;
;   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 transwarp conduits.
^Allows settlers to improve hydroponics.
^Increases the effect of Dabo Casino's.
^Increases the effect of Holo Suites.
^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 Temples.
^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.
^Can be cloaked.
^Can attack fired torpedoes and other projectiles.
^May be lost out of sight of land.
^Ignores shield.
^Can carry friendly torpedoes.
^Can make transporter drops.
^Treats all squares as Warp Beacon squares.
^Defense +50% versus units with a movement factor of 2.
^Only Trade Alliance governments can build.
^Destroyed after attacking.
^Defense +100% versus air and missile units.
^Can spot enemy cloaked ships 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
^

@;Quadrant Command
@PEDIAIMPROVE1
Administrative capital of the Quadrant. Eliminates 
corruption and waste in the city, and decreases it 
in all nearby cities.

@;Training Base
@PEDIAIMPROVE2
Station produces Veteran starships. Starships can
be completely repaired in a single turn.

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

@;Dabo Casino
@PEDIAIMPROVE4
Dabo is a game of chance introduced by the Ferengi,
much like roulette but more entertaining. Each Dabo 
table is accompanied by entertainers- known as Dabo Girls.
Up to two discontented citizens are made content.

@;Promenade Mall
@PEDIAIMPROVE5
Giant area of commerce usually looking out into a
spectacular view - like space or the sea. There is one
on Deep Space Nine.
Increases tax and luxury output by 50%%.

@;Computer Core
@PEDIAIMPROVE6
Increases science output by 50%%.

@;Security Office
@PEDIAIMPROVE7
Decreases corruption by 50%%. Makes station more resistant
to bribery by enemy diplomats and spies. Under Federation,
one content citizen becomes happy.

@;Station Shields
@PEDIAIMPROVE8
Units in city are tripled on defense versus Starhips attacks.

@;Replication System
@PEDIAIMPROVE9
The Replication system provides replicators in every
part of the station. It allows station to increase 
beyond size 8.

@;Latinum Bank
@PEDIAIMPROVE10
This is the place where people can store their Latinum.
It increases tax and luxury output by an
additional 50%% (cumulative w/ Promenade Mall).

@;Temple
@PEDIAIMPROVE11
Makes four unhappy citizens content (Three after Collective).

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

@;Optimizer
@PEDIAIMPROVE13
Eliminates pollution caused by population.

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

@;Gravitic Dynamo
@PEDIAIMPROVE15
Draw more energy from the Artificial Gravity 
than it needs. Increases resource production 
in city by 50%%.

@;Replication Plant
@PEDIAIMPROVE16
Manufacturing using materialsing technology instead of
traditional assembly methods.
Increases resource production by an additional 50%%
(cumulative w/ Gravitic Dynamo).

@;Subspace Shielding
@PEDIAIMPROVE17
Protects everything within three spaces of the planet
from the effects of Omega Weapons.

@;Nanite Recyclers
@PEDIAIMPROVE18
Decreases the pollution caused by factories. This is 
a trick improvement as pollution is disabled in the
scenario.

@;Laser-Induced FusionPlant
@PEDIAIMPROVE19
Increases factory output by 50%%.

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

@;Quantum-Singularity Plant
@PEDIAIMPROVE21
Increases replicator output by 50%%.  Cleaner
than Laser-Induced Fusion (same as Hydro Plant), 
but there is a risk of destabalizing.

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

@;Replications Recycler
@PEDIAIMPROVE23
Recycles all that comes out of the 
replicator. It is an integrated in the 
replicator. Allows station to grow beyond size 12.

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

@;Anti-Matter Factory
@PEDIAIMPROVE25
All squares in the station's radius with roads
(or railroads) produce 50%% more trade.

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

@;Interception Grid
@PEDIAIMPROVE27
Units in station are doubled on defense against
torpedo units.

@;Transporter Shield
@PEDIAIMPROVE28
Is able to stop units that try to transport into
the city.

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

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

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

@;Nill Space Catapult
@PEDIAIMPROVE32
Starships can instantly be sent to other planets by entering 
Null Space at one place and exiting in another provided that
there is a NS catapult at both ends.

@;Security Station
@PEDIAIMPROVE33
Decreases unhappiness caused by troops away from station by 1.

@;Shipyard
@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

@;Latinumalization
@PEDIAIMPROVE38
Converts production into trade.

@;Pyramids
@PEDIAIMPROVE39
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 veteran status.

