;
;   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 Fascist 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: Base Improvements

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

@;Command Base
@PEDIAIMPROVE1
Eliminates corruption and waste in the base,
and decreases it in all nearby bases.

@;Traning Center
@PEDIAIMPROVE2
Base produces Veteran ground units. Ground units can
be completely repaired in a single turn.

@;Mess Hall
@PEDIAIMPROVE3
Only half of city's food store is depleted when
city increases in size.

@;Cadet Chruch
@PEDIAIMPROVE4
Up to two discontented cadets are made content.

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

@;Reading Center
@PEDIAIMPROVE6
Increases science output by 50%%.

@;Jury Building
@PEDIAIMPROVE7
Decreases corruption by 50%%. Makes base more resistant
to bribery by enemy diplomats and spies. Under Democracy,
one content cadet becomes happy.

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

@;Water Transfer System
@PEDIAIMPROVE9
Allows base to increase beyond size 8.

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

@;Major Chruch
@PEDIAIMPROVE11
Makes four unhappy cadets content (Three after Communism).

@;Learning Center
@PEDIAIMPROVE12
Increases science output by an additional
50%% (cumulative w/ Library).

@;Mass Movement Center
@PEDIAIMPROVE13
Eliminates pollution caused by population.

@;Rec. Center
@PEDIAIMPROVE14
Three unhappy cadets are made content
(four w/ Electronics).

@;Weapons Plant
@PEDIAIMPROVE15
Increases resource production in base by 50%%.

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

@;Nuclerar Defense System
@PEDIAIMPROVE17
Protects everything within three spaces of
the base from nuclear attack.

@;Recycled Goods Center
@PEDIAIMPROVE18
Decreases the pollution caused by factories.

@;Basic Power Plant
@PEDIAIMPROVE19
Increases factory output by 50%%.

@;Water Power Plant
@PEDIAIMPROVE20
Increases factory output by 50%%.  Cleaner
than Power Plant, and generally safer than
Nuclear Plant.

@;Nuclear Power Plant
@PEDIAIMPROVE21
Increases factory output by 50%%.  Cleaner
than Power Plant (same as Hydro Plant), but
there is a risk of Nuclear Meltdown unless
army has discovered Fusion.

@;Stock Uplink
@PEDIAIMPROVE22
Increases tax & luxuries output by an additional
50%% (cumulative with Marketplace & Bank for a grand
total of 150%%).

@;Sewer Storage
@PEDIAIMPROVE23
Allows base to grow beyond size 12.

@;Goods Storage
@PEDIAIMPROVE24
Allows squares in the base's radius with
the "farmland" improvement (irrigated twice)
to produce 50%% more food.

@;Better Roads
@PEDIAIMPROVE25
All squares in the city's radius with roads
(or railroads) produce 50%% more trade.

@;Research Area
@PEDIAIMPROVE26
Increases science output by an additional 50%%
(cumulative with Library and University for a
grand total of 150%%).

@;SAM Site
@PEDIAIMPROVE27
Units in base are doubled on defense against
air units and non-nuclear missile units.

@;Coastal Batteries
@PEDIAIMPROVE28
Units in base are doubled on defense against
shore bombardment by enemy ships.

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

@;Fishing Dock
@PEDIAIMPROVE30
All ocean squares in the bases's radius
produce one extra unit of food.

@;Offshore Oil Rig
@PEDIAIMPROVE31
All ocean squares in the base's radius
produce one shield.

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

@;Local Police
@PEDIAIMPROVE33
Decreases unhappiness caused by troops away from base by 1.

@;Warship Dock
@PEDIAIMPROVE34
Base produces veteran naval units.
Any ship spending its entire turn in the base is
completely repaired.

@;SS Structural
@PEDIAIMPROVE35

@;SS Component
@PEDIAIMPROVE36

@;SS Module
@PEDIAIMPROVE37

@;Capitalization
@PEDIAIMPROVE38
Converts production into trade.

@;Hidden Missle Silos
@PEDIAIMPROVE39
Counts as a Mess Hall in every one of your bases.

@;Hanging Tomato Garden
@PEDIAIMPROVE40
One extra happy cadet in every base.

@;Mr. President's Statue
@PEDIAIMPROVE41
City produces one extra trade arrow in each square that
already produces one.

@;Ship Warning System
@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 you produce receive veteran status.

