;
;   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 workers to build fortifications.
^Allows workers to build spacedocks.
^Allows workers to build monorails.
^Allows workers to improve farmland.
^Increases the effect of temples.
^Increases the effect of electronic entertainment.
^Worth bonus points in Civilization score (ignore this).
^Increases ship movement rates by one.
^Improves Spaceship thrust by 25% (ignore this).
^Free technology for first nation to discover.
^Decreases the effect of electronic entertainment.
^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 aircraft in space.
^May be lost out of sight of land.
^Ignores City Defences.
^Can carry friendly air units.
^Can make transports over a distance.
^Treats all squares as road squares.
^Defence +50% versus units with a movement factor of 2.
^Only Fanatical governments can build.
^Destroyed after attacking.
^Defence +100% versus air and missile units.
^Can spot enemy stealth 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 Capital of a nation on Earth, here the 
government is seated.
===>
Eliminates corruption and waste in the city,
and decreases it in all nearby cities.

@;Barracks
@PEDIAIMPROVE2
Still the same, your soldiers have to train to 
get better at fighting.
===>
City produces Elite ground units. Ground units 
can be completely repaired in a single turn.

@;Granary
@PEDIAIMPROVE3
Thanks to Food Replicators less food is needed 
from the fields. Instead of growing crops you 
can now convert energy into mass, including food. 
But because it cost so much energy, food from 
crops is still needed.
===>
Only half of city's food store is depleted when
city increases in size.

@;Temple
@PEDIAIMPROVE4
These temples are the places of worship for the 
Seekers, only they can build them.
===>
Up to two discontented citizens are made content.

@;Marketplace
@PEDIAIMPROVE5
Trade is still important on Earth, even in the 
31st century.
===>
Increases tax and luxury output by 50%%.

@;Library
@PEDIAIMPROVE6
In Research Labs your scientist work to improve 
your nations technology. 
===>
Increases science output by 50%%.

@;Courthouse
@PEDIAIMPROVE7
The military police has it's headquarters here. 
They reduce crime and corruption in the city.
===>
Decreases corruption by 50%%. Under Republic,
one content citizen becomes happy.

@;City Walls
@PEDIAIMPROVE8
These new metal fortresses can help to defend a city, but 
most units can bypass these defences with ease. Still, they 
work great against some of the larger units.
===>
Units in city are tripled on defence versus ground attacks.

@;Aqueduct
@PEDIAIMPROVE9
Clean Water is a basic thing you need if you want your city 
to grow in this era.
===>
Allows city to increase beyond size 12.

@;Bank
@PEDIAIMPROVE10
After you nation has spaceships that can travel trough the 
solar system then you can make trade routes to the Moon or Mars.
===>
Increases tax and luxury output by an
additional 50%% (cumulative w/ Local Trade Routes).

@;Cathedral
@PEDIAIMPROVE11
Electronic Entertainment is the best way to keep your people happy.
===>
Makes four unhappy citizens content (Three after Marxism).

@;University
@PEDIAIMPROVE12
In these advanced research labs more difficult, and dangerous, 
experiments can be conducted.
===>
Increases science output by an additional
50%% (cumulative w/ Research Labs).

@;Mass Transit
@PEDIAIMPROVE13
Energy can be converted into matter, but the other way around is 
also possible. This is a great way to reduce pollution.
===>
Eliminates pollution caused by population.

@;Colosseum
@PEDIAIMPROVE14
Holodecks are one of the most advanced forms of Electronic Entertainment.
At will images can be created it a person wants to, thanks to advanced
computers and holographic projectors.
===>
Three unhappy citizens are made content
(four w/ Super Computers).

@;Factory
@PEDIAIMPROVE15
Nuclear Reactors are the most basic form of creating energy for increased 
production. They split atoms and collect the energy that's released in the
progress.
===>
Increases resource production in city by 50%%.

@;Mfg. Plant
@PEDIAIMPROVE16
Industrial Replicators are larger versions of the food replicators, increasing
the production in the city. It works by the same principles as their smaller 
counterparts.
===>
Increases resource production by an additional 50%%
(cumulative w/ Nuclear Reactor).

@;SDI Defense
@PEDIAIMPROVE17
This improvement can't be build in this scenario since there are no nukes.
===>
Protects everything within three spaces of
the city from nuclear attack.

