;
;   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 pleasure domes.
^Increases the effect of stadiums.
^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 jump drops.
^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
Eliminates corruption and waste in the city,
and decreases it in all nearby cities.

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

@;Cloning Lab
@PEDIAIMPROVE3
Allows city population to grow faster because
menial laborers can be cloned. 

@;Pleasure Dome
@PEDIAIMPROVE4
Up to two discontented citizens are made content
by the use of psychotropic drugs.

@;Black Market
@PEDIAIMPROVE5
Increases tax and luxury output by 50%%.  Not officially
sanctioned, but the government looks the other way.

@;Research Lab 1
@PEDIAIMPROVE6
Increases science output by 50%%.

@;Reeducation Center
@PEDIAIMPROVE7
Decreases corruption by 50%%. Makes city more resistant
to bribery by enemy diplomats and spies. Under Technocracy,
one content citizen becomes happy. 

@;Force Field
@PEDIAIMPROVE8
Units in city are tripled on defense versus ground attacks.

@;Sewer System
@PEDIAIMPROVE9
Allows city to increase beyond size 8. 

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

@;Mind Control Gasser
@PEDIAIMPROVE11
Makes four unhappy citizens content by exposing them to a
secret gas pumped into their homes and workplaces.

@;Research Lab 2
@PEDIAIMPROVE12
Increases science output by an additional
50%% (cumulative w/Research Lab 1).

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

@;Stadium
@PEDIAIMPROVE14
Three unhappy citizens are made content
(four w/ Hyper-Electronics).

@;Factory
@PEDIAIMPROVE15
Increases resource production in city by 50%%.

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

@;Nuclear Damper
@PEDIAIMPROVE17
Protects everything within three spaces of
the city from nuclear attack.

@;Recycling Center
@PEDIAIMPROVE18
Decreases the pollution caused by factories.

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

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

@;Nuclear Plant
@PEDIAIMPROVE21
Increases factory output by 50%%.  
There is a risk of Nuclear Meltdown unless
civilization has discovered Fusion.

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

@;Bionics Facility
@PEDIAIMPROVE23
Allows city to grow beyond size 12. People live longer
with the use of artificial body parts.

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

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

@;Research Lab 3
@PEDIAIMPROVE26
Increases science output by an additional 50%%
(cumulative with R Labs 1 and 2 for a grand total of 150%%).

@;Missile Battery
@PEDIAIMPROVE27
Units in city are doubled on defense against
air units and non-nuclear missile units.

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

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

@;Sea Farm
@PEDIAIMPROVE30
All ocean squares in the city's radius
produce one extra unit of food via Aquaculture.

@;Sea Mining Platform
@PEDIAIMPROVE31
All ocean squares in the city's radius
produce one shield.

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

@;Police Station
@PEDIAIMPROVE33
Decreases unhappiness caused by troops away from city by 1.

@;Naval Base
@PEDIAIMPROVE34
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 Space Bucks.

@;ICC
@PEDIAIMPROVE39
Counts as a CLoning Lab in every one of your cities.

@;Exo Zoological Gardens
@PEDIAIMPROVE40
A park showing Extra Biological Entities creates 1 extra
happy citizen in every city and 3 in the city it's built.

@;New Panama Canal
@PEDIAIMPROVE41
City produces one extra trade arrow in each square that
already produces one. The Canal was rebuilt after being
destroyed during one of the many Third Millenium Wars.


@;Admiral Donuts Naval School
@PEDIAIMPROVE42
Coastal craft 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. The
School was named after a misspelling of Admiral Doenitz, whom
historians thought wrongly was a great Naval Hero of the 20th
century.

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

@;Oracle
@PEDIAIMPROVE44
Doubles the effect of all of your Pleasure Domes.

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

@;Gen Blader's War College
@PEDIAIMPROVE46
All new ground units produced gain Veteran status.
Any unit which wins a combat gains Veteran status.
Gen. Blader was the Father of the modern African State.

@;Atlantic Ridge Mines
@PEDIAIMPROVE47
Every square in the city's radius produces an extra
resource "shield". Minerals bubbling up to the surface from 
the ocean floor are extra rich.

@;Marco Polo's 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).

@;Eternal Youth Spa
@PEDIAIMPROVE49
Counts as Mind Control in each of your cities. Productive 
and obedient citizens are rewarded with trips to the Spa. 

@;Beakmans Observatory
@PEDIAIMPROVE50
Increases science output of city by 50%%.

