;
;   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 Anti tank defenses.
^Can carry friendly air units.
^Blitzkrieg capability.
^Treats all squares as road squares.
^Defense +50% versus units with a movement factor > 1.
^Only Nazis can build.
^Destroyed after attacking.
^Defense +100% versus air 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.
Because food storage only drops to half full, 
adequate reserves for the winter months is assured.

@;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 occupied cities more resistant
to enemy infiltration and subversive activity. Requires ample supply
of Black leather coats and evil-looking actors with German accents.

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

@;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
Can be built after the fall of "Socialist Pragmatism" to compensate for
the loss of faith in the Communist system.
Makes three unhappy citizens content.  

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

@;Mass Transit
@PEDIAIMPROVE13
Nothing

@;Colosseum
@PEDIAIMPROVE14
Enhances the control of the Central Committee over local population through
endoctrination. Three unhappy citizens are made content.

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

@;Mfg. Plant
@PEDIAIMPROVE16
Increases shield production by an additional 50%
(cumulative w/ Steel Mill).

@;SDI Defense
@PEDIAIMPROVE17

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

@;Power Plant
@PEDIAIMPROVE19
Increases Steel Mill output by 50%.

@;Hydro Plant
@PEDIAIMPROVE20
Increases Steel Mill output by 50%.  Cleaner
than Power 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 & luxuries output by an additional 50% through
intercity commerce and transit taxes (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 during summer months.

@;Superhighways
@PEDIAIMPROVE25
All squares in the city's radius with roads
(or suburbs) produce 50% more trade through oil export.

@;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
Ground units in the city are doubled on defense against air 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 through industrial fishing.

@;Offshore Platform
@PEDIAIMPROVE31
All ocean squares in the city's radius produce
one shield through maritime commerce.

@;Airport
@PEDIAIMPROVE32
City produces Veteran aircraft.
Damaged aircraft are fully repaired in one month.

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

@;Port Facility
@PEDIAIMPROVE34
City produces Veteran naval units.
Damaged ships are fully repaired in one month.


@;SS Structural
@PEDIAIMPROVE36

@;SS Component
@PEDIAIMPROVE37

@;SS Module
@PEDIAIMPROVE38

@;Capitalization
@PEDIAIMPROVE39
Converts shield production into trade.

@;Pyramids
@PEDIAIMPROVE40
Counts as a Grain elevator in every one of your cities.

@;Hanging Gardens
@PEDIAIMPROVE41
Through personal charisma and leadership skills, Adolf Hitler makes
one extra happy citizen in every city.

@;Colossus
@PEDIAIMPROVE42
City produces one extra trade arrow in each square that
already produces one.

@;Lighthouse
@PEDIAIMPROVE43
All ships have their movement rate increased by one.
All new ships produced receive veteran status.

@;Great Library
@PEDIAIMPROVE44
Home of Adolf Hitler and of the Nazi government... It was the focal point
of the battle for Berlin in 1945.  When it falls it's over!

@;Oracle
@PEDIAIMPROVE45
Improves happiness of citizens when held by the Soviets.

@;Great Wall
@PEDIAIMPROVE46
Equivalent to Anti-Tank defenses in every city.

@;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 square in the city's radius produces an extra resource "shield".

@;Marco Polo's Embassy
@PEDIAIMPROVE49
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
@PEDIAIMPROVE50
Counts as an Orthodox church in each of your cities.

@;Copernicus' Observatory
@PEDIAIMPROVE51
Increases science output of city by 50%.

@;Magellan's Expedition
@PEDIAIMPROVE52
Movement rate of all ships is increased by two. This should allow the convoys to
better evade German attackers.

@:Shakespeare's Theatre
@PEDIAIMPROVE53
All unhappy citizens in city are content allowing Finland to wage war despite
Democratic government.

@;Da Vinci's Workshop
@PEDIAIMPROVE54
This wonder simulates the "miraculous" rate of Soviet 
production by upgrading older units when better units become available.
Major upgrades are T-34/76 to T-34/85, KV-1 heavy tank to JS-II heavy tank,
Laborers to Labor brigades, La-5 fighters to Yak-9 fighters.

@;J.S. Bach's Cathedral
@PEDIAIMPROVE55
Decreases unhappy citizens on same continent by 2 per city.

@;Isaac Newton's College
@PEDIAIMPROVE56
Doubles science output of city.

@;Adam Smith's Trading Co.
@PEDIAIMPROVE57
Pays all maintenance costs for city improvements which ordinarily cost 
1 gold per turn.  

@;Darwin's Voyage
@PEDIAIMPROVE58
Two free military advances.

@;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

@;Women's Suffrage
@PEDIAIMPROVE61
Counts as a Police Station in every one of your cities.
(Decreases unhappiness caused by troops away from city by 1).

@;Hoover Dam
@PEDIAIMPROVE62
Provides free power to every city in the Soviet Union.

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

@;United Nations
@PEDIAIMPROVE64
Free embassy with every other civilization

@;Apollo Program
@PEDIAIMPROVE65
Reveals the position of all enemy cities.

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

@;Cure for Cancer
@PEDIAIMPROVE67

@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 Fascism, 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 tenth 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 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 huge military.  Use your powerful spies to
steal technology from the capitalist pigs.

@PEDIAGOVT4
@width=600
@title=Civilization Government: Fascism
^UNIT SUPPORT
Each unit costs one shield per turn; 
Settlers eat TWO food per turn.
ONLY Fascists may produce
STORMTROOPER units.
^
^HAPPINESS
Under Fascism, NO CITIZEN IS EVER UNHAPPY!
^
^CORRUPTION AND WASTE
Nazi efficiency ensures Fascism has NO corruption.
However, Fascism has the special disadvantage that all
SCIENCE is CUT 30% due to throwing out intellectuals.
^
^SPECIAL
Improvements which convert unhappy citizens to
content citizens (Temples, etc.) are stormed and
produce "seizings" equal to the number of citizens they would
otherwise convert.  They also require no maintenance.
The diplomatic penalties for "fifth columnist activities" by
your Diplomats and Spies are reduced.
Under Fascism, none of the science/tax/luxury rates may
be set higher than 80%.
^
^HINTS
Fascism eliminates all happiness problems and provides
an excellent revenue.  Military affairs do well.


@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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