;
;   CIVILIZATION CIVILOPEDIA TEXT: Mars Modpack
;   Copyright (c) 1997 by MicroProse Software
;
;   Altering the contents of this file may cause the
;   game to malfunction. So cut it out!
;

@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 robotmen to build fortresses.
^Allows robotmen to build spaceports.
^Allows robotmen to build railroads.
^Allows robotmen to improve farmland.
^Increases the effect of Palm PCs.
^Increases the effect of Cloning Clinics.
^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 LANs.
^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 Faraday Cages.
^Can carry friendly air units.
^Can drop from orbit.
^Treats all squares as road squares.
^Defense +50% versus units with a movement factor of 2.
^Only Dogmatist governments can build.
^Destroyed after attacking.
^Defense +100% versus air and missile units.
^Can spot enemy X-com DIvers in adjacent squares.


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


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

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

@;Starcade (Palace)
@PEDIAIMPROVE1
Your Starcade defines the center of your
civilization, eliminates corruption and waste in
the planet, and decreases it in all nearby planets.

@;Troop Shiels (Barracks)
@PEDIAIMPROVE2
Agility and Mobility are essential. The planet
produces Veteran ground units and repairs ground
units in a single turn.

@;Hydraulic Pump (Granary)
@PEDIAIMPROVE3
Only half of planet's food store is depleted when
the planet increases in size.

@;Palm PC (Temple)
@PEDIAIMPROVE4
Palm PC allows faster comms.
Up to two discontented citizens are made content.

@;Solar Panel (Marketplace)
@PEDIAIMPROVE5
Increases tax and luxury output by 50%%.

@;Polarizer (Library)
@PEDIAIMPROVE6
To benefit from abundant cosmic rays the 
polarizer is simple and cheap. 
Increases science output by 50%%.

@;MRI Center (Courthouse)
@PEDIAIMPROVE7
Decreases corruption by 50%%. Makes planet more 
resistant to bribery by enemy diplomats and spies. 
Under Harmoy, one content citizen becomes happy.

@;Faraday Cage (City Walls)
@PEDIAIMPROVE8
Units in the planet have triple defense
strength versus ground attacks.

@;Krypton Throttler (Aqueduct)
@PEDIAIMPROVE9
Allow fast vehicles to the moons. Allow the planet
to increase beyond size 10.

@;Microbubbler (Bank)
@PEDIAIMPROVE10
Allows solar to mechanical conversion of energy.
Increases tax and luxury output by 50%%
(cumulative with Solar Panel).

@;LAN (Cathedral)
@PEDIAIMPROVE11
A Local Area Network.
Makes four unhappy citizens content (three after
Dominion is discovered).

@; Microprobe (University)
@PEDIAIMPROVE12
Increases science output by 50%%
(cumulative with Polarizer).

@;Monorail (Mass Transit)
@PEDIAIMPROVE13
Faster travel between the moons of planet.
Eliminates pollution caused by population.

@;Cloning Clinic (Colosseum)
@PEDIAIMPROVE14
Civilization can benefit from cloning animals.
Three unhappy citizens are made content
(four if you've discovered Electro Optics).

@;Si Ingot Plant (Factory)
@PEDIAIMPROVE15
Silicon continues to be strategic for technology.
Increases resource production in planet by 50%%.

@;Hybrid Foil Plant (Mfg. Center)
@PEDIAIMPROVE16
Increases resource production by an additional 50%%
(cumulative with Si Ingot Plant).

@;Quant Rhumkorff Coil (SDI Defense)
@PEDIAIMPROVE17
Protects everything within three spaces of
the planet from nuclear attack.

@;Space Defoliant (Recycling Center)
@PEDIAIMPROVE18
Decreases the pollution caused by industry.

@;Plasma Coupler (Power Plant)
@PEDIAIMPROVE19
Good quality silicon has a big market. 
Increases industrial output by 50%%.

@;Accelerator (Hydro Plant)
@PEDIAIMPROVE20
Increases industrial output by 50%% and is
cleaner than a Plasma Coupler.

@;Synchronizer (Nuclear Plant)
@PEDIAIMPROVE21
Makes production more efficient and targetted.
Increases Si Ingot Plant output by 50%% and is
cleaner than Plasma Coupler.

@;EV Satellite (Stock Exchange)
@PEDIAIMPROVE22
Electric Vehicles increase tax & luxuries 
output by 50%% (cumulative with Solar Panel
& Microbubbler for total of 150%%).

@;vBNS Moons (Sewer System)
@PEDIAIMPROVE23
very-high-performance Backbone Network
Service. Allows the planet to expand beyond 
size 18.

@;Tritium Lab (Supermarket)
@PEDIAIMPROVE24
Terraforming allows open agriculture.
Farmed squares in the planet radius (those
irrigated twice) produce 50%% more food.

@;Multiplexers (Superhighways)
@PEDIAIMPROVE25
Scientists need signal amplification devices. 
All squares in the planet radius with roads 
(or RRs) produce 50%% more trade.

@;Skylab (Research Lab)
@PEDIAIMPROVE26
Increases science output by 50%% (cumulative
with Polarizer and Microprobe for total
of 150%%).

