;
;   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 resourcers to build military shielding.
^Allows resourcers to build naval stations.
^Allows resourcers to build hyperlanes.
^Allows resourcers to improve agriculture.
^Increases the effect of planetary temples.
^Increases the effect of planetary oracles.
^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 Theatress.
^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 planetary assaults.
^Invisible to most enemy ships.
^Can attack strikecraft in flight.
^May be lost out of sight of planets.
^Ignores Siege Cannons.
^Can carry friendly strikecraft units.
^Can make hyperdrops.
^Treats all squares as sub-hyperlanes squares.
^Defense +50% versus units with a movement factor of 2.
^Only the Nebula Theocracy can build.
^Destroyed after attacking.
^Defense +100% versus strike craft and missile units.
^Can spot enemy cloaked ships  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
^

@;Capital
@PEDIAIMPROVE1
Eliminates corruption and waste in the planet,
and decreases it in all nearby planets.

@;Troop Barracks
@PEDIAIMPROVE2
Planet produces Veteran ground units. Ground units can
be completely repaired in a single turn.

@;Cloning Facility
@PEDIAIMPROVE3
Only half of planets's food store is depleted when
planet increases in size.

@;Planetary Temple
@PEDIAIMPROVE4
Up to two discontented citizens are made content.

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

@;Research Network
@PEDIAIMPROVE6
Increases science output by 50%%.

@;Planetary Security
@PEDIAIMPROVE7
Decreases corruption by 50%%. Makes planet more resistant
to bribery by enemy ambassadors. Under The Unbound,
one content citizen becomes happy.

@;Siege Cannon
@PEDIAIMPROVE8
Units on planet are tripled on defense versus 
ground attacks.

@;Subterranean Cities
@PEDIAIMPROVE9
Allows planet to increase beyond size 8.

@;Bentusi Exchange
@PEDIAIMPROVE10
Increases tax and luxury output by an
additional 50%% (cumulative w/ Planetary Bank).

@;Planetary Theatre
@PEDIAIMPROVE11
Makes four unhappy citizens content (Three after Hive Command).

@;Research Facility
@PEDIAIMPROVE12
Increases science output by an additional
50%% (cumulative w/ Research Network).

@;Planetary Transit
@PEDIAIMPROVE13
Eliminates pollution caused by population.

@;Planetary Oracle
@PEDIAIMPROVE14
Three unhappy citizens are made content
(four w/ None_24).

@;Industry Level 1
@PEDIAIMPROVE15
Increases resource production on planet by 50%%.

@;Industry Level 2
@PEDIAIMPROVE16
Increases resource production by an additional 50%%
(cumulative w/ Industry Level 1).

@;Planetary Shield Shield
@PEDIAIMPROVE17
Protects everything within three spaces of
the planet from nova device attack.

@;Robotic Cleaning
@PEDIAIMPROVE18
Decreases the pollution caused by Industry.

@;Thermal Plant
@PEDIAIMPROVE19
Increases Industry output by 50%% by harvesting
thermal energy from planetary cores.

@;Hydro Plant
@PEDIAIMPROVE20
Increases Industry output by 50%%.  Cleaner
than a Thermal Plant because a Hydro Plant
uses the energy of running water to create
usable electricity.

@;Industry Level 3
@PEDIAIMPROVE21
Increases factory output by 50%%. Final
level of Industry using advanced construction
methods to reduce pollution and harmful 
effects on the host planet.

@;Bentusi Trade Station
@PEDIAIMPROVE22
Increases tax & luxuries output by an additional
50%% (cumulative with Planetary Bank & Bentusi
Exchange for a grand total of 150%%) by setting up
an galactic trading station orbiting your planet..

@;Ionosphere Cities
@PEDIAIMPROVE23
Allows planet to grow beyond size 12.  By 
creating new cities in the Ionosphere.

@;Atmospheric Farming
@PEDIAIMPROVE24
Allows squares in the planet's radius with
the "planetary agriculture" improvement
to produce 50%% more food.

@;Commerce Center
@PEDIAIMPROVE25
All squares in the planet's radius with sub-
hyperlanes (or hyperlanes) produce 50%%
more trade.

