;
;   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 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
The presence of the seat of government eliminates 
corruption and waste in the city, and decreases it 
in all nearby cities.

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

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

@;Temple
@PEDIAIMPROVE4
Religious observance makes up to two discontented 
citizens content.

@;Marketplace
@PEDIAIMPROVE5
The Market attracts local traders, increasing tax 
and luxury output by 50%%.

@;Library
@PEDIAIMPROVE6
The presence of many learned tomes within the city
increases research by 50%%.

@;Courthouse
@PEDIAIMPROVE7
Decreases corruption by 50%%. Makes city more resistant
to bribery by enemy diplomats and spies. Under the Wizard's
Conclave, one content citizen becomes happy.

@;City Walls
@PEDIAIMPROVE8
Units in the city are tripled on defense versus ground
attacks.

@;Aqueduct
@PEDIAIMPROVE9
A plentiful water supply allows the city to increase 
beyond size 9.

@;Bank
@PEDIAIMPROVE10
The Trading Post brings in traders from further afield
to trade their goods, increasing tax and luxury output 
by an additional 50%% (cumulative w/ Marketplace).

@;Cathedral
@PEDIAIMPROVE11
The city is a major centre of the religious world, making
four unhappy citizens content (Three after 
Subterranean Conclave).

@;University
@PEDIAIMPROVE12
The University attracts greater number of educated men
to the city, increasing magical research by an additional 
50%% (cumulative w/ Library).

@;Mass Transit
@PEDIAIMPROVE13
Living in harmony with the local environment eliminates
the pollution caused by population.

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

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

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

@;SDI Defense
@PEDIAIMPROVE17
Protects everything within three spaces of the 
city from the devastation of an Infernal device.

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

@;Power Plant
@PEDIAIMPROVE19
By focusing the power of their magical energies, the
magicians of the city are able to increase production
by 50%%.

@;Hydro Plant
@PEDIAIMPROVE20
Increases resource production by 50%%.  Cleaner
than Cauldron of Power, and generally safer than
Infernal Power.

@;Nuclear Plant
@PEDIAIMPROVE21
Increases resource production by 50%%.  Cleaner
than Cauldron of Power (same as Artesian Well), but
there is a risk that the wards will fail, causing a 
Hellgate to form unless civilization has discovered 
Ultimate Power.

@;Stock Exchange
@PEDIAIMPROVE22
Contact with the avaricous gnomes has led to the trading
of currencies! This increases tax & luxuries output by 
an additional 50%% (cumulative with Marketplace & Trading
Post 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 research in the city 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
flying units and fireballs.

@;Coastal Fortress
@PEDIAIMPROVE28
A guardian is summoned to the city, meaning that
units in the city are doubled on defense against
shore bombardment by enemy ships.

@;Solar Plant
@PEDIAIMPROVE29
Tapping into a natural and sympathetic source of power
increases resource production by 50%%.  Cleaner than
all other forms of power.

@;Harbor
@PEDIAIMPROVE30
The harbour allows for an expansion in the city's fishing
fleet. All ocean squares in the city's radius produce 
one extra unit of food.

@;Offshore Platform
@PEDIAIMPROVE31
Using spells of amphibiousness, the citizen's can mine
the ocean floor. All ocean squares in the city's radius
produce one shield.

@;Airport
@PEDIAIMPROVE32
The City's sorceror's open an astral portal, allowing
units to travel instantly to any other city with another
astral portal.
The city also produces veteran flying units any flying 
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
The city produces veteran naval units, and 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 gold.

@;Pyramids
@PEDIAIMPROVE39
Counts as a Granary in every one of your cities.

@;Hanging Gardens
@PEDIAIMPROVE40
One extra happy citizen in every city.

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

@;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 produced receive veteran status.

@;Great Library
@PEDIAIMPROVE43
Civilization receives any civilization advance
already discovered by two other civilizations.

@;Oracle
@PEDIAIMPROVE44
Doubles the effect of all the temples belonging to
the civilization that possesses it.

@;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.

@;King Richard's Crusade
@PEDIAIMPROVE47
Every square in the city's radius produces an extra
resource "shield".

@;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
Counts as a Cathedral in each of your cities.

@;Copernicus' Observatory
@PEDIAIMPROVE50
Increases science output of city by 50%%.

@;Magellan's Expedition
@PEDIAIMPROVE51
Movement rate of all ships is increased by two.

@:Shakespeare's Theatre
@PEDIAIMPROVE52
All unhappy citizens in city 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
Decreases unhappy citizens on same continent by 2 per city.

@;Isaac Newton's College
@PEDIAIMPROVE55
Doubles science output of city.

@;Adam Smith's Trading Co.
@PEDIAIMPROVE56
Pays the maintenance for all city improvements which
ordinarily cost 1 gold per turn.  City improvements
requiring more than 1 gold per turn maintenance are not
affected.

@;Darwin's Voyage
@PEDIAIMPROVE57
Two free civilization advances.

@;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 Skien of Fate,
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
Provides Artesian power to every city on every continent.

@;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
Allows Infernal Devices to be built.

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

@;Apollo Program
@PEDIAIMPROVE64
Facilitates the capture of Moonbeams, essential for 
travelling to other worlds.

@;SETI Program
@PEDIAIMPROVE65
Counts as a alchemist's lab in every one of your cities; effectively
doubles your science output.

@;Cure for Cancer
@PEDIAIMPROVE66
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 Subterranian Conclave and Fundamentalism, allow you to expand
rapidly, to produce and sustain large numbers of military
units, and to control your affairs completely.
^
The Wizard's Conclave 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
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 magic/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 magic/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: Subterranian Conclave
^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 a Subterranian Conclave, state control of the economy 
eliminates organized crime.  Your cities, therefore, experience 
no corruption.
^
^SPECIAL
All SPY units produced under a Subterranian Conclave are
given VETERAN status.  Under the Conclave, none of the
magic/tax/luxury rates may be set higher than 80%%.
^
^HINTS
The Subterranian Conclave is best for large, far-flung empires which 
need to maintain a large military.  Use your powerful spies to
steal technology from the surface dwellers.

@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 one
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 MAGIC 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 magic/tax/luxury rates may
be set higher than 80%%.
^
^HINTS
Fundamentalism eliminates all happiness problems and provides
an excellent revenue.  Magical 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
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 magic/tax/luxury rates may be set higher
than 80%%.
^
^HINTS
Switching to a Republic can give an astounding boost to your
research 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: The Wizard's Conclave
^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
The Wizard's Conclave experiences NO corruption or waste.
^
^SPECIAL
Under a Wizard's Conclave, each square which ordinarily produces at
least one unit of trade produces an extra unit.
The units and cities of a Wizard's Conclave are immune to BRIBERY
of all forms.
The magic/tax/luxury rates may be set to any level
desired.
^
^HINTS
The Wizard's Conclave can produce spectacular amounts of revenue and
 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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