;
;   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
^Scouting.
^Can slip past enemy troops.
^Can attack from the sea.
^Ships at sea.
^Sorcery!
^These vessels may founder in storms.
^Fires over City Walls.
^Can bombard from the sea.
^Wizardry!
^Mountaineers.
^Very good against horse.
^Witchery!
^Bombardment.
^Witchcraft!
^Can see ships at sea.


@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 capital,
and decreases it in all nearby towns.

@;Barracks
@PEDIAIMPROVE2
City produces Veteran ground units. Ground units can
be completely repaired in a single turn.

@;Granary
@PEDIAIMPROVE3
Only half of town's grain store is depleted when
it increases in size.

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

@;Marketplace
@PEDIAIMPROVE5
Increases tax and luxuries by 50%.

@;Library
@PEDIAIMPROVE6
Increases knowledge gained by 50%.

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

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

@;Aqueduct
@PEDIAIMPROVE9
Allows city to increase beyond size 6.

@;Bank
@PEDIAIMPROVE10
Increases tax and luxuries by an
additional 50% (cumulative w/ Market).

@;Cathedral
@PEDIAIMPROVE11
Makes four unhappy citizens content (Three Catholicism).

@;University
@PEDIAIMPROVE12
Increases knowledge gained by an additional
50% (cumulative w/ Scholars).

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

@;Colosseum
@PEDIAIMPROVE14
Three unhappy Citizens are made content
(four w/ Catholicism).

@;Factory
@PEDIAIMPROVE15
Increases resource production in town by 50%.

@;Mfg. Plant
@PEDIAIMPROVE16
Increases resource production by an additional 50%
(cumulative w/ Iron Foundry).

@;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 factory output by 50%.

@;Hydro Plant
@PEDIAIMPROVE20
Increases foundry output by 50%.  This is
actually a system of mills, established to 
take advantage of the local water power.

@;Nuclear Plant
@PEDIAIMPROVE21
Increases factory output by 50%.  Cleaner
than Power Plant (same as Hydro Plant), but
there is a risk of Nuclear Meltdown unless
civilization has discovered Fusion.

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

@;Sewer System
@PEDIAIMPROVE23
Allows city to grow beyond size 10.

@;Supermarket
@PEDIAIMPROVE24
Allows lands near Venice with
the "Provveditori" improvement (irrigated twice)
to produce 50% more grain.

@;Superhighways
@PEDIAIMPROVE25
All lands near town 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 ships.

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

@;Harbor
@PEDIAIMPROVE30
All seas in the town's domain
produce one extra unit of food.

@;Offshore Platform
@PEDIAIMPROVE31
All seas within two leagues of Venice
produce one hammer.

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

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

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

@;SS Structural
@PEDIAIMPROVE36

@;SS Component
@PEDIAIMPROVE37

@;SS Module
@PEDIAIMPROVE38

@;Capitalization
@PEDIAIMPROVE39
Converts production into trade.

@;Pyramids
@PEDIAIMPROVE40
Counts as a Granary in every one of your towns.

@;Hanging Gardens
@PEDIAIMPROVE41
One extra happy citizen in every town.

@;Colossus
@PEDIAIMPROVE42
After the fall of the Latin Empire, the Genoese benefitted from the exclusion of
the Venetians. Their trade increased dramatically, and included the Black Sea.

@;Lighthouse
@PEDIAIMPROVE43
The Tuscan port of Pisa emerged as the 3rd ranking Italian
maritime city, behind Genoa and Venice. By the late 15th
century, Pisa rivalled Genoa in naval power.

@;Great Library
@PEDIAIMPROVE44
Hiring Leonardo is a wise move. He will keep your
state alerted to new martial techniques and weapons.

@;Oracle
@PEDIAIMPROVE45
Doubles the effect of all of your temples.

@;Great Wall
@PEDIAIMPROVE46
Enemy civilizations must offer cease-fire/peace
in negotiations.  Combat strength doubled against
barbarians.

@;Sun Tzu's War Academy
@PEDIAIMPROVE47
All new ground units produced gain Veteran status.
Any unit which wins a combat gains Veteran status.

@;King Richard's Crusade
@PEDIAIMPROVE48
Every land in the domain of Belgrade produces an extra
resource "hammer".

@;Marco Polo's Embassy
@PEDIAIMPROVE49
The Medici oligarchs of Florence maintained an effective spy
network, and kept well-informed of the movements and 
maneuvers both in the field and in the bedroom.

@;Michelangelo's Chapel
@PEDIAIMPROVE50
Counts as a Cathedral in each of your cities.

