;
;   CIVILIZATION CIVILOPEDIA TEXT
;   Copyright (c) 1995 by MicroProse Software
;
;   New World Order varient, Christian End-Times sub-varient, third version
;
;   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 temples.
^Increases the effect of colosseums.
^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 paradrops.
^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
The sinister, or inspiring, palace looming over the other buildings eliminates corruption and waste in the city, and decreases it in all nearby cities.

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

@;Granary
@PEDIAIMPROVE3
Mass food storage causes only half of city's food store to be depleted when
city increases in size.

@;Temple
@PEDIAIMPROVE4
Up to two discontented citizens are made content as they are given the chance to worship their idols.

@;Marketplace
@PEDIAIMPROVE5
Promotes trade and commerce.  This increases tax and luxury output by 50%%.

@;Library
@PEDIAIMPROVE6
A literate and intellectually stimulated populace increases science output by 50%%.

@;Courthouse
@PEDIAIMPROVE7
The gallows, the hangman's noose, and the Hanging Judge decreases corruption by 50%%. Makes city more resistant to bribery by enemy diplomats and spies. Under Democracy,
one content citizen becomes happy.

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

@;Aqueduct
@PEDIAIMPROVE9
Improved hygene allows city to increase beyond size 8.

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

@;Cathedral
@PEDIAIMPROVE11
Brings hope and sense of meaning to life, leading four unhappy citizens into contentment, (three after godless Common Centralism is learned by your nation).

@;University
@PEDIAIMPROVE12
Intellectually challenged, fresh generations of young adults increases science output by an additional 50%% (cumulative w/ Library).

@;Mass Transit
@PEDIAIMPROVE13
Car Pool social programs, buses, and rail systems eliminate pollution caused by a large population.

@;Colosseum
@PEDIAIMPROVE14
Three unhappy citizens are made content as they are allowed to vent their frustrations and pent-up energies at "shows," (four w/ Electronics).

@;Factory
@PEDIAIMPROVE15
Mass, systematic production increases resource production in city by 50%%.

@;Mfg. Plant
@PEDIAIMPROVE16
Improved efficiency of labor force and greater automation increases resource production by an additional 50%% (cumulative w/ Factory).

@;SDI Defense
@PEDIAIMPROVE17
Low-yield lasers protect everything within three spaces of
the city from nuclear attack.  Extreme security measures and technologies keep nuclear terrorists at bay, too.

@;Recycling Center
@PEDIAIMPROVE18
Mandatory recycling social programs and a central recycling plant network decreases the pollution caused by factories and high production.

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

@;Hydro Plant
@PEDIAIMPROVE20
Harnessing the energy potential of moving water increases factory output by 50%%.  Cleaner
than Power Plant, and safer than Nuclear Plant.

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

@;Stock Exchange
@PEDIAIMPROVE22
Soulless, lifeless, businesspeople congregate to increase tax & luxuries output by an additional
50%% (cumulative with Marketplace & Bank for a grand total of 150%%).

@;Sewer System
@PEDIAIMPROVE23
Improved hygene and the joy of indoor potties promotes city growth beyond size 12.

@;Supermarket
@PEDIAIMPROVE24
Improved mass storage of food for lengthy periods 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, as all those soulless, lifeless businesspeople with their celluar phones can zip around more efficiently, as can their lawyers.

@;Research Lab
@PEDIAIMPROVE26
Harnessing the mental prowess of the Intelligentsia increases science output by an additional 50%% (cumulative with Library and University for a grand total of 150%%).

@;SAM Missile Battery
@PEDIAIMPROVE27
Surface-to-Air-Missiles protect units in city, which are thereby doubled on defense against
non-nuclear air and missile units.

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

@;Solar Plant
@PEDIAIMPROVE29
Putting that big nuclear furnace in the sky to work increases factory output by 50%%.  Cleaner
than all other forms of power.

@;Harbor
@PEDIAIMPROVE30
Fishermen need a place to call their own, too.  In their joy of having one, they will produce one extra unit of food from ocean squares in the city's radius .

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

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

@;Police Station
@PEDIAIMPROVE33
Cops can be nice to have around.  They can be comforting to the populace.  They will decrease unhappiness caused by troops away from city by 1.

@;Port Facility
@PEDIAIMPROVE34
City produces only Elite naval units.
Any ship spending its entire turn in the city is
completely repaired.

@;SS Structural
@PEDIAIMPROVE35
The "building blocks" of your space craft.  Needed to form the skeleton and tissue.

@;SS Component
@PEDIAIMPROVE36
The blood, sweat, and tears of your space craft.  Makes your ship go "Vrooom!"

@;SS Module
@PEDIAIMPROVE37
The technologies needed to house humans for years, safely, and without them going insane.

@;Capitalization
@PEDIAIMPROVE38
Converts production into trade.

@;Pyramids
@PEDIAIMPROVE39
Counts as a Granary in every one of your cities.  Massive refrigerators.

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

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

@;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
@PEDIAIMPROVE43
Civilization receives any civilization advance
already discovered by two other civilizations.  Internationally legal theft.

@;Oracle
@PEDIAIMPROVE44
Doubles the effect of all of your temples.  Mystical idolatry meets the Weatherman.

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

@;Sun Tzu's War Academy
@PEDIAIMPROVE46
All new ground units produced gain Elite status.
Any unit which wins a combat gains Elite status.  Those old generals are good to have around.

@;King Richard's Crusade
@PEDIAIMPROVE47
Every square in the city's radius produces an extra
resource "shield".  Three hoorahs for holy imperialism!

