;
;   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.
^(Not relevant information)
^Allows settlers to build high roads.
^Allows settlers to build irrigation.
^Increases the effect of temples.
^Increases the effect of arenas.
^Worth bonus points in Civilization score.
^Increases ship movement rates by one.
^(Not relevant information)
^Free civ. advance for first civ. to discover.
^(Not relevant information)
^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 units.
^Can attack flying units in flight.
^May be lost out of sight of land.
^Ignores City Fortifications.
^Can carry friendly air units.
^Can infiltrate.
^Treats all squares as road squares.
^Defense +50% versus units with a movement factor of 2.
^Require no support under a Tyranny.
^Destroyed after attacking.
^Defense +100% versus air units.
^Can spot enemy hidden units 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 Seat of Honor marks your capitol - the center for your government.
^
(Eliminates corruption and waste in the capitol,
and decreases it in all nearby cities.)

@;Barracks
@PEDIAIMPROVE2
The War Academy teaches the art of Banzikan - Trocuspas art of war.
^
(City produces Veteran ground units. Ground units can
be completely repaired in a single turn.)

@;Granary
@PEDIAIMPROVE3
The Grain Storage symbolises an evolved, advanced agricultural society.
^
(Only half of city's food store is depleted when
city increases in size.)

@;Temple
@PEDIAIMPROVE4
The Temple is where the religious ceremonies are conducted.
^
(Up to two discontented citizens are made content. 
(One with only Ceremony, two with Priesthood.))

@;Marketplace
@PEDIAIMPROVE5
The Marketplace is where the merchants sell their goods.
^
(Increases tax and luxury output by 50%%.)

@;Library
@PEDIAIMPROVE6
The Library symbolises a well educated upper class.
^
(Increases science output by 50%%.)

@;Courthouse
@PEDIAIMPROVE7
The Procurator is a governor, who imposes law and order in the city.
^
(Decreases corruption by 50%%. Makes city more resistant
to bribery by enemy Emissaries and Illusionists.)

@;City Walls
@PEDIAIMPROVE8
The City Fortification protects the city, and consists of a city wall, a fortress, or similar.
^
(Units in city are tripled on defense versus ground attacks.)

@;Aqueduct
@PEDIAIMPROVE9
The Aqueduct is necesseary for supplying water to large populations.
^
(Allows city to increase beyond size 12.)

@;Bank
@PEDIAIMPROVE10
The Merchants Guild organizes the merchants and increases the effectiveness of the citys trade.
^
(Increases tax and luxury output by an
additional 50%% (100%% with Marketplace).)

@;Cathedral
@PEDIAIMPROVE11
The Tevatenu Sanctuary is an Elven improvement. (Tevatenu is the Elven name for Mother Earth.)

@;University
@PEDIAIMPROVE12
(Not used in scenario)

@;Mass Transit
@PEDIAIMPROVE13
(Not used in scenario)

@;Colosseum
@PEDIAIMPROVE14
The Arena is the home of gladiator battles, as well as theatre and propaganda.
^
(Three unhappy citizens are made content
(four with Legacy of Yndar).)

@;Factory
@PEDIAIMPROVE15
(Not used in scenario)

@;Mfg. Plant
@PEDIAIMPROVE16
(Not used in scenario)

@;SDI Defense
@PEDIAIMPROVE17
(Not used in scenario)

@;Recycling Center
@PEDIAIMPROVE18
(Not used in scenario)

@;Power Plant
@PEDIAIMPROVE19
(Not used in scenario)

@;Hydro Plant
@PEDIAIMPROVE20
(Not used in scenario)

@;Nuclear Plant
@PEDIAIMPROVE21
(Not used in scenario)

@;Stock Exchange
@PEDIAIMPROVE22
(Not used in scenario)

@;Sewer System
@PEDIAIMPROVE23
(Not used in scenario)

@;Supermarket
@PEDIAIMPROVE24
The Main Canal is necessary for the citys irrigation to work properly.
^
(Allows squares in the city's radius with
farming and irrigation to produce 50%% more food.)

@;Superhighways
@PEDIAIMPROVE25
(Not used in scenario)

@;Research Lab
@PEDIAIMPROVE26
(Not used in scenario)

@;SAM Missile Battery
@PEDIAIMPROVE27
The Symbols of Protection are maintained by Symbolist magicians. They mainly protect the city from demons and black magic.
^
(Units in city are doubled on defense against
air units.)

@;Coastal Fortress
@PEDIAIMPROVE28
The Harbor Fortification protects the city from naval attack.
^
(Units in city are doubled on defense against
naval attacks.)

@;Solar Plant
@PEDIAIMPROVE29
(Not used in scenario)

@;Harbor
@PEDIAIMPROVE30
The Harbor symbolises an advanced fishing population. 
^
(All ocean squares in the city's radius
produce one extra unit of food.)

@;Offshore Platform
@PEDIAIMPROVE31
(Not used in scenario)

@;Airport
@PEDIAIMPROVE32
(Not used in scenario)

@;Police Station
@PEDIAIMPROVE33
Harmony is an Elven improvement.

