;
;   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 new type of government.
^Allows building of fortresses.
^Allows building of forward bases.
^Allows building of warp beacons.
^Allows building of quantum conduits.
^Increases the effect of Dabo Casinos.
^Increases the effect of Propoganda Units.
^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 Holo-suites.
^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 assault from space.
^Cloaking Ability.
^Can attack probes and cobalt devices in flight.
^Not used in this scenario.
^Avoids Orbital Defenses.
^Can deploy Cobalt Devices.
^Can make ranged beam-in attacks.
^Treats all squares as if they have nav beacons.
^Defense +50% versus units with a movement factor of 2.
^Only Collectivism governments can build.
^Destroyed after attacking.
^Defense +100% versus Cobalt Devices.
^Can spot 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
^

@;Capital
@PEDIAIMPROVE1
Administrative Centre of the Empire. Eliminates corruption 
and waste on the planet, decreases it in all nearby planets.

@;Training Academy
@PEDIAIMPROVE2
Planet produces Veteran ground units. Ground units can
be completely repaired in a single turn.

@;Underground Hydroponics
@PEDIAIMPROVE3
Only half of planet's food store is depleted when
population increases in size.

@;Dabo Casino
@PEDIAIMPROVE4
Dabo is a game of chance introduced by the Ferenngi,
much like roulette but more entertaining. Each Dabo 
table is accompanied by entertainers- know 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 percent.

@;Computer Core
@PEDIAIMPROVE6
Processing nexus connecting different computer nets
on a planet thereby increasing science output by 50 percent.

@;Planetary Militia
@PEDIAIMPROVE7
Decreases corruption by 50 percent. Makes Planet more resistant
to enemy infiltration. Under Syndicatism, one content citizen 
becomes happy.

@;Orbital Defense Platform
@PEDIAIMPROVE8
One or more orbiting satellites which can target 
concentrations of enemy ground units very accurately.
Units on planet have triple defense versus ground attacks.

@;Recycling System
@PEDIAIMPROVE9
Decomposes waste material completely into its component elements 
for reuse. Allows planet to increase beyond size 8.

@;Electroplasma System (EPS)
@PEDIAIMPROVE10
Often known by its acronym EPS. Increases tax and luxury 
output by an additional 50 percent because of energy efficiencies.
(cumulative w/ Promenade Mall).

@;Holo-suites
@PEDIAIMPROVE11
Rooms with transporter, forcefield and holographic technology
which give a new meaning to Virtual Reality and Sexual Fantasy. 
Makes four unhappy citizens content (Three for Empirisim).

@;Optical Data network (ODN)
@PEDIAIMPROVE12
Often known by its acronym ODN. Upgrades speed of
data transfer by using photons instead of electrons.
Increases science output by an additional 50 percent 
(cumulative w/ Computer Core).

@;Mass Transit
@PEDIAIMPROVE13
Not Used.

@;Propaganda Unit
@PEDIAIMPROVE14
A method of coaxing citizens into being happier through
repeated media events with exagerated claims. Often used
by races like the Cardassians and Romulans.
Three unhappy citizens are made content
(four w/ Quantum Torpedo).

@;Gravity Dynamo
@PEDIAIMPROVE15
A form of very efficient generators using a planet's 
naturally occuring gravity field to produce output. 
Increases resource production on a planet by 50 percent.

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

@;Genesis Shield
@PEDIAIMPROVE17
Protects everything within three spaces of the planet
from the Genesis Wave generated by a Genesis Torpedo.

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

@;Power Plant
@PEDIAIMPROVE19
Not Used.

@;Android Plant
@PEDIAIMPROVE20
Using intelligent Andriods in place of programmed 
robots in the manufacturing process.
Increases Gravity Dynamo output by 50 percent.

@;Nuclear Plant
@PEDIAIMPROVE21
Not Used.

@;Energy Exchange
@PEDIAIMPROVE22
A Commodities Exchange used for the purpose of trading
energy futures. Increases tax & luxuries output by an 
additional 50 percent (cumulative with Promenade Mall & EPS 
for a grand total of 150 percent).

@;Planetary Transporter Grid
@PEDIAIMPROVE23
A planetwide transporter system which allows you to 
dematerialise and rematerialise elsewhere - doing away 
with all vehicles allows Planet to grow beyond size 12.

@;Automated Hospital
@PEDIAIMPROVE24
Hospitals using holographic doctors and nurses.
Allows squares in the Planet's system with
Quantum Conduits to produce 50 percent more food.

@;Anti-matter Factory
@PEDIAIMPROVE25
Not a factory using anti-matter as a power source but
a factory which manufactures anti-matter, the primary
fuel for starships with warp capability.
All squares in the planet's radius with Nav beacons
(or Warp beacons) produce 50 percent more energy.