@;Recycling Center
@PEDIAIMPROVE18
These advanced pollution filters use nanoprobes to break down any harmful
materials.
===>
Decreases the pollution caused by factories.

@;Power Plant
@PEDIAIMPROVE19
In Automated Factories worker drones, and also lots of nanoprobes, construct 
buildings, vehicles and weapons much faster then humans can.
===>
Increases factory output by 50%%.

@;Hydro Plant
@PEDIAIMPROVE20
Fusion Reactors work with the same principles as the nuclear reactors. Only 
this time atoms are fused instead of split.
===>
Increases factory output by 50%%.  Cleaner
than Automated Factory, and generally safer than
Matter/Anti-Matter Reactors.

@;Nuclear Plant
@PEDIAIMPROVE21
Matter/Anti-Matter Reactors produce a lot of energy, but they are quite dangerous.
If a matter particle collides with an anti-matter particle a lot of energy is released
by the destruction of both particles. However, if the containment field around the 
anti-matter particles fails then these particles are "on the loose" and they'll destroy
everything they hit.
===>
Increases factory output by 50%%.  Cleaner
than Automated Factory (same as Hydro Plant), but
there is a risk of Containment Failure unless
civilization has discovered Save Anti-Matter Containment.

@;Stock Exchange
@PEDIAIMPROVE22
Once your nation discovers Warp Engines, the routes to the stars are open. 
Trade with human colonies can be quite rewarding.
===>
Increases tax & luxuries output by an additional
50%% (cumulative with Local Trade Routes & Lunar/Martian 
Trade Routes for a grand total of 150%%).

@;Sewer System
@PEDIAIMPROVE23
Garbage Recycling isn't the same as Garbage Conversion. Here the Garbage is broken down
to individual atoms, which can be stored for later use. These atoms can be put back together
again to create new food, clothes or anything else as long as a sufficient amount of atoms is 
available.
===>
Allows city to grow beyond size 16.

@;Supermarket
@PEDIAIMPROVE24
If crops can be genetically engineered to produce more food, then their won't be a shortage of food anymore. It's relatively cheap and you get a lot in return.
===>
Allows squares in the city's radius with
the "farmland" improvement (irrigated twice)
to produce 50%% more food.

@;Superhighways
@PEDIAIMPROVE25
Instead of Railway terminals, we now have monorail terminals. It's 
purpose remains the same.
===>
All squares in the city's radius with roads
(or monorails) produce 50%% more trade.

@;Research Lab
@PEDIAIMPROVE26
Deep Space Probes, fitted with warp engines, will increase the scientific knowledge of 
your nation.
===>
Increases science output by an additional 50%%
(cumulative with Research Labs and Advanced Research Labs for a
grand total of 150%%).

@;SAM Missile Battery
@PEDIAIMPROVE27
Huge Plasma Cannons and planetary forcefields help to protect the city against attacks 
by spaceships.
===>
Units in city are doubled on defence against
air units and missile units.

@;Coastal Fortress
@PEDIAIMPROVE28
As their are defences against ground troops, there are of course also defences against ships.
===>
Units in city are doubled on defence against
shore bombardment by enemy ships.

@;Solar Plant
@PEDIAIMPROVE29
These are satellites orbiting the sun and collection it's energy. It's clean, but expensive.
===>
Increases factory output by 50%%.  Cleaner
than all other forms of power.

@;Harbor
@PEDIAIMPROVE30
Great structures on the bottom of the ocean can increase the food production a lot.
===>
All ocean squares in the city's radius
produce one extra unit of food.

@;Offshore Platform
@PEDIAIMPROVE31
Mining station on the bottom of the sea are much more efficient then Offshore Platforms.
===>
All ocean squares in the city's radius
produce one shield.

@;Airport
@PEDIAIMPROVE32
Spacedocks make spaceflight more efficient. Transporters allow troops to be transported 
almost instantly all around the globe.
===>
City produces veteran space units.
Any space unit spending its entire turn in the city
is completely repaired.

@;Police Station
@PEDIAIMPROVE33
The military police keeps a city under control when soldiers are away from home.
===>
Decreases unhappiness caused by troops away from city by 1.

