;
;   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
^Lets you rescue refugees from cities you lose.
^Allows settlers to build fortresses.
^Allows settlers to build airbases.
^Allows settlers to build railroads.
^Allows settlers to improve farmland.
^Increases the effect of shrines.
^Increases the effect of taverns.
^Worth bonus points in Civilization score.
^Increases combat troop movement by one.
^Improves Spaceship thrust by 25%.
^Free civ. advance for first civ. to discover.
^Decreases the effect of Monasteries.
^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.
^Usually needs to be escorted.
^Can take over cities.
^Can cast spells from hiding.
^Can attempt to dispel magic.
^May desert if forced to stay in the open.
^Requires no support.
^Can cast any spell.
^Can sneak quickly over the plains.
^Treats all squares as road squares.
^Defense +50% versus units with a movement factor of 2.
^Magical-needs no support from Magi.
^A lesser magic spell.
^Increased defense against magic.
^Can see through illusions.


@PEDIAPICKGOVT
@width=480
@listbox
@title=Civilopedia: Key Terms


@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
City produces improved defensive structures, and repairs
them quickly.

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

@;Temple
@PEDIAIMPROVE4
Up to two discontented citizens are made content.
Does not work for the Magi.

@;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 takeovers by enemy nobles/courtiers.

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

@;Cathedral
@PEDIAIMPROVE11
Makes four unhappy citizens content.
Does not work for the Magi.

@;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 w/ Forge).

@;SDI Defense
@PEDIAIMPROVE17
Defends completely against the Ruinous Light, and to a lesser extent
against all other magic spells.

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

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

@;Hydro Plant
@PEDIAIMPROVE20
Increases forge output by 50%%.

@;Nuclear Plant
@PEDIAIMPROVE21
Increases forge output by 50%%.  Dangerous to all who lack the Foresight
to use it with moderation.

@;Stock Exchange
@PEDIAIMPROVE22
Increases tax & luxuries output by an additional
50%% (cumulative with Marketplace & Guilds 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
If you can read this, Elok screwed up.

@;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
Doubles the city's defense against magic spells.

@;Coastal Fortress
@PEDIAIMPROVE28
Units in city are doubled on defense against
horsemen and other ground troops.

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

@;Harbor
@PEDIAIMPROVE30
All open plains in the city's radius
produce one extra unit of food.

@;Offshore Platform
@PEDIAIMPROVE31
All open plains in the city's radius
produce one shield of tribute.

@;Airport
@PEDIAIMPROVE32
City produces better spells, recharges them instantly,
and can teleport civilian units over great distances.

@;Police Station
@PEDIAIMPROVE33
It's useless, but ain't it purty?

@;Port Facility
@PEDIAIMPROVE34
City produces veteran soldiers.
Any soldier spending its entire turn in the city is
completely healed.

@;SS Structural
@PEDIAIMPROVE35

@;SS Component
@PEDIAIMPROVE36

@;SS Module
@PEDIAIMPROVE37

@;Capitalization
@PEDIAIMPROVE38
Converts production into trade.

@;Pyramids
@PEDIAIMPROVE39
Standardized medicine, once restored, sparks a population boom.
Counts as an apothecary in every city.

@;Hanging Gardens
@PEDIAIMPROVE40
The Supreme Court of old Arkan restores law and order to the land.
One extra happy citizen in every city.

@;Colossus
@PEDIAIMPROVE41
City produces one extra trade arrow in each square that
already produces one.

@;Lighthouse
@PEDIAIMPROVE42
The personal bodyguards of the King. Workers may cross the plains
without fear, and soldiers of all types move more quickly and start
as veterans-all aspire to the honor of joining the Argent Guard.

@;Great Library
@PEDIAIMPROVE43
In ancient times, the Throneseyes were used to warn against foreign
invasion. William, the last true king, used the secret spy network
to prevent insurrections instead. The foundations of the network still
remain, and whoever takes control may use it to steal any secret known
by the other two factions.

@;Oracle
@PEDIAIMPROVE44
The traditional seat of Arkan's bishop, the Cathedral doubles the effect
of all Shrines. Like most things affiliated with the church, it is useless
to Rucillus.

@;Great Wall
@PEDIAIMPROVE45
THE sign of the true king. Allows you to force a truce, increases defense
against Raiders and Rebels, and...makes your cities look neat.

@;Sun Tzu's War Academy
@PEDIAIMPROVE46
A national trial of athletic prowess similar to the Olympics, the Black Rose
Tournament keeps all of Maximillian's men in fighting trim. All towers start
as veterans.