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

@;Defense Platforms
@PEDIAIMPROVE27
Units on planet are doubled on defense against
strike craft units and non-nova device missile units.

@;Hyperspace Inhibitor
@PEDIAIMPROVE28
Units on planet are doubled on defense against
planetary bombardment by enemy capital ships.

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

@;Weather Satellites
@PEDIAIMPROVE30
All space squares on the planet's radius
produce one extra unit of food.

@;Mining Station
@PEDIAIMPROVE31
All space squares in the planet's radius
produce one shield.

@;Hyperspace Gate
@PEDIAIMPROVE32
City produces veteran capital ship units.
Any ship unit spending its entire turn in the planet
is completely repaired.

@;Military Center
@PEDIAIMPROVE33
Decreases unhappiness caused by armies away from planet by 1.

@;Battle Station
@PEDIAIMPROVE34
Planet produces veteran naval units.
Any ship spending its entire turn in orbit
around planet is completely repaired.

@;SS Structural
@PEDIAIMPROVE35

@;SS Component
@PEDIAIMPROVE36

@;SS Module
@PEDIAIMPROVE37

@;Capitalization
@PEDIAIMPROVE38
Converts production into trade.

@;No Building 1
@PEDIAIMPROVE39
No Information.

@;Gardens of Kadesh
@PEDIAIMPROVE40
One extra happy citizen in every planet, and three in the
capital planet.

@;No Building 2
@PEDIAIMPROVE41
No Information.

@;Eye of Arran
@PEDIAIMPROVE42
Archaic ships can move across deep space 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.

@;No Building 3
@PEDIAIMPROVE43
No Information.

@;Transformation of Sjet
@PEDIAIMPROVE44
Doubles the effect of all of your planetary temples.

@;No Buidling 5
@PEDIAIMPROVE45
No Information.

@;Order of the Taiidan
@PEDIAIMPROVE46
All new ground units produced gain Veteran status.
Any unit which wins a combat gains Veteran status.

@;Beast Subversion
@PEDIAIMPROVE47
Every square in the planet's radius produces an extra
resource "shield".

@;No Buidling 6
@PEDIAIMPROVE48
No Information.

@;No Buidling 7
@PEDIAIMPROVE49
No Information.

@;No Buidling 8
@PEDIAIMPROVE50
No Information.

@;No Buidling 9
@PEDIAIMPROVE51
No Information.

@:No Buidling 10
@PEDIAIMPROVE52
No Information.

@;No Buidling 11
@PEDIAIMPROVE53
No Information.

@;No Buidling 12
@PEDIAIMPROVE54
No Information.

@;No Buidling 13
@PEDIAIMPROVE55
No Information.

@;The Unbound
@PEDIAIMPROVE56
Pays the maintenance for all planet improvements which
ordinarily cost 1 gold per turn. Planet improvements
requiring more than 1 gold per turn maintenance are not
affected.

@;No Buidling 14
@PEDIAIMPROVE57
No Information.

@;No Buidling 15
@PEDIAIMPROVE58
No Information.

@;No Buidling 16
@PEDIAIMPROVE59
No Information.

@;No Buidling 17
@PEDIAIMPROVE61
No Information.

@;No Buidling 18
@PEDIAIMPROVE60
No Information.

@;Nova Research Project
@PEDIAIMPROVE62
Allows nova weapons to be built.

@;Galactic Council
@PEDIAIMPROVE63
^* Free embassy with every other galactic power.
^* Enemy civ's cannot refuse your peace treaties.
^* As the Unbound, you can declare war 50%% of the time
^  (stability keeping missions).

@;NoBuidling19
@PEDIAIMPROVE64
No Information.

@;NoBuidling20
@PEDIAIMPROVE65
No Information.

@;NoBuidling21
@PEDIAIMPROVE66
No Information.

@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 Feudalism, Empire, and
Hive Command and Nebula Theocracy, allow you to expand
rapidly, to produce and sustain large numbers of military
units, and to control your affairs completely.
^
The Unboound and the Kiith Societies, on the other hand, give
your populace 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 Elder Council 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************************************************8
taxes are collected during a period of Anarchy, and no
scientific research is conducted.

