;
;   CIVILIZATION PHANTOM MENACE 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
Royal Palace eliminates corruption and waste in the city,
and decreases it in all nearby cities.

@;Barracks
@PEDIAIMPROVE2
Garrison (Barracks). City produces Veteran ground units. 
Ground units can be completely repaired in a single turn.

@;Granary
@PEDIAIMPROVE3
Hydroponium (Granary). Only half of city's food store 
is depleted when city increases in size.

@;Temple
@PEDIAIMPROVE4
Jedi Temple (Temple). Up to two discontented citizens 
are made content.

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

@;Library
@PEDIAIMPROVE6
Web Server(Library). Increases science output by 50%%.

@;Courthouse
@PEDIAIMPROVE7
Jedi Council (Courthouse. Decreases corruption by 50%%. 
Makes city more resistantto bribery by enemy diplomats 
and spies. Under Democracy,one content citizen 
becomes happy.

@;City Walls
@PEDIAIMPROVE8
Sentinel Beam (City Walls). Units in city are tripled 
on defense versus ground attacks.

@;Aqueduct
@PEDIAIMPROVE9
Light Bridge (Acqueduct).Allows city to increase 
beyond size 8.

@;Bank
@PEDIAIMPROVE10
Mos Espa Quarters (Bank). Increases tax and luxury
output by an additional 50%% (cumulative w/ Marketplace).

@;Cathedral
@PEDIAIMPROVE11
Solar Mirror (Cathedral). Makes four unhappy citizens 
content (Three after Communism).

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

@;Mass Transit
@PEDIAIMPROVE13
Monorail (Mass Transit). Eliminates pollution 
caused by population.

@;Colosseum
@PEDIAIMPROVE14
Galactic Senate (colosseum). Three unhappy 
citizens are made content (four w/ Electronics).

@;Factory
@PEDIAIMPROVE15
Tractorbeam Engine (Factory). Increases resource 
production in city by 50%%.

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

@;SDI Defense
@PEDIAIMPROVE17
Defence Grid (SDI Defense). Protects everything 
within three spaces of the city from nuclear attack.

@;Recycling Center
@PEDIAIMPROVE18
Osmosis Tanks (Recycling Center). Decreases the 
pollution caused by factories.

@;Power Plant
@PEDIAIMPROVE19
Fuel Depot (Power Plant). Increases factory 
output by 50%%.

@;Hydro Plant
@PEDIAIMPROVE20
Clean Transmitter (Hydro Plant). Increases factory 
output by 50%%.  Cleaner than Power Plant, and 
generally safer than Nuclear Plant (Catadiopter).

@;Nuclear Plant
@PEDIAIMPROVE21
Catadiopter (Nuclear Plant). 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
IMF (Stock Exchange). IMF= Intl Monetart Fund. 
Increases tax & luxuries output by an additional
50%% (cumulative with Marketplace & Bank for a grand
total of 150%%).

@;Sewer System
@PEDIAIMPROVE23
Sterilization Plant (Sewer System). 
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
Xenofarm (Supermarket). All squares in the city's radius 
with roads(or railroads) produce 50%% more trade.

@;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
Patriot (SAM) Missle Battery. Units in city are doubled 
on defense against air units and non-nuclear missile units.

@;Coastal Fortress
@PEDIAIMPROVE28
Droid (Coastal) Fortress. Units in city are doubled on 
defense againstshore bombardment by enemy ships.

@;Solar Plant
@PEDIAIMPROVE29
Increases factory output by 50%%.  Cleaner
than all other forms of power.

@;Harbor
@PEDIAIMPROVE30
Cyber Acquarium (Harbor). All ocean squares in the 
city's radius produce one extra unit of food.

@;Offshore Platform
@PEDIAIMPROVE31
Otoh Gunga Colony (Offshore Platform).
All ocean squares in the city's radius
produce one shield.

@;Airport
@PEDIAIMPROVE32
Spaceport (Airport). City produces veteran air units.
Any air unit spending its entire turn in the city
is completely repaired.

@;Police Station
@PEDIAIMPROVE33
Podrace Cam Droid (Police Station). Decreases 
unhappiness caused by troops away from city by 1.

