;
;   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 Serfs to build fortresses.
^Allows Serfs to build airbases.
^Allows Serfs to build highways.
^Allows Serfs to improve farmland.
^Increases the effect of Feast Halls.
^Increases the effect of Halls of Songs.
^Worth bonus points in Civilization score.
^Increases ship movement rates by one.
^ 
^Free research advance for first player to discover.
^Decreases the effect of Storytellers' Halls.
^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 seaborne attacks.
^Invisible to most enemy ships.
^Can attack flying creatures in flight.
^May be lost out of sight of land.
^Ignores City Walls.
^Can carry friendly flyers.
^Can make surprise attacks.
^Treats all squares as road squares.
^Defense +50% versus units with a movement factor of 2.
^Only Loyal Nation governments can recruit.
^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
^

@;Castle
@PEDIAIMPROVE1
The great stronghold at the heart of your realm.
^Eliminates corruption and waste in the city,
^and decreases it in all nearby cities.

@;Warriors' Hall
@PEDIAIMPROVE2
A place for warriors to rest and train.
^City produces Veteran ground units.
^Ground units are completely healed in a single turn.

@;Market Garden
@PEDIAIMPROVE3
Careful nurturing of plants provides extra food.
^Only half of the city's food store is
^depleted when city increases in size.

@;Feast Hall
@PEDIAIMPROVE4
The people gather to enjoy the spoils of the hunt.
^Up to two discontented citizens are made content.

@;Marketplace
@PEDIAIMPROVE5
Merchants and citizens gather to barter, buy and sell.
^Increases Tax and Luxury output by 50%%.

@;Library
@PEDIAIMPROVE6
Here, Wizards pursue their research
^and store their scrolls of knowledge.
^Increases Research output by 50%%.

@;Courthouse
@PEDIAIMPROVE7
Local magistrates keep a wary eye on the community.
^Decreases corruption by 50%%.
^Makes city more resistant to bribery by enemies.
^Under Social Harmony, one content citizen becomes happy.

@;City Walls
@PEDIAIMPROVE8
A powerful barrier against ground troops.
^Units in city are tripled on defence versus ground attacks.

@;Water Supply
@PEDIAIMPROVE9
Boring but you gotta have one.
^Allows city to increase beyond size 8.

@;Coin Hoard
@PEDIAIMPROVE10
A city with such a great store of gold
^attracts many more merchants and traders.
^Increases Tax and Luxury output by an
^additional 50%% (cumulative with Marketplace).

@;Storytellers' Hall
@PEDIAIMPROVE11
A place for travelling storytellers to entertain the local
^people with tales of adventure, wizardry, battles and heroes.
^Makes four unhappy citizens content (three after Overlordship).

@;Wizards' Guild
@PEDIAIMPROVE12
Many Wizards will be attracted by this
^great opportunity to meet and share research.
^Increases Research output by an extra 50%%
^(cumulative with Library).

@;Mass Transit
@PEDIAIMPROVE13
Eliminates pollution caused by population. (N/A)

@;Hall of Songs
@PEDIAIMPROVE14
The people gather to sing or just to listen
^to the sweet voices of the Elven choirs.
^Three unhappy citizens are made content
^(four with Harnessed Aether).

@;Dwarven Mine
@PEDIAIMPROVE15
It takes Dwarven ingenuity to coax extra
^resources from your hills and fields.
^Increases resource production in city by 50%%.

@;Dwarven Workshop
@PEDIAIMPROVE16
Dwarven skills can be put to good use in a Workshop.
^Increases resource production by an additional 50%%
^(cumulative with Dwarven Mine).

@;Runic Guardian
@PEDIAIMPROVE17
A powerful magic to defend the city
^against an equally powerful threat.
^Protects everything within three spaces of
^the city from Rune of Death attack.

@;Recycling Center
@PEDIAIMPROVE18
Decreases the pollution caused by factories. (N/A)

@;Dwarven Forge
@PEDIAIMPROVE19
The Dwarves know how to get the most from base metals.
^Increases Dwarven Mine output by 50%%.