@;Great Reading Area
@PEDIAIMPROVE43
Civilization receives any army advance
already discovered by two other armies.

@;God's Shrine
@PEDIAIMPROVE44
Doubles the effect of all of your temples.

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

@;Ike's War Academy
@PEDIAIMPROVE46
All new ground units produced gain Veteran status.
Any unit which wins a combat gains Veteran status.

@;The Crusades
@PEDIAIMPROVE47
Every square in the base's radius produces an extra
resource "shield".

@;The 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).

@;The General's Chapel
@PEDIAIMPROVE49
Counts as a Cathedral in each of your bases.

@;Enemy Plane Watch Systme
@PEDIAIMPROVE50
Increases science output of city by 50%%.

@;Voyage Around The World
@PEDIAIMPROVE51
Movement rate of all ships is increased by two.

@:The World's Best Theatre
@PEDIAIMPROVE52
All unhappy cadets in base are content.

@;Scientist'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.

@;The Preformer's Cathedral
@PEDIAIMPROVE54
Decreases unhappy cadets on same continent by 2 per base.

@;West Point College
@PEDIAIMPROVE55
Doubles science output of base.

@;Trading Center
@PEDIAIMPROVE56
Pays the maintenance for all base improvements which
ordinarily cost 1 gold per turn.  Base improvements
requiring more than 1 gold per turn maintenance are not
affected.

@;Voyage Of Glory
@PEDIAIMPROVE57
Two free army advances.

@;Liberty Ideals
@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.

@;Spy Tower
@PEDIAIMPROVE59
When you first obtain control of the Eiffel Tower,
Every army'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 armies are also quicker to forget your
past transgressions.

@;Backup Water Power Plant
@PEDIAIMPROVE61
Provides Hydro power to every base on every continent.

@;Women In The Army
@PEDIAIMPROVE60
Counts as a Police Station in every one of your bases.
(Decreases unhappiness caused by troops away from city by 1).

@;Nuclear Weapons Testing
@PEDIAIMPROVE62
Allows nuclear weapons to be built.

@;U. N. Building
@PEDIAIMPROVE63
^* Free embassy with every other army
^* Enemy army's cannot refuse your peace treaties.
^* As a democracy, you can declare war 50%% of the time
^  (peacekeeping missions).

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

@;Space Aliens
@PEDIAIMPROVE65
Counts as a research lab in every one of your cities; effectively
doubles your science output.

@;Cure For The Common Cold
@PEDIAIMPROVE66
One extra happy cadet in each base.

@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 Imperialism, Monarchy, and
later Communism and Fascism, 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 Imperialism, except that the corruption
rate is VERY HIGH (see entry for Imperialism).  However, no
taxes are collected during a period of Anarchy, and no
scientific research is conducted.

@PEDIAGOVT1
@width=600
@title=Civilization Government: Imperialism
^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
Imperialism 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 Imperialism, 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 Imperialism'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 70%%.
^
^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 tenth costs one shield per turn.
Settlers eat TWO 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 huge military.  Use your powerful spies to
steal technology from the capitalist pigs.

@PEDIAGOVT4
@width=600
@title=Civilization Government: Fascism
^UNIT SUPPORT
Each unit beyond the first costs one shield per turn
(exclusive of Stormtroopers which are free of maintenance) 
Settlers eat TWO food per turn.
ONLY Fascists may produce
STORMTROOPER units.
^
^HAPPINESS
State sponsored Fascist rallies ensure NO CITIZEN IS EVER UNHAPPY!
^
^CORRUPTION AND WASTE
Nazi efficiency ensures Fascism has NO corruption.
However, Fascism has the special disadvantage that all
SCIENCE is CUT 30%% due to the throwing out of unwanted
intellectuals.
^
^SPECIAL
Improvements which convert unhappy citizens to content
citizens (Temples, etc.) are stormed and produce "SEIZINGS" 
of gold equal to the number of citizens they would otherwise
convert.  They also require no maintenance.  The diplomatic
penalties for "fifth collumnist activities" by your Diplomats
and Spies are reduced.  Under Fascism, none of the
science/tax/luxury rates may be set higher than 80%%.
^
^HINTS
Fascism eliminates all happiness problems and provides
an excellent revenue.  Military affairs do well with no 
interference from the Reichstag! (aka Senate)


@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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