@;Port Facility
@PEDIAIMPROVE34
The Naval Arsenal is where the best ships are built, and repaired.
^
(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
The Capitalization improvement symbolises the manufacturing of export goods for foreign markets.
^
(Converts Shied resources into Gold.)

@;Pyramids
@PEDIAIMPROVE39
(Ransardi Wonder)
The Friendship of Frimbole symbolises the richness of the Frimbole Fields, as well as the contentedness of the people of Frimbole.
^
(Counts as a Grain Storage in every city, doubling the growth of the population.)

@;Hanging Gardens
@PEDIAIMPROVE40
(Clavian Wonder)
The Academy of Illusions was "historically" located in the city of Hoxoh, the city of Illusions, in the region of Nastrol.
^
(One extra happy citizen in every city.)

@;Colossus
@PEDIAIMPROVE41
(Clavian Wonder)
The Copper Convoy is one of the yearly convoys to the paradise 
island of Melukha. The Copper Convoy however continues to the 
Copper Sea and the remains of the perished empire of Jorpagna. 
The convoy "historically" sailed from the city of Soblak, in 
southern Moskoria. 
^
(City produces one extra trade arrow in each square that
already produces one.)

@;Lighthouse
@PEDIAIMPROVE42
(Clavian Wonder)
Anxalis is the goddess of the oceans, propably the most 
unpredictable member in the Trakorian pantheon of gods. 
Every coastal community has a shrine to honour her, but 
the main Anxalis temple was however "historically" located 
in the city of Soblak, in southern Moskoria.
^
(Primitive ships can move across oceans without 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
(Not used in scenario)

@;Oracle
@PEDIAIMPROVE44
(Kargomitian Wonder)
Luvena is the the dark goddess of Luna, often portraited 
as the goddess of disease and the creeping death. The center 
for Luvena worship was "historically" Mount Bektar, north of 
the wild land of Klagga. 
^
(Doubles the effect of all Temples.)

@;Great Wall
@PEDIAIMPROVE45
(Trinsmyran Wonder)
Inashtar is the goddess of fire, war and lust, and originates originally from the ice barbarians of the north. Inashtar is also the protector of the island of Trinsmyra, which is what this wonder symbolises.
^
(Enemy civilizations must offer cease-fire/peace
in negotiations. Every citys defenses are tripled!) 

@;Sun Tzu's War Academy
@PEDIAIMPROVE46
(Lasemosian Wonder)
Trocuspa is the god of war in Trakorian belief, and the master 
of Banzika, the way of the warrior. The Trocuspa Temple was 
"historically" located in the city of Srid be Ghile, on the 
islans of Bhannavil.
^
(All new ground units produced, or units which win a combat, automatically 
gain Veteran status.)

@;King Richard's Crusade
@PEDIAIMPROVE47
(Trinsmyran Wonder)
The dwarves and humans were "historically" allies, in the mountains of 
Rung, on northern Trinsmyra.
^
(Every square in the city's radius produces an extra
resource "shield".)

@;Marco Polo's Embassy
@PEDIAIMPROVE48
(Trinsmyran Wonder)
The Etemanki Temple is a place where all religions and gods are worshipped, side by side, making it a universial destination for pilgrimage. The Etemanki Temple was "historically" located in the city of Esakra, on north west Trinsmyra.
^
(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
(Clavian Wonder)
The Great Temple Area was "historically" built in the Clavian capitol of Fontra Cilor.
^
(Decreases unhappiness by three in every city)

@;Copernicus' Observatory
@PEDIAIMPROVE50
(Not used in scenario)

@;Magellan's Expedition
@PEDIAIMPROVE51
(Clavian Wonder)
The Clavian Empire established colonies in the Trakorian islands, 
as well as in the mainland continent of Ereb. This wonder symbolises this age of discovery in the Clavian history.
^
(Movement rate of all ships is increased by two.)

@:Shakespeare's Theatre
@PEDIAIMPROVE52
(Clavian Wonder)
The Great Dismal represents the new religion, the worship of Shamash, 
the god of Truth. The Great Dismal is a fenomena that reflects the 
gloomy state of mind of the Clavian Empire on the downfall. 
"Historically" the great sorrow hit the city of Famaruhl, in western 
Moskoria, especially hard... 
^
(All unhappy citizens in city are content.)

@;Da Vinci's Workshop
@PEDIAIMPROVE53
(Trinsmyran Wonder)
The Fall of Krau-Ki Wonder symbolises the mixing of cultures on Trinsmyra, following the fall of Krau-Ki.
^
(Whenever a unit becomes obsolete, due to a new
technology is discovered, it is immediately replaced
by an equivalent modern unit. It also changes the special "Krau-Ki units" to less powerful "Trinsmyran units".)

@;J.S. Bach's Cathedral
@PEDIAIMPROVE54
(Ransardi Wonder)
Wdur is the leader of the Ransardi pantheon of gods. A powerful god, as the Ransardians...
^
(Decreases unhappy citizens on same continent by 2 per city.)