@;King Richard's Crusade
@PEDIAIMPROVE47
The most terrible dungeon and torture chamber of the old regime, the
"Tower of Wolves" inspires Maximillian's nearby citizens to work extra hard.
Already built.

@;Marco Polo's Embassy
@PEDIAIMPROVE48
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).

@;Michelangelo's Chapel
@PEDIAIMPROVE49
Given that he fights a slave of the devil and an infamous usurer-extortionist,
Maximillian is welcomed as the champion of the church. This monument to that
alliance counts as a monastery in every city.

@;Copernicus' Observatory
@PEDIAIMPROVE50
In a rare concession to scholarly sensibilities, Maximillian agrees to put any
written material seized in his conquest in a vault open to the learned men of
the city. Increases science output of that city by 50%%.

@;Magellan's Expedition
@PEDIAIMPROVE51
The body of Roland was never found, but his blood still runs in the royal family, 
and this monument inspires new zeal in the whole Legion. 
The movement of all soldiers is increased by two.

@:Shakespeare's Theatre
@PEDIAIMPROVE52
All unhappy citizens in city are content.

@;Da Vinci's Workshop
@PEDIAIMPROVE53
An organized civilian reserves allows Penth to instantly upgrade any unit
the moment it becomes obsolete.

@;J.S. Bach's Cathedral
@PEDIAIMPROVE54
An organization Penth creates to skim "tributes" from petty noblemen under his
rule and give them to the poor as a sign of generosity. Two malcontents are
made calm in every nearby city.

@;Isaac Newton's College
@PEDIAIMPROVE55
An old agreement between Penth's family and the most learned men of Relheim.
Doubles science output of the city. Already built.

@;Adam Smith's Trading Co.
@PEDIAIMPROVE56
Penth arranges a congress of Merchants from throughout his domain, to agree
on fair business practice and the regulation of tariffs, etc. Pays for many
minor economic improvements in every city.

@;Darwin's Voyage
@PEDIAIMPROVE57
While vulgar in character, Penth comes from a very old and noble family.
Among the heirlooms he inherited is a curious, very old scroll inscribed
with accounts of far-off lands in an unknown tongue. Its translation causes
two consecutive technological breakthroughs.

@;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
When you first obtain control of the Eiffel Tower,
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.

@;Hoover Dam
@PEDIAIMPROVE61
An alchemical triumph that counts as a dwarven smith in each Magi city.

@;Women's Suffrage
@PEDIAIMPROVE60
Counts as a Police Station in every one of your cities.
(Decreases unhappiness caused by troops away from city by 1).

@;Manhattan Project
@PEDIAIMPROVE62
The Ruinous Light, which can destroy whole armies at once, is called
into being for any who know the spell to control it.

@;United Nations
@PEDIAIMPROVE63
Nobody knows, or dares ask, how Rucillus got this, but its influence
lets him spy on his enemies with ease and force them to submit to his
will. Already built.

@;Apollo Program
@PEDIAIMPROVE64
Reveals the entire Kingdom to Rucillus. Already built.

@;SETI Program
@PEDIAIMPROVE65
A large school of all the least pleasant forms of divination, the Scholomance
counts as an Archive in every city, compensating for Rucillus's otherwise
lackluster research abilities.

@;Cure for Cancer
@PEDIAIMPROVE66
Rucillus does not get along with the church, and so must give other
"opiates to the masses." Luckily, his magic rises to the challenge.
One happy person in every city.

@PEDIAGOVT
@width=600
@title=Broken Kingdoms: Combat Basics
The military structure of Arkan is loosely based on a chessboard:
you have "pawns" in the form of workers, immobile "rooks" to defend your cities,
"knights" for direct combat, "bishop" magicians for support, and one "king"
unit who is vulnerable but must be kept. There are other units, but they become
available later in the game.
Drudges, the peasants essential to any dark-age economy, can fight but aren't
very good. Their main value is in improving the land around cities, which can
greatly boost your productivity. They can also turn open plains into rocky
barricades, once promoted to workers, to impede the enemy's movement. They still
need food, and are likely to desert if forced into the open for too long.
Towers, Bastions, and other defensive structures are immobile but essential for
defense, and for keeping your people under control. Other units can do those things
as well, but their defense is lowered while they are stuck in a city. Horsemen, Knights, 
and Paladins are your solid combat troops. They move quickly over open plains, 
and have the best attack. Magicians play a primarily supportive role, invisibly 
carrying powerful spells across the battlefield to attack the enemy with. 
Note that magicians are slow, and helpless without spells.
The most important unit you have is your leader, who alone can escort noblemen
across the open plains. As noblemen are the easiest way to take cities by far,
losing your leader means a much more difficult game. You can still win after losing
your leader, but it will be an uphill battle. Each faction has its own way of
occupying cities without a leader, but they are for the most part less convenient,
and require research.

