;
;   CIVILIZATION CIVILOPEDIA TEXT
;   Copyright (c) 1995 by MicroProse Software
;
;   Altering the contents of this file may cause the
;   game to malfunction.
;
;   "When you have shot and killed a man you have in some measure clarified your attitude toward 
;   him. You have given a definite answer to a definite problem. For better or worse you have 
;   acted decisively. In a way, the next move is up to him." R. A. Lafferty
;

@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 churches.
^Increases the effect of slavery.
^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 Feelies.
^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 The Party 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.

@;Barracks
@PEDIAIMPROVE2
City produces Elite ground units. Ground units can
be completely repaired in a single turn.

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

@;Temple/ church
@PEDIAIMPROVE4
Fierce preaching of the divine nature of our 
heirachical society makes up to two discontented 
citizens controlled.

@;Marketplace
@PEDIAIMPROVE5
Increases tax and oppression output by 50%%.

@;Library
@PEDIAIMPROVE6
Increases science output by 50%%.

@;Courthouse
@PEDIAIMPROVE7
Decreases corruption by 50%%. Makes city more resistant
to bribery by enemy diplomats and spies. Under Megacorp,
one controlled citizen becomes brainwashed.

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

@;Aqueduct
@PEDIAIMPROVE9
Allows city to increase beyond size 6.

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

@;Cathedral
@PEDIAIMPROVE11
Locking prominent dissidents in Prison causes
four unhappy citizens think again, making them 
controlled (Three after Totalitarianism).

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

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

@;Colosseum
@PEDIAIMPROVE14
Making slaves of thier families and friends 
causes three unhappy citizens to become content
(four w/ Electronics).

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

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

@;SDI Defense
@PEDIAIMPROVE17
No no no no no no no. DONT put this thing back in the
game, it stinks. You get nuked, live with it.

@;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 Station, and generally safer than
Nuclear Plant.

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

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

@;Sewer System
@PEDIAIMPROVE23
Allows city to grow beyond size 10.

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

@;SAM 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.

@;Harbor
@PEDIAIMPROVE30
All ocean squares in the city's radius
produce one extra unit of food.

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

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

@;Police Station
@PEDIAIMPROVE33
Wandering bands of marauding thugs, aka Police Officers,
supress unhappiness caused by troops away from city by 1.

@;Port Facility
@PEDIAIMPROVE34
City produces Elite 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
"Fertility is hereditary. If your parents didn't have any children,
^chances are you won't either."
^
^Counts as a Granary in every one of your cities.

@;Hanging Gardens
@PEDIAIMPROVE40
One extra happy citizen in every city.

@;Colossus
@PEDIAIMPROVE41
City produces one extra trade arrow in each square that
already produces one.

@;Lighthouse
@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 elite status.

@;Great Library/ tower of babel
@PEDIAIMPROVE43
This proud symbol of mans' equality with God
^grants your civilization any civilization advance
^already discovered by two other civilizations.

@;Oracle
@PEDIAIMPROVE44
A systematic and centralized cult lends extra
^weight to the pronouncements of your clergy.
^
^(Doubles the effect of all of your churches.)

@;Great Wall quote Thomas Jefferson
@PEDIAIMPROVE45
"Weakness provokes insult and injury, while a 
^condition to punish often prevents them."
^
^Enemy civilizations must offer cease-fire/peace
^in negotiations.  Combat strength doubled against
^barbarians.

@;Sun Tzu's War Academy/ will to power quote Nietzsche
@PEDIAIMPROVE46
"That which does not kill me, makes me stronger."
^
^All new ground units produced gain Elite status.
^Any unit which wins a combat gains Elite status.


@;King Richard's Crusade
@PEDIAIMPROVE47
Every square in the city's radius produces an extra
resource "shield".

@;Marco Polo's Embassy/ codex justinius
@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).

@;Michelangelo's Chapel/ Pylene-50 quote Blakes' 7
@PEDIAIMPROVE49
Intended to be used homeopathically as a muscle relaxant, when 
^administered at 100 times normal dosage, it induces total docility 
^and obedience. It is also observed that the work ethic is often 
^reinforced by those "adapted" by it and that the effects of pylene-50 
^are immediate with no side-effects.
^
^(Counts as a Prison in each of your cities.)

@;Copernicus' Observatory/ astrological observatory quote The Who
@PEDIAIMPROVE50
"I can see for miles and miles. I can see for miles and miles.
^I can see for miles and miles and miles and miles and miles."
^
^Increases science output of city by 50%%.

@;Magellan's Expedition
@PEDIAIMPROVE51
"My friends! Let us explore strange new lands, and bring
^fiery death to the primatives therin!"
^
^Movement rate of all ships is increased by two.

@:Shakespeare's Globe quote Hamlet
@PEDIAIMPROVE52
"Methinks 'tis like a weasel."
^
^All unhappy citizens in city are controlled.

@;Da Vinci's Workshop
@PEDIAIMPROVE53
"Ha! You call that advanced? let me show you this marvellous
^new thing I've been working on..."
^
^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/ chaste system
@PEDIAIMPROVE54
^"Community, Identity, Stability." 
^
^Decreases unhappy citizens on same continent by 2 per city.

@;Isaac Newton's College quote A Lincoln
@PEDIAIMPROVE55
"Better to remain silent and be thought a fool, than to speak and remove all doubt." 
^
^Doubles science output of city.