@;Port Facility
@PEDIAIMPROVE34
Docking (Port) Facility. City produces veteran naval 
units. Any ship spending its entire turn in the city 
is completely repaired.

@;SS Structural
@PEDIAIMPROVE35

@;SS Component
@PEDIAIMPROVE36

@;SS Module
@PEDIAIMPROVE37

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

@;Pyramids
@PEDIAIMPROVE39
Food Replicator (Pyramids).
Counts as a Granary in every one of your cities.

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

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

@;Lighthouse
@PEDIAIMPROVE42
Tatooine Eternal Fire (Lighthouse).
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 you produce 
receive veteran status.

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

@;Oracle
@PEDIAIMPROVE44
Light Saber Monument (Oracle).
Doubles the effect of all of your temples.

@;Great Wall
@PEDIAIMPROVE45
ECM Jammer (Great Wall). 
ECM= Electronic Counter Measures.
Enemy civilizations must offer cease-fire/peace
in negotiations.  Combat strength doubled against
barbarians.

@;Sun Tzu's War Academy
@PEDIAIMPROVE46
Oppo Rancisis Academy (Sun Zu Academy).
All new ground units produced gain Veteran status.
Any unit which wins a combat gains Veteran status.

@;King Richard's Crusade
@PEDIAIMPROVE47
Underwater Breathing Apparatus (K. Richard's Crusade)
Every square in the city's radius produces an extra
resource "shield".

@;Marco Polo's Embassy
@PEDIAIMPROVE48
Mace Windu Embassy (Marko Polo's Embassy)
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
Shmi Aeromagnifier (Michaelangelo's Chapel)
Counts as a Cathedral in each of your cities.
Gift from watto to Shmi.

@;Copernicus' Observatory
@PEDIAIMPROVE50
Meson Taloscope (Copernicus Observatory)
Increases science output of city by 50%%.

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

@:Shakespeare's Theatre
@PEDIAIMPROVE52
Holograph Cinema (Shakespeare's Theatre)
All unhappy citizens in city are content.

@;Da Vinci's Workshop
@PEDIAIMPROVE53
Anakin's Workshop (Leanardo's Workshop)
Whenever one of your units becomes obsolete because 
of a newtechnology you have discovered, it is 
immediately replaced by an equivalent modern unit.

@;J.S. Bach's Cathedral
@PEDIAIMPROVE54
The Ruby Crystal (J.S. Bach's Cathedral)
Decreases unhappy citizens on same continent by 2 per city.

@;Isaac Newton's College
@PEDIAIMPROVE55
Image Modulator (Iaac Newton's College)
Doubles science output of city.

@;Adam Smith's Trading Co.
@PEDIAIMPROVE56
Theed (Adam Smith's) Trading Company
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
Warm Hole Voyage (Darwin's Voyage)
Two free civilization advances.

@;The Statue of Liberty
@PEDIAIMPROVE58
Space Shuttle (Statue of Liberty)
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
The Holoprojector (Eiffel Tower)
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.

@;Hoover Dam
@PEDIAIMPROVE61
Boonta Eve Pod Race (Hoover Dam)
Provides Hydro power to every city on every continent.

@;Women's Suffrage
@PEDIAIMPROVE60
Electrobinoculars (Women's Suffrage)
Counts as a Police Station (hovercam) in every one of your cities.
(Decreases unhappiness caused by troops away from city by 1).

@;Manhattan Project
@PEDIAIMPROVE62
Watto's Junkshop (Manhattan Project)
Allows nuclear weapons to be built.

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

@;Apollo Program
@PEDIAIMPROVE64
Allows construction of spaceship improvements.

@;SETI Program
@PEDIAIMPROVE65
Contact (SETI Program)
Counts as a research lab in every one of your cities; 
effectively doubles your science output.

@;Cure for Cancer
@PEDIAIMPROVE66
Vaccine for Alzheimer's (Cure for Cancer)
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 Communism and Fundamentalism, 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 80%%.
^
^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 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 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 large military.  Use your powerful spies to
steal technology from the capitalist pigs.

@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 SCIENCE 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 science/tax/luxury rates may
be set higher than 80%%.
^
^HINTS
Fundamentalism 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
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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