@;Furnace of Aether
@PEDIAIMPROVE20
Even Dwarves can be helped by the magic of Aether.
^Increases Dwarven Mine output by 50%%.
^Cleaner than Dwarven Forge, and generally
^safer than Furnace of Fury.

@;Furnace of Fury
@PEDIAIMPROVE21
A mighty but dangerous magical power source.
^Increases Dwarven Mine output by 50%%.  Cleaner
^than Dwarven Forge (same as Furnace of Aether),
^but there is a risk of explosion unless your
^civilization has discovered Runes of Power.

@;Merchants' Guild
@PEDIAIMPROVE22
Great merchants are attracted from far
^and wide to meet, trade and profit.
^Increases Tax and Luxury output by an extra
^50%% (cumulative with Marketplace and
^Coin Hoard for a grand total of 150%%).

@;Drainage System
@PEDIAIMPROVE23
Not very thrilling, but necessary.
^Allows city to grow beyond size 12.

@;Harvest Store
@PEDIAIMPROVE24
A safe place to store your bountiful harvest.
^Allows squares in the city's radius with
^the "farmland" improvement (irrigated twice)
^to produce 50%% more food.

@;Traders' Guild
@PEDIAIMPROVE25
Draws traders from miles around.
^All squares in the city's radius with roads
^(or highways) produce 50%% more trade.

@;Wizards' Tower
@PEDIAIMPROVE26
Only the greatest of cities can boast such
^a tribute to the wonders of magical research.
^Increases Research output by an additional 50%%
^(cumulative with Library and Wizards' Guild
^for a grand total of 150%%).

@;Runic Warden
@PEDIAIMPROVE27
Magical protection for your people.
^Units in city are doubled on defence
^against attacks from the air.

@;Sea Fortress
@PEDIAIMPROVE28
A forbidding barricade to keep the enemy out.
^Units in city are doubled on defence
^against attacks from the sea.

@;Sunlight Forge
@PEDIAIMPROVE29
Magical forces let you tap resources directly from the sun.
^Increases Dwarven Mine output by 50%%.
^Cleaner than all other forms of power.

@;Harbor
@PEDIAIMPROVE30
Home to a fleet of fishermen.
^All ocean squares in the city's radius
^produce one extra unit of food.

@;Sea Mine
@PEDIAIMPROVE31
A fine example of Dwarven resourcefulness.
^All ocean squares in the city's
^radius produce one shield.

@;Airmaster's Tower
@PEDIAIMPROVE32
Somewhere for flying creatures to call home.
^City produces veteran flyers.
^Any flyer spending its entire turn
^in the city is completely healed.

@;Guardhouse
@PEDIAIMPROVE33
Home guards to watch over the local population.
^Decreases unhappiness caused by
^troops away from city by one.

@;Shipyard
@PEDIAIMPROVE34
Make the most of your seagoing forces.
^City produces veteran ships.
^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.

@;Elven Waybread
@PEDIAIMPROVE39
Just one bite of this magical Elven food
^can feed a hungry soldier for a day.
^Counts as a Market Garden in every one of your cities.

@;Bilbo's Storybook
@PEDIAIMPROVE40
Bilbo is the greatest storyteller of them all.
^Owning his Storybook produces one
^extra happy citizen in every city.

@;Tower of the West
@PEDIAIMPROVE41
Profit from trading with the mysterious West.
^City produces one extra trade arrow in
^each square that already produces one.

@;Guiding Light
@PEDIAIMPROVE42
A beacon to guide the brave Elven mariners.
^Galleys can move safely across oceans, and all other
^types of ship have their movement rate increased by one.
^Also, all new ships you produce receive Veteran status.

@;Palantir of Aragorn
@PEDIAIMPROVE43
The Palantirs of the Men of Westernesse
^can be used to see anything the viewer wishes.
^Through the Palantir's power, you receive any advance
^already discovered by two other civilizations.

@;Songs of Legolas
@PEDIAIMPROVE44
Of all the Elves, Legolas's voice is
^the sweetest and most beguiling.
^Doubles the effect of all of your Feast Halls.