@PEDIAGOVT1
@width=600
@title=Civilization Government: Feudalism
^UNIT SUPPORT
Each unit above the planet size costs one shield per turn.
Resourcers consume 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
Feudalism 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 a Feudalism, 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 Fedualism's high rate of corruption, it is almost
always an inferior form of government.  

@PEDIAGOVT2
@width=600
@title=Civilization Government: Empire
^UNIT SUPPORT
Each unit beyond the third costs one shield per turn.
Resourcers consume 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
Empire 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 Empire, none of the science/tax/luxury rates may
be set higher than 70%%.
^
^HINTS
Empire is an excellent form of government for oppressive 
and absolute control.

@PEDIAGOVT3
@width=600
@title=Civilization Government: Hive Command
^UNIT SUPPORT
Each unit beyond the tenth costs one shield per turn.
Resourcers consume TWO 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 the Hive Command, The omnipotent control of the 
unknown entity eliminates all inefficiency. Beast planets,
therefore, experience no corruption.
^
^SPECIAL
All Ambassador units produced under the Hive Command
governments are Veterans. Under the Hive Command, 
Tax/Luxury/Science rates cannot be set higher than 80%. 
^
^HINTS
The Hive Command is proven to be best for large, far-flung 
empires that need to maintain a large military. The Hive 
Command is able to use powerful infected ambassadors to
 steal technology from opposing civilizations.
@PEDIAGOVT4
@width=600
@title=Civilization Government: Nebula Theocracy
^UNIT SUPPORT
Each unit costs one shield per turn; 
Resourcers consume TWO food per turn.
ONLY a Nebula Theocracy may produce
SWARMER units.
^
^HAPPINESS
Under the Nebula Theocracy, NO CITIZEN IS EVER
UNHAPPY!
^
^CORRUPTION AND WASTE
The Nebula Theocracy has a very low rate of corruption
due to the absolute devotion to the divine power of the 
"Great Nebula", but all science production is HALVED.
^
^SPECIAL
Improvements that normally convert unhappy citizens to 
content citizens produce credits(money) equivalent to the
 number of people they would normally convert, and require
 no maintenance. he diplomatic penalties for violent zealous 
acts committed by Ambassadors is reduced. Under the Nebula
 Theocracy, Tax/Luxury/Science rates cannot be set higher than 80%.
^
^HINTS
The Nebula Theocracy eliminates all happiness problems and
provides excellent revenue, although research tends to languish.

@PEDIAGOVT5
@width=600
@title=Civilization Government: Kiith Society
^UNIT SUPPORT
Each unit costs one shield per turn.  Resourcers consume TWO
food per turn.
^
^HAPPINESS
Each unit beyond the first unit that is not in a friendly planet 
(or on a military shielded planet within three squares of a friendly 
planet) causes one citizen in its home city to become unhappy.
^
^CORRUPTION AND WASTE
Kith societies experience a low rate of corruption and waste. 
The farther a planet is from the capital, the higher its level of corruption.
^
^SPECIAL
In the Kiith Society, 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
The Kiith society has an astounding Science and Luxury revenues, but 
almost always need to shift some Trade to Luxuries in order to prevent 
unhappiness. The Kiith society makes it difficult and expensive to keep
a sizable army in the field, but building certain Improvements and Wonders
 can help to alleviate this problem.

@PEDIAGOVT6
@width=600
@title=Civilization Government: The Unbound
^UNIT SUPPORT
Each unit costs one shield per turn. Resourcers consume TWO
food per turn.
^
^HAPPINESS
Each unit that is not in a friendly planet
 (or on a military shielded planet within three squares of a friendly planet)
 causes two citizens in its home city to become unhappy.
^
^CORRUPTION AND WASTE
The Unbound experience NO corruption or waste.
^
^SPECIAL
Under the Unbound, each square which ordinarily produces at
least one unit of trade produces an extra unit.
The units and planets of the Unbound are immune to BRIBERY
of all forms.
The science/tax/luxury rates may be set to any level
desired.
^
^HINTS
The Unbound 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 such as the Bentusi. Increasing your Luxury rate and building 
Improvements and Wonders can help alleviate unhappiness.

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