@;Patriot Missle (SAM Missle)
@PEDIAIMPROVE27
Facilitates detection and tracking of incoming
air units. Units in planet are doubled on defense
against air attack.

@;Bastion (Coastal Fortress)
@PEDIAIMPROVE28
Units in planet are doubled on defense against
shore bombardment by enemy ships.

@;Questar (Solar Plant)
@PEDIAIMPROVE29
Increases Si Ingot Plant output by 50%%.
Cleaner than all other forms of power.

@;Space Radar (Harbor)
@PEDIAIMPROVE30
All ocean squares in the planet's radius
produce one extra unit of food.

@;Orbital Compass (Offshore Platform)
@PEDIAIMPROVE31
All ocean squares in the planet's radius
produce one shield.

@;Launch Dock (Airport)
@PEDIAIMPROVE32
Planet produces veteran air units and repairs any
air unit spending an entire turn in the planet.

@;ICP Antenna (Police Station)
@PEDIAIMPROVE33
Inductively Coupled Plasma allows faster technology.
Decreases unhappiness caused by troops away from planet by 1.

@;Space Dock (Port Facility)
@PEDIAIMPROVE34
Planet produces veteran naval units.
Any ship spending its entire turn in the planet is
completely repaired.

@;SS Structural
@PEDIAIMPROVE35

@;SS Component
@PEDIAIMPROVE36

@;SS Module
@PEDIAIMPROVE37

@;Treasury (Capitalization)
@PEDIAIMPROVE38
Converts all production into trade.

@;Quantum Batteries (Pyramids)
@PEDIAIMPROVE39
Provides superior and everlasting Energy. Has the same effect as a
Hydraulic Pump in every one of your planets.

@;Virtual Studio (Hanging Gardens)
@PEDIAIMPROVE40
Everybody likes the Fame and Glory of Hollywood Stars.
One extra happy citizen in every planet.

@;Plasmatron (Colossus)
@PEDIAIMPROVE41
Produces plasma necessary for research. The result
is +1 trade from each square already producing trade.

@;Beacon (Lighthouse)
@PEDIAIMPROVE42
Pythons 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.

@;NGI and Internet-2 (Great Library)
@PEDIAIMPROVE43
Next Ggeneration Internet and Internet-2 are built.
The galaxy controller receives any advance already
discovered by two other civilizations.

@;CommSat (Oracle) 
@PEDIAIMPROVE44
Doubles the effect of all of your Palm PCs.
It helps if you have one.

@;Sentinel Ring (Great Wall)
@PEDIAIMPROVE45
Counts as a Faraday Cage in every planet. Enemies 
must offer a cease-fire or peace in negotiations. 
Combat strength doubled against villains.

@;Delta Force (Sun Zu War Academy)
@PEDIAIMPROVE46
"Lead by example. Follow by choice."
All new ground units produced are Veterans.
Any unit that wins a combat gains Veteran status.

@;Synchrophasatron (King Richard's Crusade)
@PEDIAIMPROVE47
Every square in the planet radius gives one extra
production (shield).

@;Cybernet (Marco Polo's Embassy)
@PEDIAIMPROVE48
You establish an embassy with every other civilization.
(Intelligence report is always complete and you're alerted
to other civilizations' discoveries).

@;Saturn Photorecon (Michael Angelo's Chapel)
@PEDIAIMPROVE49
"Find something you love and do it."
Has the same effect as a LAN in each of your planets.

@;Supercollider (Copernicus' Observatory)
@PEDIAIMPROVE50
Increases the science output of the planet by 50%%.

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

@:IMAX Theatre (Shakespeare Theatre)
@PEDIAIMPROVE52
All unhappy citizens in planet are content.

@;Teleportaton (Leanardo'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, what a free upgrade.

@;Trapped Asteroid (J.S.Bach's Cathedral)
@PEDIAIMPROVE54
Simply a monument to the progress of science.
Decreases unhappy citizens on same continent by 2 per planet.

@;Sonet (Isaac's Newton College)
@PEDIAIMPROVE55
"...and yet it moves."
Doubles the science output of the planet.

@;Cosmic Grid (Adam Smith's Trading Co.)
@PEDIAIMPROVE56
Control of Reflected sunlight is a source of energy.
Pays the maintenance for all planet improvements with a 1 gold
per turn cost. Those requiring more than 1 aren't affected.

@;Stratosphere (Darwin's Voyage)
@PEDIAIMPROVE57
Gives two free civilization advances.

@; Insurrection (Statue of Liberty)
@PEDIAIMPROVE58
Eliminates the period of unrest between governments. Allows
any form of government, even if the requisite advance has not
been discovered.

@;Hermitage (Eiffel Tower)
@PEDIAIMPROVE59
A monumental museum of Galactical Artifacts.
Every civilization's attitude toward you shifts in your favor.
Their attitudes continue to improve gradually over time.

@;Interferrometer (Women's Suffrage)
@PEDIAIMPROVE61
Acts as a ICP Antenna in Each of your planets (Dominion only)

@;Recoiler (Hoover Dam)
@PEDIAIMPROVE60
Gives the Accelerator Effect to each of your planets.

