;
;   CIVILIZATION CIVILOPEDIA TEXT
;   Copyright (c) 1995 by MicroProse Software
;
;   Altering the contents of this file may cause the
;   game to malfunction.
;

@PEDIAPICKCIV
@width=540
@columns=3
@listbox
@title=Civilopedia: Civilization Advances

@PEDIACIV
@width=480
@title=Civilization Advance
^^%STRING0
^


@PEDIACIVFACTS
^Allows government form of same name.
^Allows settlers to build fortresses.
^Allows settlers to build airbases.
^Allows settlers to build railroads.
^Allows settlers to improve farmland.
^Increases the effect of temples.
^Increases the effect of colosseums.
^Worth bonus points in Civilization score.
^Increases ship movement rates by one.
^Improves Spaceship thrust by 25%.
^Free civ. advance for first civ. to discover.
^Decreases the effect of Cathedrals.
^Cancels the effect of


@PEDIAPICKUNIT
@width=540
@columns=3
@listbox
@title=Civilopedia: Unit Types

@PEDIAUNIT
@width=480
@title=Unit Type
^^%STRING0
^

@PEDIAUNITFACTS
^Can see units two spaces away.
^Ignores enemy Zones of Control.
^Can make amphibious landings.
^Invisible to most enemy ships.
^Can attack aircraft in flight.
^May be lost out of sight of land.
^Ignores City Walls.
^Can carry friendly air units.
^Can make paradrops.
^Treats all squares as road squares.
^Defense +50% versus units with a movement factor of 2.
^Only Fundamentalist governments can build.
^Destroyed after attacking.
^Defense +100% versus air and missile units.
^Can spot enemy submarines in adjacent squares.


@PEDIAPICKGOVT
@width=480
@listbox
@title=Civilopedia: Governments


@PEDIAPICKIMPROVE
@width=540
@columns=3
@listbox
@title=Civilopedia: City Improvements

@PEDIAIMPROVE
@width=480
@title=City Improvement
^^%STRING0
^

@;Palace
@PEDIAIMPROVE1
Eliminates corruption in the capital
^and decreases it in all nearby cities.

@;Barracks
@PEDIAIMPROVE2
City produces Veteran ground units. 
^Ground units can be completely re-supplied in a single turn.

@;Granary
@PEDIAIMPROVE3
Only 1/2 supplies are used when city increases in size.

@;Temple
@PEDIAIMPROVE4
Up to two discontented citizens are made content.

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

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

@;Courthouse
@PEDIAIMPROVE7
Decreases corruption and waste by 50%. 

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

@;Aqueduct
@PEDIAIMPROVE9
Allows city to increase beyond size 8.

@;Bank
@PEDIAIMPROVE10
Increases funds and luxury output by an additional 50%

@;Cathedral
@PEDIAIMPROVE11
Makes four unhappy citizens content.

@;University
@PEDIAIMPROVE12
Increases intelligence output by an additional 50%.

@;Mass Transit
@PEDIAIMPROVE13
Decreases the mutiny caused by factories.
^*Reduces unhappy workers in your city menu.

@;Colosseum
@PEDIAIMPROVE14
Increased wages encourage worker loyalty.
^
^*Three unhappy citizens are made content.
^(four in the U.S. and the C.S.)

@;Factory
@PEDIAIMPROVE15
State-owned production for war materials.
^
^*Increases resource production in city by 50%.

@;Mfg. Plant
@PEDIAIMPROVE16
Massive effort to mass-produce for the war.
^
^*Increases resource production by an additional 50%.

@;SDI Defense
@PEDIAIMPROVE17
Extra protection from air attacks.

@;Recycling Center
@PEDIAIMPROVE18
Decreases the mutiny caused by factories.
^*Reduces unhappy workers in your city menu.

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

@;Hydro Plant
@PEDIAIMPROVE20
Increases factory war output by 50%.
^*Better working conditions.
^*Reduces unhappy workers in your city menu.

@;Nuclear Plant
@PEDIAIMPROVE21
Increases factory war output by 50%.  
A mutiny here may lead to an explosion!

@;Stock Exchange
@PEDIAIMPROVE22
Increases funds and luxuries output by an additional 50%.