@;Isaac Newton's College
@PEDIAIMPROVE55
(Lasemosi Wonder)
The Academy was "historically" located in the city of Maravelda, in Lasemos,
the capitol of knowledge and science of the era.
^
(Doubles science output of city.)

@;Adam Smith's Trading Co.
@PEDIAIMPROVE56
(Clavian Wonder)
The Continental Trade Wonder symbolises the important trade with continental Ereb, mainly the western parts.
^
(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
(Lasemosi Wonder)
The Unification of Lasemos is a special wonder, since it only can be build in the city of Maravelda, in Lasemos, in the beginning of the game.
^
(Grants two free civilization advances.)

@;The Statue of Liberty
@PEDIAIMPROVE58
(Not used in scenario)

@;The Eiffel Tower
@PEDIAIMPROVE59
(Not used in scenario)

@;Hoover Dam
@PEDIAIMPROVE61
(Not used in scenario)

@;Women's Suffrage
@PEDIAIMPROVE60
(Clavian Wonder)
The Bodken is a council of noblemen, which aid the Emperor 
in ruling the empire. It was "historically" located in 
the Clavian capitol of Fontra Cilor, in northern Moskoria.
^
(Decreases unhappiness caused by troops away from city by 1.)

@;Manhattan Project
@PEDIAIMPROVE62
(Not used in scenario)

@;United Nations
@PEDIAIMPROVE63
(Not used in scenario)

@;Apollo Program
@PEDIAIMPROVE64
(Not used in scenario)

@;SETI Program
@PEDIAIMPROVE65
(Not used in scenario)

@;Cure for Cancer
@PEDIAIMPROVE66
(Clavian Wonder)
The Ziggurat Wonder represents the great ziggurat that was "historically" 
located in Fontra Cilor, in Moskoria. The ziggurats are used by astrologians 
for purposes of predicting the future. 
^
(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 Despotic and Feudal Monarchy, and
even Tyranny, allow you to expand rapidly, to produce and sustain 
large numbers of military units, and to control your affairs completely.
(Note that Settlers/Magicians always eat ONE food per turn, regardless 
of the form of government.)
^
The Clavian State, on the other hand, give your noblemen 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, the powerful nobles 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 Despotic Monarchy, except that the 
corruption rate is VERY HIGH (see entry for Despotic Monarchy).  
However, no taxes are collected during a period of Anarchy, and 
no scientific research is conducted.

@PEDIAGOVT1
@width=600
@title=Civilization Government: Despotic Monarchy
^UNIT SUPPORT
Each unit above the city size costs one shield 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
Despotic Monarchy 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 Despotic Monarchy, 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 Despotic Monarchy's high rate of corruption, it is almost
always an inferior form of government.  Try to switch to a Feudal
Monarchy as soon as possible.


@PEDIAGOVT2
@width=600
@title=Civilization Government: Feudal Monarchy
^UNIT SUPPORT
Each unit beyond the third costs one shield 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
Feudal 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 Feudal Monarchy, none of the science/tax/luxury rates 
may be set higher than 70%%.
^
^HINTS
Feudal Monarchy is an excellent form of government, especially
for Lasemos, but even for the Clavians, at least for starters.


@PEDIAGOVT3
@width=600
@title=Civilization Government: Communism
^UNIT SUPPORT
Each unit beyond the third costs one shield 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: Tyranny
^UNIT SUPPORT
Can support up to three units for free; additional
units cost one shield each.  ONLY Tyrannies may produce 
Undead units.
^
^HAPPINESS
Under Tyranny, NO CITIZEN IS EVER UNHAPPY! (You simply wont 
allow that... You rule by TERROR!)
^
^CORRUPTION AND WASTE
Tyranny has a LOW rate of corruption.
However, Tyranny has the special disadvantage that
all science is cut down to 1/4.
^
^SPECIAL
Improvements which convert unhappy citizens to
content citizens (Temples, Arenas, etc.)
produce gold ("tithes") equal to the number of citizens they would
otherwise convert.  They also require no maintenance. (This makes 
the Arena improvement specially valuable for the Kargomites...)
The diplomatic penalties for "terrorist acts" committed by
your Emissaries and Illusionists are reduced.
Under Tyranny, none of the science/tax/luxury rates may be 
set higher than 80%%.
^
^HINTS
Tyranny eliminates all happiness problems and provides an 
excellent revenue.  Scientific research tends to languish.


@PEDIAGOVT5
@width=600
@title=Civilization Government: Clavian State
^UNIT SUPPORT
Each unit costs one shield 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 Clavian State 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 Clavian State, 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 Clavian State 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 Bodken wonder can help with this
problem.

@PEDIAGOVT6
@width=600
@title=Civilization Government: Elf State
^UNIT SUPPORT
Each unit costs one shield 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
Elf States experience NO corruption or waste.
^
^SPECIAL
Under an Elf State, each square which ordinarily produces at
least one unit of trade produces an extra unit.
The units and cities of a Elf State are immune to BRIBERY
of all forms.
The science/tax/luxury rates may be set to any level
desired.
^
^HINTS
Elf State 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 peace loving elfs.  
Increasing your luxuries rate can help alleviate this problem.

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