@;Galactic Data Node
@PEDIAIMPROVE26
Realtime Information Web spanning different solar
systems - allowing rapid scientific exchange. 
Increases science output by an additional 50 percent
(cumulative with Computer Core and ODN for a
grand total of 150 percent).

@;Tachyon Detection Grid
@PEDIAIMPROVE27
Very sensitive early warning sensors which give time
for defenses to react to incoming weapons. Units on 
the planet are doubled on defense against Cobalt Devices.

@;Planetary Shields
@PEDIAIMPROVE28
Starship type shields huge enough to protect an entire
planet. Units on the planet have double defense against
attacks by enemy starships.

@;Solar Satellite Grid
@PEDIAIMPROVE29
Array of huge satellites in orbit capturing solar energy
and transferring it to the planet's sruface via microwave.
Increases Gravity Dynamo output by 50 percent.

@;Orbital Farms
@PEDIAIMPROVE30
Allows the growing of grains and live stocks in specialised
space stations. All non-planet squares in the Colony's
radius produce one extra unit of food.

@;Asteroid Mines
@PEDIAIMPROVE31
Mobile mining operations which target asteroids orbiting
the sun. All empty space squares in the Planets's radius
produce one extra mineral.

@;Null Space Catapult
@PEDIAIMPROVE32
Ground Units can instantly be sent to other planets well
beyond the range of normal transporters by entering Null
Space at one place and exiting in another. Planet produces 
improved Cobalt devices as well.

@;Subspace Relay
@PEDIAIMPROVE33
Improved range of subspace communications allow fleet 
personel to contact their family and loved ones whereever
they may be stationed. Decreases unhappiness caused by 
troops away from their home planet by 1.

@;Space Dock
@PEDIAIMPROVE34
Huge orbiting Starship building and repairing facility. 
Planet produces veteran starship units and any starship 
spending its entire turn in orbit is completely repaired.

@;SS Structural
@PEDIAIMPROVE35
Not Used.

@;SS Component
@PEDIAIMPROVE36
Not Used.

@;SS Module
@PEDIAIMPROVE37
Not Used.

@;Energy Storage
@PEDIAIMPROVE38
Converts industrial capacity into energy credits by using
a planet's core like a battery.

@;Quadrotriticale
@PEDIAIMPROVE39
Genetically engineered grain developed from a four lobed
hybrid of wheat and rye. Triticale was discovered in 20th
century Canada. (TOS: Trouble with Tribbles)
Counts as Underground Hydroponics in every planets.

@;Abolishment of Money
@PEDIAIMPROVE40
Someone finally realised that paper currency had no intrinsic
value and proposed using energy as the basis for economic 
transactions. One extra happy citizen in every Planet.

@;Nimbus III Colony
@PEDIAIMPROVE41
Planet in the Neutral Zone dubbed the planet of galactic peace.
The colony there was sponsored by the Federation, Klingons and
Romulans as a means of building better understanding.
(ST V: The Final Frontier)
one extra energy source in each square that already produces one.

@;First Contact
@PEDIAIMPROVE42
The instant that a young race builds a warp capable ship which
then allows it to discover other races in the galaxy.
All starships have their movement rate increased by one.
Also, all new starships produced receive veteran status.

@;Memory Alpha
@PEDIAIMPROVE43
Giant Planetoid with a massive library containing scientific and
cultural information from many planets. (TOS: THe Lights of Zetar)
Civilization receives any civilization advance already discovered 
by two other civilizations.

@;The Prime Directive
@PEDIAIMPROVE44
Also known as General Order No. 1. Prohibits interferrence with
cultures which have not atained warp capability.
(TOS: Bread and Circuses)
Doubles the effect of all of your dabo casinos.

@;Organian Treaty
@PEDIAIMPROVE45
Organians were non-corporeal lifeforms which imposed a peace
treaty between the Federation and Klingons by making all weapon
activation surfaces red hot when touched. (TOS: Errand of Mercy)
Enemy civilizations must offer cease-fire/peace in negotiations.  
Combat strength doubled against mercenaries.

@;Klingon Academy
@PEDIAIMPROVE46
Everyone knows the Klingons are a warrior race and supposedly 
have the best combat skills. 
All new ground units produced gain Veteran status.
Any unit which wins a combat gains Veteran status.

@;Utopia Planatia
@PEDIAIMPROVE47
Series of shipyards in orbit around Mars. The Galaxy Class
Enterprise-D was built there. Sisko was assigned there for
three years prior to DS9
Every square in the planets's radius produces an extra
resource "shield".