@;Port Facility
@PEDIAIMPROVE34
Ships are neglected for centuries, but some nations on earth are restarting to build ships,
like mankind did in the past. To build these ships shipyards are restored.
===>
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
Converts production into trade.

@;Pyramids
@PEDIAIMPROVE39
These great paintings in the Nazca desert can only be seen from the air. 
They are rumoured to be build to honour the gods...or the extraterrestrials who
supposedly visited Earth millennia ago.
===>
Counts as a Food Replicator in every one of your cities.

@;Hanging Gardens
@PEDIAIMPROVE40
Temples of the great Roman Empire, which flourished millennia ago on Earth, still exist 
on Earth thanks to various restorations by later generations. Although they aren't 
used anymore, they still remind people of the former greatness of Earth.
===>
One extra happy citizen in every city, three happy citizens in Roma.

@;Colossus
@PEDIAIMPROVE41
The Atlantis Project is on of the greatest projects of all time in human history. A huge
island has risen out of the Atlantic Ocean, providing a home for thousands of people.
===>
City produces one extra trade arrow in each square that
already produces one.

@;Lighthouse
@PEDIAIMPROVE42
The Orbital Satellite Navigation is a great way for ships to navigate the oceans, with 
the help of a large system of satellites in orbit around the Earth.
===>
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
The Mayan Pyramids have survived many wars in the past (unlike their Egyptian 
counterparts, which where destroyed a few centuries ago). They are a marvellous 
piece of engineering, but they aren't used anymore.
===>
Civilization receives any civilization advance
already discovered by two other civilizations.

@;Oracle
@PEDIAIMPROVE44
When the aliens arrive on Earth, the Seekers believes are further strengthened.
===>
Doubles the effect of all of your temples.

@;Great Wall
@PEDIAIMPROVE45
The Global Defence Network is also a marvel of engineering. Huge walls and towers of 
metal offer protection to all your cities.
===>
Enemy civilizations must offer cease-fire/peace
in negotiations.  Combat strength doubled against
barbarians.

@;Sun Tzu's War Academy
@PEDIAIMPROVE46
The Red Dragon War Academy is build by Damar Kahn of the Golden Horde, to honour his 
predecessors.
===>
All new ground units produced gain Veteran status.
Any unit which wins a combat gains Veteran status.

@;King Richard's Crusade
@PEDIAIMPROVE47
Zero Point Energy Collectors are the most advanced advanced form of energy harvesting.
Zero Point energy is the energy that is within the atoms, which keeps them together.
One single atom has more energy then all possible reactions (fission, fusion, M/AM) 
combined.
===>
Every square in the city's radius produces an extra
resource "shield".

@;Marco Polo's Embassy
@PEDIAIMPROVE48
From the latter part of the 20th century orbital satellites are used to spy on one's 
enemies.
===>
You receive a free spy network 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
With the invention of even better computers a new computer revolution starts. Newer
and better computers are invented every month.
===>
Counts as Electronic Entertainment in each of your cities.

@;Copernicus' Observatory
@PEDIAIMPROVE50
The Eugenics Project was an attempt by the Alliance to produce a race of genetically 
engineered super soldiers. Although the experiment was a faliar, it still presented 
the Alliance with an incredible amount of scientific knowledge.
===>
Increases science output of city by 50%%.

@;Magellan's Expedition
@PEDIAIMPROVE51
Much the same as the Restored Shipyards, this Academy is used to train ship crews  
to make them better at operating their ships.
===>
Movement rate of all ships is increased by two.

@:Shakespeare's Theatre
@PEDIAIMPROVE52
The victory over Mars brings a much needed victory for the Alliance to boost their moral.
===>
All unhappy citizens in city are content.

@;Da Vinci's Workshop
@PEDIAIMPROVE53
The New Earth Republic has a lot of scientific geniuses to improve and modernise their 
army.
===>
Whenever one of your units becomes obsolete because of a new
technology you have discovered, it is immediately replaced
by an equivalent modern unit.

@;J.S. Bach's Cathedral
@PEDIAIMPROVE54
A possibility of Freedom inspires the Rebels to fight the Alliance.
===>
Decreases unhappy citizens on same continent by 2 per city.