@;Adam Smith's Trading Co./ the church of our ford
@PEDIAIMPROVE56
"Why seek spiritual enlightenment, when you can buy happiness?"
^
^(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/ great leap forward
@PEDIAIMPROVE57
"We must modernise our society. Within five years, no matter the cost..."
^
^Two free civilization advances.

@;The Statue of Liberty/ mother
@PEDIAIMPROVE58
"Don't be afraid, there's nothing to worry to about.
^Leave it to us. M.O.T.H.E.R. knows best."
^
^(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/ world controller
@PEDIAIMPROVE59
When the World Controller first gains control of you,
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.

@;Hoover Dam/ rossums universal robaots quote Carel Kapec
@PEDIAIMPROVE61
"CHEAP LABOR. ROSSUM'S ROBOTS."  
^"ROBOTS FOR THE TROPICS.  150 DOLLARS EACH."
^"EVERYONE SHOULD BUY HIS OWN ROBOT." 
^"DO YOU WANT TO CHEAPEN YOUR OUTPUT?"  
^"ORDER ROSSUM'S ROBOTS"
^
^(Provides clean power to every city on every continent.)

@;Women's Suffrage/ big brother quote George Orwell
@PEDIAIMPROVE60
"War is Peace"
^"Freedom is Slavery"
^"Ignorance is Strength"
^
^(Counts as a Thinkpol in every one of your cities.
^Decreases unhappiness caused by troops away from city by 1.)

@;Manhattan Project/ teslas project quote Aristotle
@PEDIAIMPROVE62
"No great genius has ever existed without some touch of madness."
^
Allows Pyrochrastic devices to be built.

@;United Nations/ new world order quote George Orwell
@PEDIAIMPROVE63
"You want a picture of the future? 
^Imagine a boot stamping on a human face, forever."
^
^* Free embassy with every other civilization
^* Enemy civ's cannot refuse your peace treaties.
^* As a megacorp, you can declare war 50%% of the time
^  (peacekeeping missions).

@;Apollo Program/ ares mission
@PEDIAIMPROVE64
"Space is a big place. Might be the biggest ever."
^
^Allows construction of spaceship improvements.

@;SETI Program/ newspeak
@PEDIAIMPROVE65
NewSpeak DoublePlusGood ThinkTool.
^
^(Counts as an indoctrination cntr. in every one of your 
^cities; effectively doubles your science output.)

@;Cure for Cancer/ two minute hate quote Aldous Huxley
@PEDIAIMPROVE66
^"Suddenly, from out of the Synthetic Music Box a voice began
^to speak. The voice of Reason, the Voice of Good Feeling. 
^The sound-track roll was unwinding itself in synthetic Anti-Riot 
^Speech Number Two (Medium Strength)."
^
^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 Imperialism, Autocracy, and
later Totalitarianism and The Party, allow you to expand
rapidly, to produce and sustain large numbers of military
units, and to control your affairs completely.
^
Megacorporation and Capitalism, 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 Civil War.

@PEDIAGOVT0
@width=600
@title=Civilization Government: Civil War
Civil War represents not so much a government type as the
lack of any stable government. Civil War occurs when your
civilization's government falls, or when you decide to
have a Revolution. After a few turns of Civil War, you will
be able to reconstitute your government.
^
Civil War 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 Civil war, 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 Imperialisms' high rate of corruption, it is almost
always an inferior form of government.  Try to switch to an
Autocracy as soon as possible.


@PEDIAGOVT2
@width=600
@title=Civilization Government: Autocracy
^UNIT SUPPORT
Each unit beyond the second 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: Totalitarianism
^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 Totalitarianism, state control of the economy eliminates
organized crime.  Your cities, therefore, experience no
corruption.
^
^SPECIAL
All SPY units produced under Totalitarian governments are
given VETERAN status.  Under Totalitarianism, none of the
science/tax/luxury rates may be set higher than 80%%.
^
^HINTS
Totalitarianism 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: The Party
^UNIT SUPPORT
Can support up to SIX units for free; additional
units cost one shield each.  Settlers eat one
food per turn.  ONLY The Party may produce
INTSEC AGENT units.
^
^HAPPINESS
Under The Party, NO CITIZEN IS EVER UNHAPPY!
^
^CORRUPTION AND WASTE
The Party has a LOW rate of corruption.
However, The Party has the special disadvantage that
all SCIENCE is HALVED.
^
^SPECIAL
Improvements which convert unhappy citizens to
content citizens (Churches, 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 The Party, none of the science/tax/luxury rates may
be set higher than 80%%.
^
^HINTS
The Party eliminates all happiness problems and provides
an excellent revenue.  Scientific research tends to languish.


@PEDIAGOVT5
@width=600
@title=Civilization Government: Capitalism
^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
Capitalism 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 Capitalism, 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 Capitalism 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 Chaste System wonder can help with this
problem.

@PEDIAGOVT6
@width=600
@title=Civilization Government: Megacorporation
^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
Megacorporations tolerate NO corruption or waste.
^
^SPECIAL
Under a Megacorp, each square which ordinarily produces at
least one unit of trade produces an extra unit.
The units and cities of a Megacorp are immune to BRIBERY
of all forms.
The science/tax/luxury rates may be set to any level
desired.
^
^HINTS
Megacorporations 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!




















