;
;   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 Engineers to build fortresses.
^Allows Engineers to build starbases.
^Allows Engineers to build warp corridors.
^Allows Engineers to improve terraforming.
^Increases the effect of churches.
^Increases the effect of pleasure domes.
^Worth bonus points in Civilization score.
^Increases starship movement rates by one.
^Improves Colonizer thrust by 25%.
^Free civ. advance for first civ. to discover.
^Decreases the effect of Social Enlightenment Centers.
^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 terrestrial landings.
^Invisible to most enemy starships.
^Can attack fighter in flight.
^May be lost out of sight of a star.
^Ignores Deflectors.
^Can carry friendly ftr/msl units.
^Can make Drops.
^Treats all squares as jump lanes.
^Defense +50% versus units with a movement factor of 2.
^Only Empire governments can build.
^Destroyed after attacking.
^Defense +100% versus fighter and missile units.
^Can spot cloaked ships in adjacent squares.


@PEDIAPICKGOVT
@width=480
@listbox
@title=Civilopedia: Governments


@PEDIAPICKIMPROVE
@width=540
@columns=3
@listbox
@title=Civilopedia: Colony Improvements

@PEDIAIMPROVE
@width=480
@title=Colony Improvement
^^%STRING0
^

@;Palace
@PEDIAIMPROVE1
Eliminates corruption and waste in the system,
and decreases it in all nearby systems.

@;Training Base
@PEDIAIMPROVE2
Colony produces Veteran terrestrial units. 
Terrestrial units can be completely repaired
in a single turn.

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

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

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

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

@;Justice Building
@PEDIAIMPROVE7
Decreases corruption by 50%%. Makes colony more resistant
to bribery by enemy diplomats and spies. Under Federation,
one content citizen becomes happy.

@;Deflector Array
@PEDIAIMPROVE8
Units in colony are tripled on defense versus terrestrial
attacks.

@;Aqueduct Tunnels
@PEDIAIMPROVE9
Allows colony to increase beyond size 8.

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

@;Social Enlightenment Center
@PEDIAIMPROVE11
Makes four unhappy citizens content (Three after Planetary
Union).

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

@;Mag-rail Train
@PEDIAIMPROVE13
Eliminates pollution caused by population.

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

@;Mfg. Plant
@PEDIAIMPROVE15
Increases resource production in colony by 50%%.

@;Industrial Replicators
@PEDIAIMPROVE16
Increases resource production by an additional 50%%
(cumulative w/ Factory).

@;Particle Defense Cannon
@PEDIAIMPROVE17
Protects everything within three spaces of
the system from annhilator attacks.

@;Regenerator
@PEDIAIMPROVE18
Decreases the pollution caused by mfg. plants.

@;Hydrogen Plant
@PEDIAIMPROVE19
Increases mfg. plant output by 50%%.

@;Solar Wind Plant
@PEDIAIMPROVE20
Increases mfg. plant output by 50%%.  Cleaner
than Hydrogen Plant, and generally safer than
Metreon Plant.

@;Metreon Plant
@PEDIAIMPROVE21
Increases factory output by 50%%.  Cleaner
than Hydrogen Plant (same as Solar Wind 
Plant), but there is a risk of Metreon
Cascade unless civilization has discovered
The Omega Molecule.

@;Global Credit Computers
@PEDIAIMPROVE22
Increases tax & luxuries output by an additional
50%% (cumulative with Platinum Exchange & Latinum
Exchange for a grand total of 150%%).

@;Waste Disintegrator
@PEDIAIMPROVE23
Allows colony to grow beyond size 12.

@;Land Reclamators
@PEDIAIMPROVE24
Allows squares in the colony's radius with
the "terraforming" improvement (farmed twice)
to produce 50%% more food.

@;Shuttleways
@PEDIAIMPROVE25
All squares in the colony's radius with jump
lanes (or warp corridors) produce 50%% more 
trade.