@PEDIAGOVT0
@width=600
@title=Arkan: An Introduction
Broken Kingdoms begins in the aftermath of a bloody coup that leaves Arkan
divided in three. The vengeful sorcerer Rucillus has killed all of the royal
family but the infant Prince Sebastian, and now occupies the capital as a self-
styled king. Penth, a minor merchant from the city, managed to rescue the Prince
somehow, and leads an opposition against Rucillus. He controls most of the
Kingdom at present.
^
The King's most loyal general (and bastard son), Maximillian, was leading
the Legions in a war of conquest in the west at the time of Rucillus's invasion.
There is some speculation that Rucillus timed his coup for a moment when 
Maximillian was not around to protect his father. Master Penth claims that
the General actually conspired with Rucillus to kill the King, and fights them
both in the name of "loyalty" to the throne, even as he promises freedom to the
peasants under his rule. Maximillian, never the most even-tempered of men, vows
to kill Penth and Rucillus, and hold the throne until Sebastian comes of age.
^
There can be no compromise. A civil war has begun.

@PEDIAGOVT1
@width=600
@title=The Old Regime of Arkan.
^The chief challenge facing all three sides of the war is to find
a claim to legitimacy. Arkan is a land with deep national pride, and a
man who controls the land without earning the right of mandate is only
another form of invading menace so far as the people are concerned.
^Accordingly, all three players are faced with the task of reviving
the institutions that traditionally upheld the sovereignty of the King.
These institutions take the form of seven Legacies (wonders) which are
available to all three players.
^The Royal Treasury, the Guild of Healers, the King's personal Argent
Guard, the reconstruction of the great cathedral of Arkan's bishopric,
the High Court of the Magistratos, the King's spy network of "throneseyes,"
and the Throne itself. These are not necessary to win, but their construction
will give a huge benefit to the builder, and the technologies which make them
available sometimes let you build special units as well. Remember that, unlike
other Legacies, the marks of the Sovereign can be claimed by ANY player!
^Every Leader of course has his own Legacies, and each side has two different
units only it can build. The technology to build these Legacies may be stolen,
but for the most part they are only a means of self-improvement. ALL unique units
are exclusive to one builder, unless you can manage to bribe one.
^I've tried to make the civilopedia pretty comprehensive, but if you still have
questions, refer to the readme.


@PEDIAGOVT2
@width=600
@title=Leader: Penth Relthane
^Penth was Master of a minor trading company in the capital when Rucillus's coup took place.  Initially planning to defend the
heir from assassination until Maximillian returned, Penth quickly
realized that he could easily rule the kingdom himself, using Prince
Sebastian as his claim to legitimacy.  While ostensibly a "Loyalist,"
Penth keeps his support by appealing to the disgruntled peasants and
promising a reform from the old age of feudal oppression.
^Strengths: Penth is a champion of the common man, and accordingly he has the most
civilian support of the three leaders. His workers feed themselves, he
begins with control over the majority of the cities of Arkan, and his
Legacies (wonders) are powerful administrative aids. His cities can support
up to six units without supplying shields in support, again due to his
populist appeal.
^Weaknesses: Lacking Maximillian's military assets and Rucillus's demonic allies,
Penth is weak in combat. Expect to lose a few cities at first! He also
has the least discipline-each troop makes only one citizen happy, and
corruption is rampant.
^Special Units: Penth's Raiders are "inspired revolutionaries," and as such claim the
right to take control of cities despite their obviously common origins.
They also have the unique ability to sneak into ordinary civilian traffic
and thereby infiltrate distant lands very quickly.
^Guardhouses are defensive structures run by townsman volunteers. They are
not terribly strong, but support themselves and give the city increased
vigilance against the tricks of enemy Noblemen.