@;Sewer System
@PEDIAIMPROVE23
More hygenic and safer homes for your workers.
^*Allows city to grow beyond size 12.

@;Supermarket
@PEDIAIMPROVE24
Improved city squares produce 50% more food.

@;Superhighways
@PEDIAIMPROVE25
City squares with suburbs produce 50% more trade.

@;Research Lab
@PEDIAIMPROVE26
Increases intelligence output by an additional 50%.

@;SAM Missile Battery
@PEDIAIMPROVE27
Protects units in the city.
^
^*Double unit defense against enemy aircraft.

@;Coastal Fortress
@PEDIAIMPROVE28
Protects units in the city. 
^
^*Double unit defense against enemy ships.

@;Solar Plant
@PEDIAIMPROVE29
Maintains proper city order and output.
^Deals with mutinious workers too.
^*Reduces unhappy workers in your city menu.

@;Harbor
@PEDIAIMPROVE30
City squares produce one extra unit of food.

@;Offshore Platform
@PEDIAIMPROVE31
Foreign trade means all ocean squares in the city's radius produce one shield.

@;Airport
@PEDIAIMPROVE32
City produces veteran air units.
^Completely repairs aircraft in one turn.

@;Police Station
@PEDIAIMPROVE33
Decreases mutiny caused by troops away from city by 1.

@;Port Facility
@PEDIAIMPROVE34
City produces veteran naval units.
^Completely repairs ships in one turn.

@;SS Structural
@PEDIAIMPROVE35

@;SS Component
@PEDIAIMPROVE36

@;SS Module
@PEDIAIMPROVE37

@;Capitalization
@PEDIAIMPROVE38
Converts production into trade.

@;Pyramids
@PEDIAIMPROVE39
The 'food chamber' of Russia.
^
^*Counts as a City Supplies improvement in each city.

@;Hanging Gardens
@PEDIAIMPROVE40
'Il Risorgimento' led to the Italian Nation State,
^cheered each year on Unification Day.
^
^*One extra happy citizen in every city.

@;Colossus
@PEDIAIMPROVE41
The centre of the British Empire's trade and commerce!
^
^*City produces one extra trade arrow in each trade square.

@;Lighthouse
@PEDIAIMPROVE42
One fine day Kaiser Bill decided to challenge the
^'Rule Britannia' and started a enormous fleet program ...
^
^*Ships have their movement rate increased by one.
^*All new ships produced receive veteran status.

@;Great Library
@PEDIAIMPROVE43
Italy seeks to unite all Italians living outside its borders
^in one empire - challenging Austria-Hungary ...

@;Oracle
@PEDIAIMPROVE44
Printed propaganda will make the people cheer at war -
^and run to the colours!
^
^*Doubles the effect of all City Newspaper improvements.

@;Great Wall
@PEDIAIMPROVE45
Since the Franco-Prussian War of 1870/71 France seeked
^revenge. Finally this day has come ...
^
^*All new ground units produced gain Veteran status.
^*Any unit which wins a combat gains Veteran status.

@;Sun Tzu's War Academy
@PEDIAIMPROVE46
Germany's Army is ready to strike against the enemy to
^achieve domionation!
^
^*Diplomacy is absolute now!
^*Combat strength doubled against rebels.

@;King Richard's Crusade
@PEDIAIMPROVE47
The leading steel processing concern in the Ruhrgebiet.
^
^*All Kln's city squares produce an extra shield!

@;Marco Polo's Embassy
@PEDIAIMPROVE48
^The alliance of the Sultan with the Kaiser cuts Russia 
^off its allies in Western Europe, reducing allied
^military aid!
^
^*German spies will update you on the war situation.
^*A free embassy with every rival.

@;Michelangelo's Chapel
@PEDIAIMPROVE49
Your consumer goods are seeked everywhere on each side
^of the front lines! Nothing even quite matches your
^quality!
^
^*Counts as a Beer Hall in each of your cities.

@;Copernicus' Observatory
@PEDIAIMPROVE50
An effort to break the deadlock of war with science.
^
^*Increases intelligence output of city by 50%.

