDIAIMPROVE62
Allows nuclear weapons to be built.

@;United Nations
@PEDIAIMPROVE63
^* Free embassy with every other civilization
^* Enemy civ's cannot refuse your peace treaties.
^* As a democracy, you can declare war 50%% of the time
^  (peacekeeping missions).

@;Apollo Program
@PEDIAIMPROVE64
Allows construction of spaceship improvements.

@;SETI Program
@PEDIAIMPROVE65
The university at Uppsala was highly respected, and elevated 
the science of this small nation considerably. Effectively doubles
the Swedish science rate.

@;Cure for Cancer
@PEDIAIMPROVE66
The First Empire's system of honours and rewards helps to 
imbue the military and civil institutions of France with 
enthusiasm for the regime - and thus form a core of support 
for Napoleon throughout the nation.
One extra happy citizen in each city.

@PEDIAGOVT
@width=600
@title=Civilization: Governments
In this scenario, changes of Government form are not permitted. 

@PEDIAGOVT0
@width=600
@title=Civilization Government: Election fever
A time of Elections represents not so much a government type as the
lack of any stable government. Unplanned Elections occur if your
government loses a vote of No Confidence, which is only 
likely to happen to the English. After a few turns of
electioneering, you will be able to reconstitute a government.
^
@PEDIAGOVT1
@width=600
@title=Civilization Government: Russian Empire
^UNIT SUPPORT
Each unit above the city size costs one shield 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
Russia has a HIGH rate of corruption and waste, due to the semi-
independence enjoyed by the aristocrats - the Boyars.  The
level of corruption in a particular province is based on its
distance from the court of the Tsar, currently St. Petersburg.
^
^SPECIAL
Under the Tsar, 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.
^
@PEDIAGOVT2
@width=600
@title=Civilization Government: Monarchy
^UNIT SUPPORT
Each unit beyond the fourth costs one shield 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
Monarchies have 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%%.
^
@PEDIAGOVT3
@width=600
@title=Civilization Government: French Empire
^UNIT SUPPORT
Each unit beyond the sixth costs one shield 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 the first French Empire, centralised direction of the economy 
reduces organized crime.  Your cities, therefore, experience a low 
rate of corruption, that can be further reducedby the building of 
Courthouses.
^
^SPECIAL
Under Napoleon's Empire, none of thescience/tax/luxury rates may 
be set higher than 80%%.
^
@PEDIAGOVT4
@width=600
@title=Civilization Government: Fundamentalism
Not available in this scenario
^
@PEDIAGOVT5
@width=600
@title=Civilization Government: Constitutional Monarchy
^UNIT SUPPORT
Each unit costs one shield 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. However,
remember that all land squares and most sea squares on the map 
contain a fortress (are STACKABLE).
^
^CORRUPTION AND WASTE
Britain has a LOW rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital, and can be further reduced by 
building Courthouses.
^
^SPECIAL
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%%.
^
@PEDIAGOVT6
@width=600
@title=Civilization Government: Democracy
Not available in this scenario.

@;This line must remain at the end of this file!




