@PEDIAGOVT3
@width=600
@title=Leader: Maximillian Arkantes
^Maximillian is the illegitimate son of the old king, and therefore cannot
claim the throne, but enjoyed the privileges of a full general, and the total
trust of the King. While renowned for his honesty and courage, Maximillian
has inherited his father's poor temper and intolerance for the slightest
disobedience.  Penth's claim that he planned the assassination of the old
King was believed by none, but few wanted the volatile General to assume the
throne.  His sworn goal is to put both traitors to the sword, and put his
half-brother Sebastian on the throne when he comes of age.
^Strengths: Maximillian, being supreme commander of Arkan's legions, has a significant
advantage in the quality and quantity of his soldiers. His Legacies for the
most part reinforce that strength. Military discipline keeps two unruly 
civilians in line for every one soldier in the city, and he can have four
troops from each city without worrying about support.  Given that the
alternatives are the rabblerouser Penth or the unstable sorcerer Rucillus,
Maximillian has support among the aristocracy everywhere.  His Courtiers have
an easier job than most.
^Weaknesses: Maximillian's empire, while relatively disciplined, suffers from some
corruption. He also reviles magic in principle, and therefore starts with
the worst magical strength.
^Special Units: Crusaders, an enhanced form of Paladin, are ONLY available to Maximillian.
Other leaders who attempt to steal them will regret it!
^The Honor Guard, while slow and cumbersome, are strong fighters, and may
escort nobles, merchants and other civilians by themselves.

@PEDIAGOVT4
@width=600
@title=Leader: Rucillus Gallire
^The Chancellor Rucillus was driven out of the Court over forty years ago,
but he has gone nearly mad in his years of exile, he has a long memory for his grievance. 
He rules in a perpetual fit of rage over the indignities he suffered in the wilderness.
He rules by sorcery, and tolerates no dissent.
^Strengths: Rucillus's heavy-handed policies force citizens into submission by the very
fear of his name.  His dedication to...unusual spiritual practices give him
a knack for the supernatural.  He has a vast advantage in magical knowledge,
and supports all magical units free of charge.  While the Church will have
nothing to do with him, he gains extra revenue from taverns in place of the
usual contentment bonus.
^Weaknesses: Rucillus's necromantic infamy is his great strength and his great weakness.
While his people don't dare "skim," they have no love for him. Every non-
magical unit requires support, and Arkanine society stagnates under his rule.
Scientific progress is slow. He also starts with only a few cities around the
former capital.
^Special Units: Familiars, evil projections of Rucillus's own will, can move through the air
and take over distant cities for him. They can recharge and cast the lesser
spells, but being bare shades they have no attack and little defense of their
own. They cannot be seen by normal troops.
^Gargoyles are immobile but powerful, especially against magic. Being magical, they need
no support from him, unlike all other defensive structures.

@PEDIAGOVT5
@width=600
@title=Arkan's Geography
^Most of Arkan is broad plains, which provide some food and trade but little
more. Workers can build heaps of rock to block access to the plains, but that's
about all you can do with them.
^
^Wasteland, scrubland, thickets, and forests all provide a decent variety of
food and shields. Drudges can change terrain between these types as you see fit.
There is NO irrigation or mining in the usual CivII sense.
^
^Hills are the most inflexible form of terrain. They cannot be changed in any
way, shape or form. Live with them.
^
^Mountains are a great source of wealth and industry, if you use them correctly.
Mountains often have mineral deposits, though whether those deposits are Gems or
Ore cannot be determined until you dig a mine. You can dig a Gem mine or an Ore
mine. If you dig the right kind, the rewards may be considerable.
^
^Workers can also dig quarries in the mountains. Quarries can yield major
production if you dig in a spot that has good rock. But the only way to find
good rock is to get out there and dig!

@PEDIAGOVT6
@width=600
@title=Creator Credits!
^Original Idea/Design: Elok. I don't want to put my e-mail here, but
you might find me on apolyton.net's forums. Thanks to the innumerable polypeople
who gave me help and encouragement along the way.
^Mad props, etc. to Mercator for early support of the idea, and for
creating the grassy "ocean" pics, which he insists was a very simple process
but I could never have done, being a total dimwit with graphics progs.
^BeBro drew the nifty pics for the Trebuchet, Paladins and Honor Guard.
Mr Temba made Penth's city pic. The Barrier is Kobayashi's work.
The other graphics were mostly gleaned from Harlan Thompson's graphic packs
and the Microprose library.  I feel I ought to credit Darth Spoot 
and Blackclove for the "domain three" trick that I used for the workers.
^I created this as my very first scenario, and as such it is totally incomplete.
My computer has no sound, so I couldn't really give the units appropriate FX.
Anybody kind enough to give them such, or to convert this scenario to MGE 
multiplayer, or to give this scenario real graphics in place of ripoffs, etc.,
has my blessing to stick whatever self-glorification they want in this file.
^That's all I can think of, until I get playtesters to thank.  Thanks for
playing!

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




















