;
;   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 and cannot bombard land tiles.
^Can attack aircraft in flight, but if it's not a fighter only use it against air-protected stacks!
^May be lost out of sight of land.
^Ignores Anti-Tank defenses.
^Can carry friendly air units.
^Can make paradrops.
^Treats all squares as railroad 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
The center of your civilization's government.  
Eliminates corruption and waste in the city,
and decreases it in all nearby cities.

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

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

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

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

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

@;Courthouse
@PEDIAIMPROVE7
Decreases corruption by 50%.  Under Democracy,
one content citizen becomes happy.

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

@;Aqueduct
@PEDIAIMPROVE9
Allows city to increase beyond size 4.

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

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

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

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

@;Colosseum
@PEDIAIMPROVE14
Three unhappy citizens are made content
(four w/ Electronics).

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

@;Mfg. Plant
@PEDIAIMPROVE16
Increases resource production by an additional 50%
(cumulative with Factory and Power/Hydro plant 
for a grand total of 150%).

@;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 factory output by 50%.  Cleaner
than Power Plant, and generally safer than
Nuclear Plant.

@;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 output by an additional
50% (cumulative with Marketplace and Bank for a grand
total of 150%).

@;Sewer System
@PEDIAIMPROVE23
Allows city to grow beyond size 12.

@;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
(or railroads) 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 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
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
@PEDIAIMPROVE35

@;SS Component
@PEDIAIMPROVE36

@;SS Module
@PEDIAIMPROVE37

@;Capitalization
@PEDIAIMPROVE38
Converts production into trade.

@;Pyramids
@PEDIAIMPROVE39
The Great Plains are one of the most fertile regions on 
Earth.  
Counts as a Grain Elevator in every one of your cities.

@;Hanging Gardens
@PEDIAIMPROVE40
The Soviets were firmly united in Stalin's 'Great Patriotic War' 
to preserve communism.  One extra happy citizen in every city.

@;Colossus
@PEDIAIMPROVE41
The Lend-Lease program sent huge amounts of supplies to Britain 
and the Soviet Union in their fight against Hitler. City 
produces one extra trade arrow in each square that already 
produces one.

@;Lighthouse
@PEDIAIMPROVE42
Brest was the linchpin of Germany's efforts in the Atlantic.
As long as they hold it all German ships have their 
movement rate increased by one, and all new ships they 
produce receive veteran status.

@;Great Library
@PEDIAIMPROVE43
Since the Meiji Restoration Japan has been adopting much of 
Western culture and technology to modernize at a fantastic 
rate.

@;Oracle
@PEDIAIMPROVE44
Freedom was one of the greatest reasons America could unite 
and win World War II.  Doubles the effect of all of your churches.

@;Great Wall
@PEDIAIMPROVE45
Every city has free Anti-Tank defenses.  The Atlantik Wall 
also serves to isolate European resistance movements from 
Allied support, and as a result Axis combat strength is 
doubled against resistance units.

@;Sun Tzu's War Academy
@PEDIAIMPROVE46
Dating back to the time of the Samurai, Japanese warriors 
were known to fight to the death for their 'divine' Emperor, 
as the dishonor of surrender would be worse than any death.  
All new ground units produced gain Veteran status.
Any unit which wins a combat gains Veteran status.

@;King Richard's Crusade
@PEDIAIMPROVE47
The U.S. Steel Industry, mostly centered in the huge 
foundry complexes of Pittsburgh, was the strongest in 
the world in World War II.  Every square in Pittsburgh's 
radius produces an extra resource "shield".

@;Marco Polo's Embassy
@PEDIAIMPROVE48
Your advanced spy network can get you vital information 
about any nation on earth.

@;Michelangelo's Chapel
@PEDIAIMPROVE49
A strong national propaganda campaign to boost support for 
the war.  Counts as a Propaganda Centre in each of your cities.

@;Copernicus' Observatory
@PEDIAIMPROVE50
The heart of the Manhattan Project was at Los Alamos in 
New Mexico.  Science output of city increased by 50%.

@;Magellan's Expedition
@PEDIAIMPROVE51
Britain has had unquestioned control of the seas since the 
defeat of the Spanish Armada in 1588, and has a sophisticated 
network of naval bases around the world to support the Royal Navy.  
Movement rate of all ships is increased by two.

@:Shakespeare's Theatre
@PEDIAIMPROVE52
Winston Churchill's electrifying leadership through Britain's 
hardest times has united Britain more than ever before.  All 
unhappy citizens in London 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
While it's debatable that FDR's New Deal actually alleviated the 
Great Depression, it is certain that it gave the U.S. a new hope.
Decreases unhappy citizens in the continental U.S. by 2 per city.