@;Isaac Newton's College
@PEDIAIMPROVE55
Cryogenics always people to be frozen solid, and to be "woken up" at a later date. This
greatly increases the scientific knowledge of the nation that builds such a facility.
===>
Doubles science output of city.

@;Adam Smith's Trading Co.
@PEDIAIMPROVE56
An Orbital Theter is literally an elevator into space. It greatly decreases the costs 
of bringing goods and people into space.
===>
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
The Theory of Everything is the theory that explains the construction of the entire 
universe. Advanced knowledge of Quantum Physics is required for such a complex theory.
===>
Two free civilization advances.

@;The Statue of Liberty
@PEDIAIMPROVE58
If your citizens follow you blindly, then the chances of anarchy are small.
===>
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 White Horse of Dorchester is a great drawing of a horse with his rider on a green hill.
===>
When you first obtain control of the White Horse,
Every civilization's attitude toward you is immediately shifted 25 points
in your favour (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
The Tokamak reactor is the greatest Fusion Reactor in the world. It has enough power to 
supply an entire nation.
===>
Provides Hydro power to every city on every continent.

@;Women's Suffrage
@PEDIAIMPROVE60
In the 20th century a writer on Earth came with the idea of a society which is completely 
monitored by it's government. Centuries later the Alliance has brought this idea into 
practice.
===>
Counts as a Police Station in every one of your cities.
(Decreases unhappiness caused by troops away from city by 1).

@;Manhattan Project
@PEDIAIMPROVE62
The statues on Easter Island have been puzzling mankind for centuries.
===>
Allows nuclear weapons to be built. Only, there are no nukes to build.

@;United Nations
@PEDIAIMPROVE63
The aliens have been monitoring Earth for millennia...and they still do.
===>
Free embassy with every other civilization,
Enemy civ's cannot refuse your peace treaties,
As a republic, you can declare war 50%% of the time
  (peacekeeping missions).

@;Apollo Program
@PEDIAIMPROVE64
The alliance maintained a great network of satellites and spacestations around the Earth. 
However, in 2999 this network was destroyed by rebel spaceships but the Alliance is 
determent to rebuild it.
===>
Reveals the entire map.

@;SETI Program
@PEDIAIMPROVE65
The Phoenix Project is a New Earth project of building their own spaceships with Warp 
engines.
===>
Counts as a Deep Space Probe in every one of your cities; effectively
doubles your science output.

@;Cure for Cancer
@PEDIAIMPROVE66
The Mutant-Human equality brings great joy to all mutants.
===>
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 Dictatorship, 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: Dictatorship
^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
Dictatorship 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 Dictatorship, 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 Dictatorship's high rate of corruption, it is almost
always an inferior form of government.  Try to switch to a
Autocracy as soon as possible.


@PEDIAGOVT2
@width=600
@title=Civilization Government: Autocracy
^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
Autocracy 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 an Autocracy, none of the science/tax/luxury rates may
be set higher than 70%%.
^
^HINTS
Autocracy is an excellent form of government for a young
civilization.


@PEDIAGOVT3
@width=600
@title=Civilization Government: Marxism
^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 Marxism, state control of the economy eliminates
organised 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
Marxism 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: Fanaticism
^UNIT SUPPORT
Can support up to TEN units for free; additional
units cost one shield each.  Settlers eat one
food per turn.  ONLY Fanaticism may produce
FANATIC units.
^
^HAPPINESS
Under Fanaticism, NO CITIZEN IS EVER UNHAPPY!
^
^CORRUPTION AND WASTE
Fanaticism has a LOW rate of corruption.
However, Fanaticism has the special disadvantage that
all SCIENCE is HALVED.
^
^SPECIAL
Improvements which convert unhappy citizens to
content citizens (Temples, etc.)
produce "money" 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
Fanaticism eliminates all happiness problems and provides
an excellent revenue.  Scientific research tends to languish.


@PEDIAGOVT5
@width=600
@title=Civilization Government: Aristocracy
^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 Aristocracy 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 Aristocracy, 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 Aristocracy 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. 

@PEDIAGOVT6
@width=600
@title=Civilization Government: Republic
^UNIT SUPPORT
Each unit costs one shield per turn.  Settlers eat one
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 Republic, each square which ordinarily produces at
least one unit of trade produces an extra unit.
The units and cities of a Republic 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.

@;This line must remain at the end of this file!




