@;Boromir's War Horn
@PEDIAIMPROVE45
With his enchanted War Horn, Boromir can
^call for help in even the most dire peril.
^Enemies must offer cease-fire/peace in negotiations.
^Combat strength doubled against Wild Orcs.

@;Orcish War Arena
@PEDIAIMPROVE46
The Orcs, fiercest warriors in all Middle Earth,
^meet to learn and teach secret fighting skills.
^All new ground units produced gain Veteran status.
^Any unit which wins a combat gains Veteran status.

@;Hammer of Thorin
@PEDIAIMPROVE47
Thorin's ingenuity is famous even amongst Dwarves.
^Every square in the city's radius
^produces an extra resource "shield".

@;Galadriel's Mirror
@PEDIAIMPROVE48
Lady Galadriel's Mirror reveals secret knowledge to her.
^The Mirror gives a free embassy with every rival nation (so
^your intelligence report will always be complete and you will
^receive updates when other civilizations discover advances).

@;Sam Gamgee's Tales
@PEDIAIMPROVE49
Sam Gamgee's stories always raise a smile and a laugh.
^Counts as a Storytellers' Hall in each of your cities.

@;Gandalf's Library
@PEDIAIMPROVE50
The magical store of the greatest Wizard of them all.
^Increases Research output of city by 50%%.

@;Voyage to the West
@PEDIAIMPROVE51
A daring trip to the unknown lands to the west of Middle Earth.
^Movement rate of all ships is increased by two.

@;The Prancing Pony Inn
@PEDIAIMPROVE52
Barliman the Innkeeper brings good cheer.
^All unhappy citizens in the city are content.

@;Dwarven Study Hall
@PEDIAIMPROVE53
A place for Dwarves to research building techniques.
^Whenever one of your units becomes obsolete because of a new
^advance you have discovered, it is immediately replaced
^by an equivalent modern unit.

@;Songs of Celeborn
@PEDIAIMPROVE54
People come from far and wide to hear Celeborn's fair voice.
^Decreases unhappy citizens on same continent by two per city.

@;Gandalf's Laboratory
@PEDIAIMPROVE55
Here, magical knowledge is not only stored, but also created anew.
^Doubles Research output of the city.

@;Smaug's Hoard
@PEDIAIMPROVE56
The famous dragon's hoard is almost too large to count.
^Pays the maintenance for all city improvements which
^ordinarily cost 1 gold per turn.  City improvements
^costing more than 1 gold per turn are not affected.

@;Quest for the Ring
@PEDIAIMPROVE57
This epic journey uncovers much new knowledge
^and gives you two free research advances.

@;Elven Goblet
@PEDIAIMPROVE58
Forged with Elven charisma, this magical vessel
^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.

@;Saruman's Guile
@PEDIAIMPROVE59
Only Saruman could disguise his treachery so well.
^When you first learn the secret of Saruman's Guile,
^everyone's attitude towards you improves significantly.
^Attitudes continue to improve gradually over time.
^Others are also quicker to forget your past transgressions.

@;Dwarven Alliance
@PEDIAIMPROVE61
By working together, Dwarves achieve their ultimate aim:
^Aether power for every city on every continent.

@;Sauron's Vigilance
@PEDIAIMPROVE60
The secret of Sauron's unsleeping watchfulness.
^Counts as a Guardhouse in every one of your cities.
^(Decreases unhappiness caused by troops away from city by one).

@;Crack of Doom
@PEDIAIMPROVE62
A mighty furnace hot enough to forge anything.
^Allows Rune of Death to be created.

@;Council of Wizards
@PEDIAIMPROVE63
The great Wizards work together to preserve peace.
^You gain a free embassy with every other civilization.
^Enemy lands cannot refuse your peace treaties.
^As a Social Harmony, you can declare war 50%% of the time
^(peacekeeping missions).

@;Apollo Program
@PEDIAIMPROVE64
Allows construction of spaceship improvements. (N/A)

@;Gandalf's Triumph
@PEDIAIMPROVE65
The mighty Wizard's grand project to share his power with all others.
^Counts as a Wizards' Tower in every one of your cities;
^effectively doubles your Research output.