@;Copernicus' Observatory
@PEDIAIMPROVE51
Increases the search for Knowledge in Venice (by 50%).

@;Magellan's Expedition
@PEDIAIMPROVE52
The experienced Venentian Navy is more mobile and aggressive. 

@:Shakespeare's Theatre
@PEDIAIMPROVE53
All the subjects in Budapest, chief city of Hungary, support their King.

@;Da Vinci's Workshop
@PEDIAIMPROVE54
Whenever one of your companies becomes obsolete because of a new
skill discovered, it is immediately replaced
by an equivalent newer company.

@;J.S. Bach's Cathedral
@PEDIAIMPROVE55
Decreases unhappy citizens in the realm by 2 in each town.

@;Isaac Newton's College
@PEDIAIMPROVE56
Of all the Italian cities, Florence shone the brightest.

@;Adam Smith's Trading Co.
@PEDIAIMPROVE57
In the years after the Columbian Discovery and the subsequent
inflow of bullion, and the combination of Castile and Aragon',
Spain became the principal power in Europe. Funding throughout
the century was available, and Italy was only 1 theatre of operations for Spain.

@;Darwin's Voyage
@PEDIAIMPROVE58
Two free Discoveries of forgotten knowledge.

@;The Statue of Liberty
@PEDIAIMPROVE59
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
@PEDIAIMPROVE60
Alexander VI Medici proved to be a very worldly Pope. During his time in 
office, Alexander attempted to counter the actions of the French and Spanish,
orchestrating shifting coalitions that weakened his foes and furthered his own
interests. After a brief interim of Pius III, Julius the III, the "Warrior Pope" 
actually took to the field of battle. The Papal see gave a diplomatic edge.

@;Hoover Dam
@PEDIAIMPROVE62
Provides Hydro power to every city on every continent.

@;Women's Suffrage
@PEDIAIMPROVE61
During the 15th century, the Venetians created a secret police
force that dressed in black. Their leaders were known as the Council of Ten.

@;Manhattan Project
@PEDIAIMPROVE63
Allows nuclear weapons to be built.

@;United Nations
@PEDIAIMPROVE64
^* 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
@PEDIAIMPROVE65
The Iberian sailors had developed and increased European nautical knowledge.

@;SETI Program
@PEDIAIMPROVE66
Counts as a research lab in every one of your cities; effectively
doubles your science output.

@;Cure for Cancer
@PEDIAIMPROVE67
One extra happy citizen in each city.

@PEDIAGOVT
@width=600
@title=Civilization: Governments
The form of government you choose for your realm will
affect the way goods and chattels are distributed in your towns, the
rate at which your subjects can produce and sustain new companies
and buildings, and the extent to which your subjects
have a say in the way they are governed.
^
Some ways of ruling, such as the Hungarian Kingdom, the Dukedom, 
the Venetian Republic, and France's Absolutist Kingdom, allow rapid
expansion, the production and supply of large mercenary armies,
and to complete control of the state.
^
Democracy and the Republic, on the other hand, give your
citizens the freedom to produce vast amounts of trade, which
increases your wealth and knowledge rapidly. On the other
hand, your citizens may grow unhappy when you send military
units out of your cities; also, these governments are not in the scen,
so why bother with them?
^
To change your realm's government, you must have a
Revolution--select "Revolution" from the Kingdom Menu.  This
will entail a brief period of Anarchy.

@PEDIAGOVT0
@width=600
@title=Civilization Government: Local Municipal Government
Local municipal rule occurs when there is a 
lack of any larger government, when there is a
usurpation, or a
Rebellion. After a few seasons of local rule, the Prince will
be able to reconstitute the realm.
^
Municipal rule is similar to Hungarian Kingship, except that the corruption
rate is VERY HIGH.  However, no
taxes are collected by the locals, and no
knowledge is gained.

@PEDIAGOVT1
@width=600
@title=Civilization Government: Hungary
^UNIT SUPPORT
Each company above the town size costs one hammer each season.
Peasants eat one grain each season.
^
^HAPPINESS
Up to three companies in each town will institute
"martial law", converting an unhappy citizen into a content
one.
^
^CORRUPTION AND WASTE
The Hungarian Kingdom has a HIGH rate of corruption and waste.  The
level of corruption in a particular town is based on its
distance from the Palace.
^
^SPECIAL
In Hungary, none of the knowledge/tax/luxury rates may
be set higher than 60%.  ALSO, ANY LAND WHICH WOULD ORDINARILY
PRODUCE THREE OR MORE OF A RESOURCE (GRAIN, HAMMERS, TRADE) PRODUCES
ONE LESS.
^
^HINTS
Because of Hungary's high rate of corruption, it is almost
always in trouble.  The Turks are just over
the border, and war with the Porte is inevitable.