@;Global Computer Core
@PEDIAIMPROVE26
Increases science output by an additional 50%%
(cumulative with University and Global Education
System for a grand total of 150%%).

@;Photon Torpedo Launcher
@PEDIAIMPROVE27
Units in colony are doubled on defense against
figher units and non-annhilator missile units.

@;HE Battery Fortification
@PEDIAIMPROVE28
Units in colony are doubled on defense against
surface bombardment by enemy starships.

@;Singularity Well
@PEDIAIMPROVE29
Increases mfg. plant output by 50%%.  Cleaner
than all other forms of power.

@;Space Station
@PEDIAIMPROVE30
All deep space squares in the colony's
radius produce one extra unit of food.

@;Asteroid Mines
@PEDIAIMPROVE31
All deep space squares in the colony's
radius produce one shield.

@;Transporters
@PEDIAIMPROVE32
Colony produces veteran fighter units.
Any fighter unit spending its entire turn in
the colony is completely repaired.

@;Constable's Office
@PEDIAIMPROVE33
Decreases unhappiness caused by troops away from colony by 1.

@;Shipyard
@PEDIAIMPROVE34
Colony produces veteran naval units.
Any starship spending its entire turn in the 
colony is completely repaired.

@;SS Structural
@PEDIAIMPROVE35

@;SS Component
@PEDIAIMPROVE36

@;SS Module
@PEDIAIMPROVE37

@;Capitalization
@PEDIAIMPROVE38
Converts production into trade.

@;Caretaker
@PEDIAIMPROVE39
Counts as a Synthesizer in every one of your colony.

@;Jurassic Park
@PEDIAIMPROVE40
One extra happy citizen in every colony.

@;Sword of Kahless
@PEDIAIMPROVE41
Colony produces one extra trade arrow in each square that
already produces one.

@;McKinley Station
@PEDIAIMPROVE42
S.R. Ships can move across space w/o danger, and all other
types of starship have their movement rate increased by one.
Also, all new starships you produce receive veteran status.

@;Lunar Archives
@PEDIAIMPROVE43
Civilization receives any civilization advance
already discovered by two other civilizations.

@;Great Temple
@PEDIAIMPROVE44
Doubles the effect of all of your churches.

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

@;Starfleet Academy
@PEDIAIMPROVE46
All new terrestrial units produced gain Veteran status.
Any unit which wins a combat gains Veteran status.

@;Reunification Movement
@PEDIAIMPROVE47
Every square in the colony's radius produces an extra
resource "shield".

@;Vulcan Diplomatic Corp
@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).

@;Celestial Temple
@PEDIAIMPROVE49
Counts as a Social Enlightenment center in each of your cities.

@;Amargosa Stellar Observatory
@PEDIAIMPROVE50
Increases science output of colony by 50%%.

@;Zefram Cochrane's Pheonix
@PEDIAIMPROVE51
Movement rate of all starships is increased by two.

@:Noonian Soong's Project
@PEDIAIMPROVE52
All unhappy citizens in colony are content.

@;Utopia Planitia Fleet Yards
@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.

@;Tears of the Prophets
@PEDIAIMPROVE54
Decreases unhappy citizens on same continent by 2 per colony.

@;Vulcan Science Acadamy
@PEDIAIMPROVE55
Doubles science output of colony.

@;Rules of Aquisition.
@PEDIAIMPROVE56
Pays the maintenance for all colony improvements which
ordinarily cost 1 latinum per turn.  Colony improvements
requiring more than 1 latinum per turn maintenance are
not affected.

@;The Voyages of the Starship Enterprise
@PEDIAIMPROVE57
Two free civilization advances.

@;Central Plaza
@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.

@;Guardian of Forever
@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.

@;Galactic Power Engineering Company
@PEDIAIMPROVE61
Provides Solar Wind power to every colony on every continent.

@;Prime Directive
@PEDIAIMPROVE60
Counts as a Constable's Office in every one of your colonies.
(Decreases unhappiness caused by troops away from colony by 1).

