;
;   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 Family unit to build fortresses.
^Allows Family unit to build airbases.
^Allows Family unit to build Mag Levs.
^Allows Family unit to build suburbs.
^Increases the effect of Sacraficial Alters.
^Increases the effect of Pleasure Domes.
^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 Breweries.
^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 Castles.
^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 Facists 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 Veteran 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
@PEDIAIMPROVE4
Up to two discontented citizens are made content.

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

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

@;Courthouse
@PEDIAIMPROVE7
Decreases corruption by 50%%. Makes city more resistant
to bribery by enemy Messengers and spies. Under Capitalism,
one content citizen becomes happy.

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

@;Aqueduct
@PEDIAIMPROVE9
Slums allow cities to increase beyond size 8.

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

@;Cathedral
@PEDIAIMPROVE11
Makes four unhappy citizens content (Three after Consumerism).

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

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

@;Colosseum
@PEDIAIMPROVE14
Three unhappy citizens are made content
(four w/ Nanotech implants).

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

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

@;SDI Defense
@PEDIAIMPROVE17
Protects everything within three spaces of
the city from nuclear attack.

@;Recycling Center
@PEDIAIMPROVE18
Decreases the pollution caused by Labor camps.

@;Power Plant
@PEDIAIMPROVE19
Increases Labor camp output by 50%%.

@;Hydro Plant
@PEDIAIMPROVE20
entrepreneur zone increases Labor camp output
by 50%%. Cleaner than Chemical plant, and safer than
Plutonium reactor.

@;Nuclear Plant
@PEDIAIMPROVE21
Increases Labor camp output by 50%%.  Cleaner
than Chemical plant, but there is a risk of Nuclear 
Meltdown unless civilization has discovered Antimatter.

@;Stock Exchange
@PEDIAIMPROVE22
preservation of scenic beauty increases tax & luxuries
output by an additional 50%% (cumulative with Shops & Treasure Trove)
for a grand total of 150%%).

@;Sewer System
@PEDIAIMPROVE23
Mutants living in the sewers allow your cities to
grow beyond size 12.

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

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

@;Research Lab
@PEDIAIMPROVE26
Increases science output by an additional 50%%
(cumulative with Schools and Laboratories 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 Labor camp 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 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.

@;Port Facility
@PEDIAIMPROVE34
City produces veteran naval units.
Any sea unit spending its entire turn in the city is
completely repaired.

@;Darkstar Alloy
@PEDIAIMPROVE35
Used to build spacecraft hulls

@;Warp Nacelle
@PEDIAIMPROVE36
Interstellar spacecraft engines

@;Shi'ar Component
@PEDIAIMPROVE37
Alien support systems for spacecraft

@;Capitalization
@PEDIAIMPROVE38
Converts production into trade.

@;Garden of Eden
@PEDIAIMPROVE39
Counts as a Food cellar in every one of your cities.

@;Lasceaux Caves
@PEDIAIMPROVE40
One extra happy citizen in every city.

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

@;Tower Of Cthulu
@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 veteran status.

@;Astral Doorway
@PEDIAIMPROVE43
Civilization receives any civilization advance
already discovered by two other civilizations.

@;Temple of Doom
@PEDIAIMPROVE44
Doubles the effect of all of your Sacraficial Alters.

@;Wizard Shield
@PEDIAIMPROVE45
Enemy civilizations must offer cease-fire/peace
in negotiations.  Combat strength doubled against
barbarians.

@;Frankenstien's Castle
@PEDIAIMPROVE46
All new ground units produced gain Veteran status.
Any unit which wins a combat gains Veteran status.

@;Slave Mines
@PEDIAIMPROVE47
Every square in the city's radius produces an extra
resource "shield" through the forced labor of its citizens.

@;Psychic Messager
@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).

@;Global TV Network
@PEDIAIMPROVE49
Global entertainment system acts to calm your people.
(as if you had built a Brewery in each of your cities)

@;Prof X's Mutant School
@PEDIAIMPROVE50
The study and training of mutant humans
increases science output of this city by 50%%.

@;Global Satelite Network
@PEDIAIMPROVE51
This magical artifact increases the movement 
rate of all sea units is by two.

@:Group Consciousness
@PEDIAIMPROVE52
All unhappy citizens in this city are made content.

@;Wizards 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.

@;The Happy Bhudda
@PEDIAIMPROVE54
Decreases unhappy citizens on same continent by 2 per city.

@;Atom Smasher
@PEDIAIMPROVE55
Doubles science output of city.