@;Marco Polo's Embassy
@PEDIAIMPROVE48
Becoming the trade center of the known world, you will 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
@PEDIAIMPROVE49
Counts as a Cathedral in each of your cities.  The False Prophet brings the "good news" of the coming new age of "peace" and the abolition of the sovereign rights of the nations.

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

@;Magellan's Expedition
@PEDIAIMPROVE51
This ground-breaking expedition increases your nations naval skills and know-how greatly.  Movement rate of all ships is increased by two.

@:Shakespeare's Theatre
@PEDIAIMPROVE52
All unhappy citizens in city are content.  "Romeo, Romeo, where for art thou, Romeo?!"  Hey, this is good stuff.

@;Da Vinci's Workshop
@PEDIAIMPROVE53
Whenever one of your units becomes obsolete because of a new
technology you have discovered, it is immediately upgraded
into an equivalent modern unit.

@;J.S. Bach's Cathedral
@PEDIAIMPROVE54
Decreases unhappy citizens on same continent by 2 per city.  The fruit of a grand revival in the Body of Christ.

@;Isaac Newton's College
@PEDIAIMPROVE55
Doubles science output of city as great minds rejoice and labor under the inspiration of the delusion that the world has become "knowable."

@;Adam Smith's Trading Co.
@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.

@;Darwin's Voyage
@PEDIAIMPROVE57
Two free civilization advances when the intrepid Darwin brings home knowledge of the knowable world.

@;The Statue of Liberty
@PEDIAIMPROVE58
This beacon of freedom and inalienable human rights 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 ideal of "the rule of the People" allows even for a switch to Totalitarianism.

@;The Eiffel Tower
@PEDIAIMPROVE59
When you first are granted the Image of the Beast,
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 as the kingdoms of the world accept the power latent in the Image.  Other civilizations are also quicker to forget your
past transgressions as they seek to find favor with THE DRAGON.

@;Hoover Dam
@PEDIAIMPROVE61
Provides Hydro power to every city on every continent.

@;Women's Suffrage
@PEDIAIMPROVE60
Allowing women the right to vote acts as a Police Station in every one of your cities.
(Decreases unhappiness caused by troops away from city by 1)

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

@;United Nations
@PEDIAIMPROVE63
^* Free embassy with every other civilization
^* Enemy civ's cannot refuse your peace treaties.
^* As a democracy, you can declare war 50%% of the time
^  (peacekeeping missions).
The Mother of Abominations is the first grand step towards the one world government of the ANTI-CHRIST, and, yes, it is the United Nations.

@;Apollo Program
@PEDIAIMPROVE64
Allows construction of spaceship improvements.

@;SETI Program
@PEDIAIMPROVE65
Counts as a research lab in every one of your cities; effectively
doubles your science output.

@;Cure for Cancer
@PEDIAIMPROVE66
The ANTI-CHRIST has come and performs miracles of wonder and deception.  This causes one extra happy citizen in each city.  For example, if you have ten cities, you will gain TEN new happy citizen icons.

@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 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 TWO 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 that would ordinarily produce 3 or more of a resource (food, shields, or 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
Monarchy as soon as possible.


@PEDIAGOVT2
@width=600
@title=Civilization Government: Monarchy
^UNIT SUPPORT
Each unit beyond the 5th costs one shield per turn.
Settlers eat TWO food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law," each converting one unhappy citizen into a content
citizen.
^
^CORRUPTION AND WASTE
Monarchy 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 a Monarchy, none of the science/tax/luxury rates may
be set higher than 70%%.
^
^HINTS
Monarchy is an excellent form of government for a young
civilization.  Allows for a decent standing army.


@PEDIAGOVT3
@width=600
@title=Civilization Government: Common Centralism
^UNIT SUPPORT
Each unit beyond the 9th 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 Common Centralism, state control of the economy eliminates
most organized crime.  Your cities, therefore, experience LOW
corruption.
^
^SPECIAL
All COVERT AGENT units produced under Common Centralist governments are
given ELITE status.  Under Common Centralism, none of the
science/tax/luxury rates may be set higher than 80%%.
^
^HINTS
Common Centralism is essentially a form of Authoritarianism.  It is best for large, far-flung empires that need to maintain a large military and wish to continue in the technology race.

@PEDIAGOVT4
@width=600
@title=Civilization Government: Full Totalitarianism
^UNIT SUPPORT
Can support up to 12 units for free.  Settlers eat ONE
food per turn.  ONLY Full Totalitarian nations may produce
ZEALOT and BOMBER units.
^
^HAPPINESS
Under Full Totalitarianism, NO CITIZEN IS EVER UNHAPPY!
^
^CORRUPTION AND WASTE
Full Totalitarianism has NO rate of corruption, but all SCIENCE is reduced by *80* percent.
^
^SPECIAL
Improvements and Wonders which convert unhappy citizens to
content citizens (Temples, etc.) produce "tithes" and require no maintenance.
The diplomatic penalties for "terrorist acts" committed is reduced.
^
^HINTS
Full Totalitarianism is best if you are attempting a full-scale war or if your technological advancement is to your satisfaction.

@PEDIAGOVT5
@width=600
@title=Civilization Government: Republic
^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 Republic 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 Republic, 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 Republic 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 Women's Suffrage wonder can help with this
problem.

@PEDIAGOVT6
@width=600
@title=Civilization Government: Democracy
^UNIT SUPPORT
Each unit costs one shield per turn.  Settlers eat ONE
food per turn, unless Common Centralism hasn't been discovered yet.
^
^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 Democracy, each square which ordinarily produces at
least one unit of trade produces an extra unit.
The units and cities of a Democracy are immune to BRIBERY
of all forms.
The science/tax/luxury rates may be set to any level
desired.
Nations that have the Democracy tech can produce PATRIOT units so long as they have not developed Full Totalitarianism.
^
^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.

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