@;Area 51 Zone (Manhattan's Project)
@PEDIAIMPROVE62
Area 51 is full of powerful secrets. Allows new dangerous
weapons to be built.

@;Rainbow 6 Brigades (United Nations)
@PEDIAIMPROVE63
New World Order and Iron Fist against International Terror. 
Free embassy with every other civilization, enemies cannot
refuse a peace offer. In a Harmony Society, leader can declare
war successfully half of the time.

@;Genesis (Apollo Program)
@PEDIAIMPROVE64
Allows construction of space shuttle components.

@;Microgyroscope (SETI)
@PEDIAIMPROVE65
Assurance of recognition spurs invention.
It's like having a skylab in every one of your planets;
effectively doubles your science output.

@;Ruby Crystal (Cure For Cancer)
@PEDIAIMPROVE66
One extra happy citizen in each planet.

@PEDIAGOVT
@width=600
@title=Civilization: Governments
The form of government you choose for your civilization will
affect the way resources are distributed in your planets, the
rate at which your citizens can produce and sustain new units
and planet improvements, and the extent to which your citizens
have a say in the way you govern them.
^
Some forms of government, such as Elite Command, 
Colonization, Dominion, and Dogmatism, allow you 
to expand rapidly,to produce and sustain large numbers 
of military units, and to control your affairs completely.
^
Harmony Society and Confederation, 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 planets; 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 Elite Command, except that the 
corruption rate is VERY HIGH (see entry for Mission).  
However, no taxes are collected during a period of Anarchy, 
and no scientific research is conducted.

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


@PEDIAGOVT2
@width=600
@title=Civilization Government: Colonization
^UNIT SUPPORT
Each unit beyond the third costs one shield per turn.
Colonists/Robotmen eat one food per turn.
^
^HAPPINESS
Up to three military units in each planet will institute
"martial law", converting an unhappy citizen into a content
citizen.
^
^CORRUPTION AND WASTE
Colonization has a MODERATE rate of corruption and waste.  
The level of corruption in a particular planet is based on its
distance from your capital.
^
^SPECIAL
Under a Colonization, none of the science/tax/luxury rates may
be set higher than 80%%.
^
^HINTS
Colonization is an excellent form of government for a young
civilization.


@PEDIAGOVT3
@width=600
@title=Civilization Government: Dominion
^UNIT SUPPORT
Each unit beyond the third costs one shield per turn.
Robotmen eat one food per turn.
^
^HAPPINESS
Up to three military units in each planet 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 Dominion, state control of the economy eliminates
organized crime.  Your planets, therefore, experience no
corruption.
^
^SPECIAL
All SPY units produced under Dominion governments are
given VETERAN status.  Under Dominion, none of the
science/tax/luxury rates may be set higher than 80%%.
^
^HINTS
Dominion is best for large, far-flung empires which need
to maintain a large military.  Use your powerful spies to
steal technology.

@PEDIAGOVT4
@width=600
@title=Civilization Government: Dogmatism
^UNIT SUPPORT
Can support up to TEN units for free; additional
units cost one shield each.  Robotmen eat
one food per turn.
^
^HAPPINESS
Under Dogmatism, NO CITIZEN IS ALLOWED TO BE UNHAPPY!
^
^CORRUPTION AND WASTE
Militarism has a LOW rate of corruption.
However, Dogmatism has the special disadvantage that
all SCIENCE is HALVED.
^
^SPECIAL
Improvements which convert unhappy citizens to
content citizens (Palm PCs, 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 Disruptors are reduced.
Under Dogmatism, none of the science/tax/luxury rates may
be set higher than 80%%.
^
^HINTS
Dogmatism eliminates all happiness problems and provides
an excellent revenue.  Scientific research tends to languish.


@PEDIAGOVT5
@width=600
@title=Civilization Government: Confederation
^UNIT SUPPORT
Each unit costs one shield per turn.  Robotmen eat
TWO food per turn.
^
^HAPPINESS
Each military unit AFTER THE FIRST which is not in a friendly
planet (or a fortress within 3 spaces of a friendly planet)
causes one citizen in its home planet to become unhappy.
^
^CORRUPTION AND WASTE
A Confederation has a LOW rate of corruption and waste.
The level of corruption in a particular planet 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 improvements and wonders can help with this problem.

@PEDIAGOVT6
@width=600
@title=Civilization Government: Harmony Society
^UNIT SUPPORT
Each unit costs one shield per turn.  Robotmen eat
TWO food per turn.
^
^HAPPINESS
Each unit which is not in a friendly planet
(or a fortress within 3 spaces of a friendly planet)
causes TWO citizens in its home planet to become unhappy.
^
^CORRUPTION AND WASTE
Harmony Societies experience NO corruption or waste.
^
^SPECIAL
Under a Harmony, each square which ordinarily produces
at least one unit of trade produces an extra unit. The units
and planets of a Harmony are immune to BRIBERY of all
types. The science/tax/luxury rates may be set to any level.
^
^HINTS
Harmony Society 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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