;
;   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 Temples.
^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 Government Forum.
^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 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.

@;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%. Makes city more resistant
to bribery by enemy diplomats and spies. When a league, 
one content citizen becomes happy.

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

@;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 Tyranny).

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

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

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

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

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

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

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

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

@;Hydro Plant
@PEDIAIMPROVE20
Increases Workshop output by 50%.  Cleaner
then Weapon Smithing.

@;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 Foreign Trade 
for a grand total of 150%).

@;Sewer System
@PEDIAIMPROVE23
Allows city to grow beyond size 6.

@;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 School and Forum 
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 raids by enemy ships.

@;Solar Plant
@PEDIAIMPROVE29
Increases Production 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
Counts as a Granary in every one of your cities. The Black Sea 
was abundant in wheat that was shipped to Greece. 
Athens controlled this market.


@;Hanging Gardens
@PEDIAIMPROVE40
One extra happy citizen in every city. Three in the City 
where great architecture begins. The knowledge that the 
buildings that are seen every day by the residents, will be seen 
for centuries to come gives a sense of enduring legacy.  

@;Colossus
@PEDIAIMPROVE41
City produces one extra trade arrow in each square that
already produces one. Corinthian pottery is in demand
Throughout the known world.

@;Lighthouse
@PEDIAIMPROVE42
Triremes can move across oceans w/o danger, and all other
types of ship have their movement rate increased by one.
Also, all new ships you produce receive veteran status.
The Best navigators and sea merchants are Phoenician.

@;Great Library
@PEDIAIMPROVE43
A Mutual Defense of several city states gives quick access 
to technology that normally takes about 30 years to circulate.

@;Oracle
@PEDIAIMPROVE44
Doubles the effect of all of your burial tombs. The Etruscan 
obsession with religion led to a preoccupation with the dead 
and the other world thus inspiring their elaborate 
funerary practices. Tombs were constructed with particular care, solidity, and lavishness. 

@;Great Wall
@PEDIAIMPROVE45
Enemy civilizations must offer cease-fire/peace
in negotiations.  Combat strength doubled against
barbarians.

@;Sun Tzu's War Academy
@PEDIAIMPROVE46
All new ground units produced gain Veteran status.
Any unit which wins a combat gains Veteran status.
The Philistines were a warlike people possessing iron weapons and organized with great discipline under a feudal-military aristocracy.


@;King Richard's Crusade
@PEDIAIMPROVE47
Every square in the city's radius produces an extra
resource "shield". Spartan subjugated  territory, just as Laconia had been, its inhabitants being reduced to the status of helots (slaves), 
save those who, as perioeci, inhabited the towns on the seacoast 
and a few settlements inland. 


@;Marco Polo's Embassy
@PEDIAIMPROVE48
You receive a free embassy with every rival Civilization. 
A League of city states gives you accurate knowledge 
of the surrounding nations.

@;Michelangelo's Chapel
@PEDIAIMPROVE49
(Michelangelo`s Chapel) A league of states based on the understanding
that each state retains its own government, generates an incredible
amount of trust, popularity, and colinization.

@;Copernicus' Observatory
@PEDIAIMPROVE50
Increases science output of city by 50%. Palatino Hill which was the first nucleus of city life in Rome became thereafter the Imperial Headquarters. It is surmounted by the Villa Farnese, which, with its many gardens and staircases, covers much of the hill, and hence a good deal of the architectural remains of the Roman age. It was in the dirt around the base of this hill that Romulus drew the sacred line that outlined the confines of his city. 



@;Magellan's Expedition
@PEDIAIMPROVE51
Movement rate of all ships is increased by two. Navigation increased
to the point where archaelogists have found a compass on a retrieved
Greek trireme in the Med. 

@:Shakespeare's Theatre
@PEDIAIMPROVE52
The Greeks invented Olympic athletic contests and held them in honor 
of their gods. But sports and competitions are part of the history 
and culture of many ancient civilization - including those of 
Meso- America. 



@;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
Decreases unhappy citizens on same continent by 2 per city.
Hippocrates is the most famous person in ancient medicine, 
and is often called to Father of Medicine. The earliest medical 
school that we have knowledge of was that of Cnidus, a 
Lacedaemonian colony in Asiatic Doris. 



@;Isaac Newton's College
@PEDIAIMPROVE55
Doubles science output of city. The man who played a crucial role in formulating principles that influenced Plato and Aristotle was the Greek philosopher and mathematician Pythagoras. Pythagoras is often described as the first pure mathematician. 