@PEDIAGOVT2
@width=600
@title=Civilization Government: Dukedom
^UNIT SUPPORT
Each company beyond the third costs one hammer each season.
Peasants eat one grain each turn.
^
^HAPPINESS
Up to three mercenary companies in each town will institute
"martial law", converting an unhappy citizen into a content
one.
^
^CORRUPTION AND WASTE
A Dukedom has a MODERATE rate of corruption and waste.  The
level of corruption in a particular town is based on its
distance from the Palace.
^
^SPECIAL
In a Dukedom, none of the knowledge/tax/luxury rates may
be set higher than 70%.
^
^HINTS
The Dukedom is an excellent way of ruling for a
regional state fighting wars in Italy.


@PEDIAGOVT3
@width=600
@title=Civilization Government: Venice
^UNIT SUPPORT
Each company beyond the third costs one hammer each season.
Peasants eat one grain each season.
^
^HAPPINESS
Up to three mercenary companies in each town will institute
"martial law", converting *TWO* unhappy citizens into
content ones (so a total of SIX unhappy citizens can
be suppressed).
^
^CORRUPTION AND WASTE
In Venice, the booming local economy eliminates
much corruption.  Your towns will experience some
waste even so.
^
^SPECIAL
All SPY units produced in Venice are
given VETERAN status.  In Venice, none of the
knowledge/tax/luxury rates may be set higher than 80%.
^
^HINTS
Venice has a large, far-flung empire which needs
a large military and fleet.  Use your comely spies to
steal knowledge and secrets from your opponents.

@PEDIAGOVT4
@width=600
@title=Civilization Government: France
^UNIT SUPPORT
Can support up to THREE companies for free; additional
companies cost one hammer each.  Peasants eat TWO
grain each season.  France may produce
artillery batteries at the beginning of the scenario.
^
^HAPPINESS
In France, the citizens are restive, but pliant.
^
^CORRUPTION AND WASTE
France has a LOW rate of corruption.
However, there is the special disadvantage that
all KNOWLEDGE is HALVED.
^
^SPECIAL
Buildings which convert unhappy subjects to
content ones (Churches, etc.)
produce "tithes" equal to the number of subjects they would
otherwise convert.  They also require no maintenance.
The diplomatic penalties for acts committed by
Diplomats and Spies are reduced.
In France, none of the knowledge/tax/luxury rates may
be set higher than 80%.
^
^HINTS
French absolutism eliminates all happiness problems and provides
an excellent revenue.  The search for knowledge tends to languish.


@PEDIAGOVT5
@width=600
@title=Civilization Government: Republic
^UNIT SUPPORT
Each unit costs one shield per turn.  Settlers eat TWO
food per turn.
^
^HAPPINESS
Each military unit AFTER THE FIRST which is not in a friendly
city (or a fortress within 3 spaces of a friendly city)
causes one citizen in its home city to become unhappy.
^
^CORRUPTION AND WASTE
The Republic has a LOW rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
Under a Republic, each square which ordinarily produces at
least one unit of trade produces an extra unit.
None of the science/tax/luxury rates may be set higher
than 80%.
^
^HINTS
Switching to a Republic can give an astounding boost to your
science and tax revenues, although you'll probably have to
divert some of your trade to luxuries.  It becomes more
difficult (and expensive) to keep an army in the field, but
building the Womens Suffrage wonder can help with this
problem.

@PEDIAGOVT6
@width=600
@title=Civilization Government: Democracy
^UNIT SUPPORT
Each unit costs one shield per turn.  Settlers eat TWO
food per turn.
^
^HAPPINESS
Each unit which is not in a friendly
city (or a fortress within 3 spaces of a friendly city)
causes TWO citizens in its home city to become unhappy.
^
^CORRUPTION AND WASTE
Democracies experience NO corruption or waste.
^
^SPECIAL
Under a Democracy, each square which ordinarily produces at
least one unit of trade produces an extra unit.
The units and cities of a Democracy are immune to BRIBERY
of all forms.
The science/tax/luxury rates may be set to any level
desired.
^
^HINTS
Democracies can produce spectacular amounts of revenue and
scientific research.  However, because of the severe
happiness restrictions on military units, this form of
government tends to be viable only for large, advanced
civilizations.  Increasing your luxuries rate and building
Wonders can help alleviate this problem.

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