@;Tom Bombadil's Song
@PEDIAIMPROVE66
Tom Bombadil can charm even the trees with his singing.
^Gives you 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 Land, Kingship, and
later Overlordship and Loyal Nation, allow you to expand
rapidly, to produce and sustain large numbers of military
units, and to control your affairs completely.
^
Social Harmony and the Concordance, 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 Land, except that the corruption
rate is VERY HIGH (see entry for Land).  However, no
taxes are collected during a period of Anarchy, and no
research is conducted.

@PEDIAGOVT1
@width=600
@title=Civilization Government: Land
^UNIT SUPPORT
Each unit above the city size costs one shield per turn.
Serfs 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
Land 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 Land, none of the Research/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 Land's high rate of corruption, it is almost
always an inferior form of government.  Try to switch to a
Kingship as soon as possible.


@PEDIAGOVT2
@width=600
@title=Civilization Government: Kingship
^UNIT SUPPORT
Each unit beyond the third costs one shield per turn.
Serfs 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
Kingship 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 Kingship, none of the Research/Tax/Luxury rates may
be set higher than 70%%.
^
^HINTS
Kingship is an excellent form of government for a young
civilization.


@PEDIAGOVT3
@width=600
@title=Civilization Government: Overlordship
^UNIT SUPPORT
Each unit beyond the third costs one shield per turn.
Serfs 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 Overlordship, state control of the economy eliminates
organized crime.  Your cities, therefore, experience no
corruption.
^
^SPECIAL
All GOLLUM units produced under Overlordship governments are
given VETERAN status.  Under Overlordship, none of the
Research/Tax/Luxury rates may be set higher than 80%%.
^
^HINTS
Overlordship is best for large, far-flung empires which need
to maintain a large military.  Use your powerful Gollums to
steal research from your unsuspecting neighbours.

@PEDIAGOVT4
@width=600
@title=Civilization Government: Loyal Nation
^UNIT SUPPORT
Can support up to TEN units for free; additional
units cost one shield each.  Serfs eat one
food per turn.  ONLY Loyal Nations may produce
WILD MEN units.
^
^HAPPINESS
In a Loyal Nation, NO CITIZEN IS EVER UNHAPPY!
^
^CORRUPTION AND WASTE
Loyal Nation has a LOW rate of corruption.
However, Loyal Nation has the special disadvantage that
all RESEARCH is HALVED.
^
^SPECIAL
Improvements which convert unhappy citizens to
content citizens (Feast Halls, 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 Wormtongues and Gollums are reduced.
Under Loyal Nation, none of the Research/Tax/Luxury rates may
be set higher than 80%%.
^
^HINTS
Loyal Nation eliminates all happiness problems and provides
an excellent revenue.  Research tends to languish.


@PEDIAGOVT5
@width=600
@title=Civilization Government: Concordance
^UNIT SUPPORT
Each unit costs one shield per turn.  Serfs 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
Concordance 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 Concordance, each square which ordinarily produces at
least one unit of trade produces an extra unit.
None of the Research/Tax/Luxury rates may be set higher
than 80%%.
^
^HINTS
Switching to Concordance can give an astounding boost to your
Research and Tax revenues, although you'll probably have to
divert some of your trade to Luxury.  It becomes more
difficult (and expensive) to keep an army in the field, but
building the Sauron's Vigilance Wonder can help with this
problem.

@PEDIAGOVT6
@width=600
@title=Civilization Government: Social Harmony
^UNIT SUPPORT
Each unit costs one shield per turn.  Serfs 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
Social Harmonies experience NO corruption or waste.
^
^SPECIAL
Under a Social Harmony, each square which ordinarily produces at
least one unit of trade produces an extra unit.
The units and cities of a Social Harmony are immune to BRIBERY
of all forms.
The Research/Tax/Luxury rates may be set to any level
desired.
^
^HINTS
Social Harmonies 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 Luxury rate and building
Wonders can help alleviate this problem.

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