@;Adam Smith's Trading Co.
@PEDIAIMPROVE56
Pays the maintenance for all city improvements which ordinarily 
cost 1 gold per turn. Many nations attempted to monopolize the 
trade of the known world. Athens came very close during her 
Golden Age.

@;Darwin's Voyage
@PEDIAIMPROVE57
Two free civilization advances. The epic stories like the Illiad and Odessey, make mankind as a whole attempt to leave a legacy behind.
This enduring thought gives rise to great achievment. 

@;The Statue of Liberty 
@PEDIAIMPROVE58
Eliminates the period of unrest between governments.
At times, such as Athens, states could reform their entire 
government rather quickly.

@;The Eiffel Tower
@PEDIAIMPROVE59
Every civilization's attitude toward you is improved. Attitudes continue to improve over time. Other civilizations are also quicker 
to forget your past transgressions. Any nation that had the prophecies
of the oracle behind them was in a very strong negotiating position.

@;Hoover Dam
@PEDIAIMPROVE61
(Hoover Dam -hydro power to every city). The city that can establish itself as the supreme city of the Med, can introduce drastic production capabilities

@;Women's Suffrage
@PEDIAIMPROVE60
(Decreases unhappiness caused by troops away from city by 1). The tradition takes in fact the existence of an Alliance of the Twelve Towns of which the names are not exactly known.  Probably this type of alliance had been effectuated in a relative easy way, by part of a good military equipped population, which entered in contacted with populations surely less organised.  

@;Manhattan Project
@PEDIAIMPROVE62
(Manhatten Project :).The idea of only one God predates history 
itself (contrary to most common beliefs). It was the Jewish 
people that rekindled that belief.( Monotheism should be the prerequisite of Polytheism in normal vanilla Civ games :) .

@;United Nations
@PEDIAIMPROVE63
^* Free embassy with every other civilization.
^* Enemy civ's cannot refuse your peace treaties.
^* With an Alliance, you can declare war 50% of the time.
^  Carthage had strong backing from her native homeland, war with
the Phoenicians was a double edged sword. Your own commerce could
experience a serious depression form this potent empire.

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

@;SETI Program
@PEDIAIMPROVE65
Counts as a forum of science in every one of your cities; effectively
doubles your science output. There were many Greek philosophers, but three names tower above the rest: Socrates, Plato, and Aristotle. It is impossible to calculate the enormous influence these thinkers have had on Western society. 



@;Cure for Cancer
@PEDIAIMPROVE66
One extra happy citizen in each city.Slavery was common practice
at this period of history. The nation that could capitalize on
this market was sure to make all the good citizens happy.

@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 Communism and Fundamentalism, 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.
^
To change your civilization'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: 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.
^
Anarchy is similar to Despotism, except that the corruption
rate is VERY HIGH (see entry for Despotism).  However, no
taxes are collected during a period of Anarchy, and no
scientific research is conducted.

@PEDIAGOVT1
@width=600
@title=Civilization Government: Despotism
^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
Despotism has a HIGH rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
Under a Despotism, 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.
^
^HINTS
Because of Despotism's high rate of corruption, it is almost
always an inferior form of government.  Try to switch to a
Monarchy as soon as possible.


@PEDIAGOVT2
@width=600
@title=Civilization Government: Monarchy
^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
Monarchy has 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%.
^
^HINTS
Monarchy is an excellent form of government for a young
civilization.


@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: Fundamentalism
^UNIT SUPPORT
Can support up to TEN units for free; additional
units cost one shield each.  Settlers eat TWO
food per turn.  ONLY Fundamentalisms may produce
FANATIC units.
^
^HAPPINESS
Under Fundamentalism, NO CITIZEN IS EVER UNHAPPY!
^
^CORRUPTION AND WASTE
Fundamentalism has a LOW rate of corruption.
However, Fundamentalism has the special disadvantage that
all SCIENCE is HALVED.
^
^SPECIAL
Improvements which convert unhappy citizens to
content citizens (Temples, etc.)
produce "tithes" equal to the number of citizens they would
otherwise convert.  They also require no maintenance.
The diplomatic penalties for "terrorist acts" committed by
your Diplomats and Spies are reduced.
Under Fundamentalism, none of the science/tax/luxury rates may
be set higher than 80%.
^
^HINTS
Fundamentalism eliminates all happiness problems and provides
an excellent revenue.  Scientific research 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
A Confederation 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 Confederation, 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 Confederation 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
Alliances experience NO corruption or waste.
^
^SPECIAL
Under an Alliance, 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
Alliances 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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