@;Isaac Newton's College
@PEDIAIMPROVE55
America's free market economy, which is centered around the 
New York Stock Exchange, forces competition and therefore innovation 
in industry, speeding up research and development efforts.  
New York's science output is doubled.

@;Adam Smith's Trading Co.
@PEDIAIMPROVE56
Mobilization of civilians to support the war and the introduction 
of women into the workforce boosts productivity.  All city 
improvements which ordinarily cost 1 gold per turn will cost nothing 
to maintain.  City improvements requiring more than 1 gold per 
turn maintenance are not affected.

@;Darwin's Voyage
@PEDIAIMPROVE57
Hitler's remilitarization of Germany in violation of the Versailles 
Treaty used all sorts of new and innovative weaponry. 
Two free technological advances.

@;The Statue of Liberty
@PEDIAIMPROVE58
The Nazi political structure is so obedient to the Fuhrer that 
there is no period of unrest when the government is restructured.  
Also any form of government can be chosen as his authority will 
always remain unquestioned.

@;The Eiffel Tower
@PEDIAIMPROVE59
It was relatively rare for either side on World War II to attack 
nations that officially declared themselves neutral.  Due to this 
wonder AI civilizations will be less likely to attack any neutral 
countries.

@;Hoover Dam
@PEDIAIMPROVE61
Counts as a power plant in every American city to represent their 
undoubted industrial superiority.

@;Women's Suffrage
@PEDIAIMPROVE60
Counts as a Military Headquarters in every one of your cities.
(Note that this wonder is unnecessary since only the neutrals are
democratic in this scenario)

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

@;United Nations
@PEDIAIMPROVE63
In order to further prevent civilizations from attacking the 
Neutrals, they are not allowed to reject offers of peace from 
Neutral ambassadors.

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

@;SETI Program
@PEDIAIMPROVE65
Germany's Vengeance Weapon projects were a huge step forward in 
weapons technology.  Counts as a research lab in every one of 
your cities.

@;Cure for Cancer
@PEDIAIMPROVE66
The Japanese warrior only knows one way to restore his honor: 
ritual suicide, or 'Hari Kari'. 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.
^
Some forms of government, such as Despotism, Monarchy, and
later War Governments and Totalitarianism, allow you to expand
rapidly, to produce and sustain large numbers of military
units, and to control your affairs completely.
^
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, your Senate may try to
interfere in your conduct of foreign affairs.
^
Government switching is not allowed in this scenario.

@PEDIAGOVT0
@width=600
@title=Civilization Government: Anarchy
^As there is no government switching in this scenario, 
there will of course be no anarchy.

@PEDIAGOVT1
@width=600
@title=Civilization Government: Despotism
^As there are no civilizations in despotism in this scenario, 
and there is no government switching in this scenario, there 
will of course be no despotism.

@PEDIAGOVT2
@width=600
@title=Civilization Government: Monarchy
^As there are no civilizations in monarchy in this scenario, 
and there is no government switching in this scenario, there 
will of course be no monarchy.

@PEDIAGOVT3
@width=600
@title=Civilization Government: War Government
^UNIT SUPPORT
Each unit beyond the sixth costs one shield per turn.
Settlers eat two 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 a War Government, wartime powers given to the state allow 
it to eliminate organized crime.  Your cities, therefore, 
experience no corruption.
^
^SPECIAL
Under a War Government, none of the science/tax/luxury rates may 
be set higher than 80%.
^
^HINTS
War Governments are best for large, far-flung empires which need
to maintain a large military.  This is why democratic countries such 
as Britain or the U.S. are given this government in this scenario.

@PEDIAGOVT4
@width=600
@title=Civilization Government: Totalitarianism
^UNIT SUPPORT
Can support up to six units for free; additional
units cost one shield each.  Settlers eat TWO
food per turn.
^
^HAPPINESS
Under Totalitarianism, NO CITIZEN IS EVER UNHAPPY!
^
^CORRUPTION AND WASTE
Totalitarianism has a LOW rate of corruption.
However, Totalitarianism has the special disadvantage that
all science is reduced by 40%.
^
^SPECIAL
Improvements which convert unhappy citizens to
content citizens (Temples, etc.)
produce "seizings" equal to the number of citizens they would
otherwise convert.  They also require no maintenance.
Under Totalitarianism, none of the science/tax/luxury rates may
be set higher than 80%.
^
^HINTS
Totalitarianism eliminates all happiness problems and provides
an excellent revenue.  Scientific research tends to languish.


@PEDIAGOVT5
@width=600
@title=Civilization Government: Republic
^^As there are no civilizations in republic in this scenario, 
and there is no government switching in this scenario, there 
will of course be no republics.

@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 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.

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






