@;Maintenancebots
@PEDIAIMPROVE56
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.

@;Thought Amplifier
@PEDIAIMPROVE57
Two free civilization advances.

@;Fall of Nationalism
@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.

@;Utopia
@PEDIAIMPROVE59
When you first create Utopia, 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.

@;Gravitron Generator
@PEDIAIMPROVE61
Provides clean gravitic power (counts as a Shrodenger's box)
to every city on every continent.

@;Virtual Reality
@PEDIAIMPROVE60
Counts as a TV Station in every one of your cities.
(Decreases unhappiness caused by troops away from city by 1).

@;Doomsday Shrine
@PEDIAIMPROVE62
Allows neutron weapons to be built.

@;Positronic Neural Net
@PEDIAIMPROVE63
^* Computerlink to every other civilization
^* Enemy civ's cannot refuse your peace treaties.
^* As a Capitalist, you can declare war 50%% of the time
^  (peacekeeping missions).

@;Area 51(Dreamland)
@PEDIAIMPROVE64
Captured alien Saucers allow construction of spacecraft!

@;Cyber Space
@PEDIAIMPROVE65
Counts as a Super Computer in every one of your cities; effectively
doubles your science output.

@;Eternity
@PEDIAIMPROVE66
Gateway to Eternity means 
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, Cults, and
later Consumerism and Facism, allow you to expand
rapidly, to produce and sustain large numbers of military
units, and to control your affairs completely.
^
Capitalism and the Crime Syndicate, 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
Military Juntas have 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 Military Juntas, 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
Cult goverment as soon as possible.


@PEDIAGOVT2
@width=600
@title=Civilization Government: Cults (Occult)
^UNIT SUPPORT
Each unit beyond the third costs one shield per turn.
Family Units 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
Cults have 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 Occult, none of the science/tax/luxury rates may
be set higher than 70%%.
^
^HINTS
Cults are an excellent form of government for a young
civilization.


@PEDIAGOVT3
@width=600
@title=Civilization Government: Consumerism
^UNIT SUPPORT
Each unit beyond the tenth costs one shield per turn.
Settlers eat TWO 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 Consumerism, marketing and advertizing eliminate
organized crime.  Your cities, therefore, experience no
corruption.
^
^SPECIAL
All Secret Agents produced under Consumer governments are
given VETERAN status.  Under Consumerism, none of the
science/tax/luxury rates may be set higher than 80%%.
^
^HINTS
Consumerism is best for large, far-flung empires which need
to maintain a huge military.  Use your powerful spies to
steal technology from the capitalist pigs.

@PEDIAGOVT4
@width=600
@title=Civilization Government: Facism
^UNIT SUPPORT
Each unit costs one shield per turn; 
Settlers eat TWO food per turn.
ONLY Nazis may produce War Machines.
^
^HAPPINESS
Nazism ensure NO CITIZEN IS EVER UNHAPPY!
^
^CORRUPTION AND WASTE
Nazi bullyboys ensure Facists have NO corruption.
However, Facism has the special disadvantage that all
SCIENCE is CUT 30%% due to repression of individuality.
^
^SPECIAL
Improvements which convert unhappy citizens to content
citizens (Sacraficial Alters, etc.) produce "TITHINGS" 
of gold equal to the number of citizens they would otherwise
convert.  They also require no maintenance.  The diplomatic
penalties for "fifth collumnist activities" by your Messengers
and Spies are reduced.  Under Facism, none of the
science/tax/luxury rates may be set higher than 80%%.
^
^HINTS
Facism eliminates all happiness problems through force and
extracts an excellent revenue. Military affairs do well as
all citizens are forced to work for the duce.

@PEDIAGOVT5
@width=600
@title=Civilization Government: Crime Syndicate (Theft)
^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
Crime Syndicates have 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 Crime Syndicate, 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 Crime Syndicate can give an astounding boost to your
science and tax revenues through crime and gambling. Your greedy 
citizens will probably demand more trade and luxuries. It becomes more
difficult (and expensive) to keep an army in the field, but
building the Virtual Reality wonder can help with this
problem.

@PEDIAGOVT6
@width=600
@title=Civilization Government: Capitalism
^UNIT SUPPORT
Each unit costs one shield per turn.  Family Units 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
Capitalists experience NO corruption or waste.
^
^SPECIAL
Under Capitalism, each square which ordinarily produces at
least one unit of trade produces an extra unit.
The units and cities of Capitalists are immune to BRIBERY
of all forms.
The science/tax/luxury rates may be set to any level
desired.
^
^HINTS
Capitalism 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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