@;Tal'Shiar
@PEDIAIMPROVE43
The Tal'Shiar provides the Romulan government with 
information about foreign technologies.

@;Oracle
@PEDIAIMPROVE44
Doubles the effect of all of your temples.

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

@;Klingon War Academy
@PEDIAIMPROVE46
All new units produced gain Veteran status.
Any unit which wins a combat gains Veteran status.

@;Biochip
@PEDIAIMPROVE47
The Biochip is an implant that provides the carrier with
food and air.
Every square in the station's radius produces an extra
resource "shield".

@;Obsidian Order
@PEDIAIMPROVE48
The Obsidian Order is the Cartdassian intelligence service,
similar to the Romulan Tal'Shiar.
The Cardassian receive a free embassy with every rival 
Civilization (so their intelligence report will always 
be complete and they will receive updates when other 
civilizations discover technologies).

@;The Founders
@PEDIAIMPROVE49
The Founders are the holy beings for all the species in 
the Dominion Empire.
Counts as a Temple in each of your cities.

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

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

@:Shakespeare's Theatre
@PEDIAIMPROVE52
All unhappy citizens in city are content.

@;Deep Space Wharves
@PEDIAIMPROVE53
The Wharves of the Federation are manned by Starfleet's best 
engeneers, coming from the academy on Earth. They produce the
best ships of the Alpha Quadrant.

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
Decreases unhappy citizens on same continent by 2 per city.

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

@;Rules of Acquisition
@PEDIAIMPROVE56
The Ferengi's contribution to the quandrant. In this 
book the rules, of which there are 285, of 
making profit are written down. The 21st rule is 
"Never place friendship above profit". - You get the idea.
(DS9: Rules of Acquisition) Thw whole Ferengi society
is based on this book.

Pays the maintenance for all planetary improvements which
ordinarily cost 1 credit per turn.

@;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 Eiffel Tower,
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
@PEDIAIMPROVE61
Provides Hydro power to every city on every continent.

@;Women's Suffrage
@PEDIAIMPROVE60
Counts as a Police Station in every one of your cities.
(Decreases unhappiness caused by troops away from city by 1).

@;Omega Weapon Project
@PEDIAIMPROVE62
Allows Omega Weapons to be built.

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

@;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
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 Empire, Great Link, and
later Collective and Trade Alliance, allow you to expand
rapidly, to produce and sustain large numbers of military
units, and to control your affairs completely.
^
Federation and the Star 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 Empire, except that the corruption
rate is VERY HIGH (see entry for Empire).  However, no
taxes are collected during a period of Anarchy, and no
scientific research is conducted.

@PEDIAGOVT1
@width=600
@title=Civilization Government: Empire
^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
Empire 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 Empire, 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 Empire's high rate of corruption, it is almost
always an inferior form of government.  Try to switch to a
Great Link as soon as possible.


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


@PEDIAGOVT3
@width=600
@title=Civilization Government: Collective
^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 Collective, state control of the economy eliminates
organized crime.  Your cities, therefore, experience no
corruption.
^
^SPECIAL
All SPY units produced under Communist governments are
given VETERAN status.  Under Collective, none of the
science/tax/luxury rates may be set higher than 80%%.
^
^HINTS
Collective 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: Trade Alliance
^UNIT SUPPORT
Can support up to TEN units for free; additional
units cost one shield each.  Settlers eat one
food per turn.  ONLY Trade Alliances may produce
FANATIC units.
^
^HAPPINESS
Under Trade Alliance, NO CITIZEN IS EVER UNHAPPY!
^
^CORRUPTION AND WASTE
Trade Alliance has a LOW rate of corruption.
However, Trade Alliance has the special disadvantage that
all SCIENCE is HALVED.
^
^SPECIAL
Improvements which convert unhappy citizens to
content citizens (Temples, 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 Trade Alliance, none of the science/tax/luxury rates may
be set higher than 80%%.
^
^HINTS
Trade Alliance eliminates all happiness problems and provides
an excellent revenue.  Scientific research tends to languish.


@PEDIAGOVT5
@width=600
@title=Civilization Government: Star 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 Star 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 Star 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 Star 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 Womens Suffrage wonder can help with this
problem.

@PEDIAGOVT6
@width=600
@title=Civilization Government: Federation
^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
Democracies experience NO corruption or waste.
^
^SPECIAL
Under a Federation, each square which ordinarily produces at
least one unit of trade produces an extra unit.
The units and cities of a Federation 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.

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