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

@:People's Poet
@PEDIAIMPROVE52
All unhappy citizens in city are made content by the
People's Poet readings.

@;Da Vinci'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.

@;Human League
@PEDIAIMPROVE54
The Human League provides aid and comfort to the underclasses.
Decreases unhappy citizens on same continent by 2 per city.

@;Isaac Newton's College
@PEDIAIMPROVE55
Doubles science output of city.

@;Soy Green Corp.
@PEDIAIMPROVE56
Pays the maintenance for all city improvements which
ordinarily cost 1 gold per turn.  The Soy Green holds
a virtual monopoly on the world's food supply.

@;Darwin's Voyage
@PEDIAIMPROVE57
Two free civilization advances.

@;The Statue of Liberty
@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.

@;The Eiffel Tower
@PEDIAIMPROVE59
When you first obtain control of the Encyclopedia Galactica,
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.

@;Perpetual Motion Project
@PEDIAIMPROVE61
Man's age old dream provides the equivalent of Hydro power
to every city on every continent.

@;Brain Police Bureau
@PEDIAIMPROVE60
Counts as a Police Station in every one of your cities.
We are watching you! We know what you're thinking.
(Decreases unhappiness caused by troops away from city by 1).

@;Manhattan Project
@PEDIAIMPROVE62
Allows nuclear weapons to be built.

@;New World Order
@PEDIAIMPROVE63
^* Free embassy with every other civilization
^* Enemy civ's cannot refuse your peace treaties.
^* As a Techbocracy, you can declare war 50%% of the time
^  (peacekeeping missions).

@;Interstallar Space Flight
@PEDIAIMPROVE64
Allows construction of spaceship improvements.

@;Deep Thought Computer
@PEDIAIMPROVE65
Counts as a research lab in every one of your cities.  

@;Cure for the Common Cold
@PEDIAIMPROVE66
The display of the Neanderthal Man creates 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, Neo-Militarism, and
Neo-Communism and Luddism, allow you to expand
rapidly, to produce and sustain large numbers of military
units, and to control your affairs completely.
^
Technocracy and Bureaucracy, 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
Neo-Militarism as soon as possible.


@PEDIAGOVT2
@width=600
@title=Civilization Government: Neo-Militarism
^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
Neo-Militarism 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 Neo-Militarism, none of the science/tax/luxury rates may
be set higher than 70%%.
^
^HINTS
Neo-Militarism is an good form of government for any country at 
war without a lot of shield production.

@PEDIAGOVT3
@width=600
@title=Civilization Government: Neo-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 Neo-Communism, state control of the economy eliminates
organized crime.  Your cities, therefore, experience no
corruption.
^
^SPECIAL
All SPY units produced under Neo-Communist governments are
given VETERAN status.  Under Neo-Communism, none of the
science/tax/luxury rates may be set higher than 80%%.
^
^HINTS
Neo-Communism is best for large, far-flung empires which need
to maintain a large military.  Use your powerful spies to
steal technology. 

@PEDIAGOVT4
@width=600
@title=Civilization Government: Luddism
^UNIT SUPPORT
Can support up to TEN units for free; additional
units cost one shield each.  Settlers eat one
food per turn.  ONLY Luddists may produce
Luddite units.
^
^HAPPINESS
Under Fundamentalism, NO CITIZEN IS EVER UNHAPPY!
Not too many are happy either.
^
^CORRUPTION AND WASTE
Fundamentalism has a LOW rate of corruption.
However, Luddism has the special disadvantage that
all SCIENCE is HALVED. Under Luddism, every scientific
project has to have government approval. Many projects
are never approved.
^
^SPECIAL
Improvements which convert unhappy citizens to
content citizens (Pleasure Domes, 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 Luddism, none of the science/tax/luxury rates may
be set higher than 80%%.
^
^HINTS
Luddism eliminates all happiness problems and provides
an excellent revenue.  Scientific research tends to languish.


@PEDIAGOVT5
@width=600
@title=Civilization Government: Bureaucracy
^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 Bureaucracy has a somewhat 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 Bureaucracy, 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 Bureaucracy 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: Technocracy
^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
Technocracies experience NO corruption or waste.
^
^SPECIAL
Under a Technocracy, each square which ordinarily produces at
least one unit of trade produces an extra unit.
The units and cities of a Technocracy are immune to BRIBERY
of all forms.
The science/tax/luxury rates may be set to any level
desired.
^
^HINTS
Technocracies 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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