@;Magellan's Expedition
@PEDIAIMPROVE51
'Rule Britannia, rule the waves!'
^The Royal Navy dominates the Seas like the large fish
^in the small pond.
^
^*Movement rate of all Allied vessels is increased by two.

@:Shakespeare's Theatre
@PEDIAIMPROVE52
The French take pride in their glorious imperial past.
^
^*All unhappy citizens in city are content!

@;Da Vinci's Workshop
@PEDIAIMPROVE53
Built by Fernand de Lesseps the Suez Canal connects Britain
^with its widespread empire!

@;J.S. Bach's Cathedral
@PEDIAIMPROVE54
The defiant and proud little nation of Belgium.
^
^*Ownership decreases your unhappy citizens by 2 per city.

@;Isaac Newton's College
@PEDIAIMPROVE55
A dedicated spy corps to gather war information.
^
^*Doubles intelligence output of city.

@;Adam Smith's Trading Co.
@PEDIAIMPROVE56
'If you fight a war you need a lot of money.'
^
^*Rasing the Victoy Bonds for the last, greatest fight will
^help your Secretary of Treasury ...

@;Darwin's Voyage
@PEDIAIMPROVE57
A search for advances in war science.
^
^*Two free technology breakthroughs!

@;The Statue of Liberty
@PEDIAIMPROVE58
The grand statue in the harbour on New York City mourning the
^defeat in the Second Mexican War - and its revenge!
^
^*No effect but the morale boost of owning it!

@;The Eiffel Tower
@PEDIAIMPROVE59
United against their foes stand Great Britain, France, Russia
^and the Confederate States of America.
^
^*Attitudes continue to improve gradually over time.  
^*Other Empires are quicker to forget your past crimes.

@;Hoover Dam
@PEDIAIMPROVE61
The Trans-Continental Railway connects the East Coast
^with West Coast of the United States
^
^*Provides transport to every citizen in your nation.
^*Reduces unhappy workers in your city menu.

@;Women's Suffrage
@PEDIAIMPROVE60
Thy symbol of the might and glory of the Tzar in Russia's
^capital, St. Petersburg.
^
^Counts as a Military Police in every one of your cities.

@;Manhattan Project
@PEDIAIMPROVE62
Robert E. Lee.
^Remembering the commanding general of the Confederacy's
^forces in the War of Secession.
^
^*No effect but the morale boost of owning it!

@;United Nations
@PEDIAIMPROVE63
The battle between Tzarist and Bolshevik factions leads
^to some special situations, only to be found in Russia...
^
^*Free communication with every other civilization.
^*Enemy Empires cannot refuse your peace treaties.

@;Apollo Program
@PEDIAIMPROVE64
The extension of the power and might of the British King
^in Northern America.

@;SETI Program
@PEDIAIMPROVE65
The United States seek revenge against the Confederacy. This
^time the U.S. Army is better prepared than for the last war.
^
^Counts as a Officer Academy in every city.

@;Cure for Cancer
@PEDIAIMPROVE66
The military power of Germany, Prussia, is also the backbone
^of the German Army.
^
^*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.

@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.

@PEDIAGOVT1
@width=600
@title=Civilization Government: Alliance
^UNIT SUPPORT
Each unit above the city size costs one shield per turn.
Settlers eat one food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting an unhappy citizen into a content
citizen.
^
^CORRUPTION AND WASTE
Alliance has a HIGH rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.

@PEDIAGOVT2
@width=600
@title=Civilization Government: Tzarism
^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
Tzarism has a MODERATE rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.

@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: Orientalism
^UNIT SUPPORT
Can support up to TEN units for free; additional
units cost one shield each.  Settlers eat TWO 
food per turn.  
^
^HAPPINESS
Under Orientalism, NO CITIZEN IS EVER UNHAPPY!
^
^CORRUPTION AND WASTE
Orientalism has a LOW rate of corruption.
However, Orientalism has the special disadvantage that
all SCIENCE is HALVED.
^
^HAPPINESS
Orientalism eliminates all happiness problems and provides
an excellent revenue.  Scientific research tends to languish.


@PEDIAGOVT5
@width=600
@title=Civilization Government: Imperialism
^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 Imperialism has a LOW rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.

@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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