@;Trilithium Antifusion Commission
@PEDIAIMPROVE62
Allows Annhilators to be built.

@;United Federation of Planets
@PEDIAIMPROVE63
^* Free embassy with every other civilization
^* Enemy civ's cannot refuse your peace treaties.
^* As a federation, you can declare war 50%% of the time
^  (peacekeeping missions).

@;Journey of the U.S.S. Horizon
@PEDIAIMPROVE64
Allows construction of colonizer improvements.

@;Argus Array
@PEDIAIMPROVE65
Counts as a global computer ocre in every one of your cities;
effectively doubles your science output.

@;Phage Vaccine
@PEDIAIMPROVE66
One extra happy citizen in each colony.

@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 colony improvements, and the extent to which your citizens
have a say in the way you govern them.
^
Some forms of government, such as Dictatorship, Unified Planets,
and later Planetary Union and Empire, allow you to expand
rapidly, to produce and sustain large numbers of military
units, and to control your affairs completely.
^
Federation 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 Dictatorship, except that the corruption
rate is VERY HIGH (see entry for Dictatorship).  However, no
taxes are collected during a period of Anarchy, and no
scientific research is conducted.

@PEDIAGOVT1
@width=600
@title=Civilization Government: Dictatorship
^UNIT SUPPORT
Each unit above the colony size costs one shield per turn.
Settlers eat one food per turn.
^
^HAPPINESS
Up to three military units in each colony will institute
"martial law", converting an unhappy citizen into a content
citizen.
^
^CORRUPTION AND WASTE
Dictatorship has a HIGH rate of corruption and waste.  The
level of corruption in a particular colony is based on its
distance from your capital.
^
^SPECIAL
Under a Dictatorship, 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 Dictatorship's high rate of corruption, it is almost
always an inferior form of government.  Try to switch to a
Unified Planets as soon as possible.


@PEDIAGOVT2
@width=600
@title=Civilization Government: Unified Planets
^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 colony will institute
"martial law", converting an unhappy citizen into a content
citizen.
^
^CORRUPTION AND WASTE
Unified Planets has a MODERATE rate of corruption and waste.  The
level of corruption in a particular colony is based on its
distance from your capital.
^
^SPECIAL
Under a Unifed Planets, none of the science/tax/luxury rates may
be set higher than 70%%.
^
^HINTS
Unified Planets is an excellent form of government for a young
civilization.


@PEDIAGOVT3
@width=600
@title=Civilization Government: Planetary Union
^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 colony 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 Planetary Union, 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 Planetary Union, none of the
science/tax/luxury rates may be set higher than 80%%.
^
^HINTS
Planetary Union 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: Empire
^UNIT SUPPORT
Can support up to TEN units for free; additional
units cost one shield each.  Settlers eat one
food per turn.
^
^HAPPINESS
Under Empire, NO CITIZEN IS EVER UNHAPPY!
^
^CORRUPTION AND WASTE
Empire has a LOW rate of corruption.
However, Empire has the special disadvantage that
all SCIENCE is cut by 25%%.
^
^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 Empire, none of the science/tax/luxury rates may
be set higher than 80%%.
^
^HINTS
Empire 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
colony (or a fortress within 3 spaces of a friendly colony)
causes one citizen in its home colony to become unhappy.
^
^CORRUPTION AND WASTE
The Republic has a LOW rate of corruption and waste.  The
level of corruption in a particular colony 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: Federation
^UNIT SUPPORT
Each unit costs one shield per turn.  Settlers eat TWO
food per turn.
^
^HAPPINESS
Each unit which is not in a friendly
colony (or a fortress within 3 spaces of a friendly colony)
causes TWO citizens in its home colony to become unhappy.
^
^CORRUPTION AND WASTE
Democracies experience NO corruption or waste.
^
^SPECIAL
Under a Federation, each square which ordinarily produces at
least one unit of trade produces an extra unit.
The units and cities of a Federation 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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