@;The Tel'shair
@PEDIAIMPROVE48
The Elite Romulan imperial intelligence service. Only rivaled
in reputation by the Cardassian's Obsidian Order. 
(TNG: Face of the Enemy)
You receive a free embassy with everyone so your intelligence 
reports will always be complete.

@;Anslem Holo-novel
@PEDIAIMPROVE49
Semi-autobiographical novel written by Jake Sisko written with
the help of a non-corporeal lifeform called Onaya.
(DS9: The Visitor)
Counts as a holo-suite in each of your planets.

@;Artifical Gravity
@PEDIAIMPROVE50
Allows the creation of a gravity environment on starships and
space stations without which there would be no space travel.
An extension of artificial gravity is inertia dampening.
Increases science output of planet by 50 percent.

@;Reaching Delta Quadrant
@PEDIAIMPROVE51
The Delta Quadrant is where the BORG originate and the first
vessel to go there was the USS Equinox although USS Voyager
was the first starship to see the BORG primary Nexus.
(VGR: Scorpion)
Movement rate of all starships is increased by two.

@:Shakespeare's Theatre
@PEDIAIMPROVE52
Not Used.

@;Alpha Quadrant Catalogue
@PEDIAIMPROVE53
The Borg have completed their survey of the Alpha Quadrant and
catalogued all relevant lifeforms. They will now shift to the next
phase of their plan and begin mass producing cubes and battle-drones.
If you are a warp capable race, you can be sure you have been targetted.

@;J.S. Bach's Cathedral
@PEDIAIMPROVE54
Not Used.

@;the Mirror Universe
@PEDIAIMPROVE55
Discovery of an Alternate Universe where the Federation is
a dictatorship known as the Terran Empire and the Klingons
and Cardassians are a united alliance. (TOS: Mirror, Mirror)
Doubles science output of planet.

@;Rules of Acquisition
@PEDIAIMPROVE56
The Ferrengi's contribution to the quandrant of which there
are 285. the 21st rule is "Never place friendship above
profit". - You get the idea. (DS9: Rules of Acquisition)
Pays the maintenance for all planetary improvements which
ordinarily cost 1 credit per turn.

@;Zee-Magnees Prize
@PEDIAIMPROVE57
Presitgeous scientific award in the 23rd century much like
the Nobel Prize for Science. Daystrom was awarded this prize
for inventing dutronics. (TOS: The Ultimate Computer)
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.

@;Khitomer Conference
@PEDIAIMPROVE59
When you first host the conference, 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.

@;Data the Android
@PEDIAIMPROVE61
First (creator- Noonien Soong) android with a positronic
brain as predicted by Issac Assimov. You can say he was the
first sentient artificial lifeform. (TNG: Inheritance)
Provides android plant(whatelse?) to every planet.

@;Realtime Subsapce Comms
@PEDIAIMPROVE60
Subspace comms are faster than light but still entail a dealy.
What could be faster? - Realtime Subspace.
Counts as a Subspace Relay in every one of your planets.
(Decreases unhappiness caused by troops away from home by 1).

@;Project Genesis
@PEDIAIMPROVE62
A process whereby uninhabited worlds could be terraformed by 
reducing a planet to sub-atomic particles which are then reformed
according to a pre-programmed matrix. (ST II: The Wrath of Khan).
Needless to say, genesis would work on worlds which are habited. 
Allows genesis torpedoes to be built.

@;Babel Conference
@PEDIAIMPROVE63
Early Interstellar meeting held to discuss the admission of 
Coridan into the Federation. This was the first appearence of 
Spock's dad, Sarek.(TOS: Journey to Babel)
^* Free embassy with every other civilization
^* Enemy civ's cannot refuse your peace treaties.
^* As a syndicate, you can declare war 50 percent of the time
^  (peacekeeping missions).

@;Apollo Program
@PEDIAIMPROVE64
Not Used.

@;First Stable Wormhole
@PEDIAIMPROVE65
Wormhole which allows almost instant travel to the Gamma Quadrant.
The wormhole is stabilised by timeless entities who live in the
wormhole. DS9 sits at the mouth of the wormhole.
Counts as a intergalactic datanode in every one of your planets; 
effectively doubles your science output.

@;Nanotech Revolution
@PEDIAIMPROVE66
Machines at the molecular level, called Nanites are finally discovered.
Therie first mention was in the episode (TNG Evolution).
One extra happy citizen in each planet.

@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 Seperatism, Early, and
later Empirisim and Collectivism, allow you to expand
rapidly, to produce and sustain large numbers of military
units, and to control your affairs completely.
^
Syndicatism and Democracy, 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 percent.  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
any other government as soon as possible.


@PEDIAGOVT2
@width=600
@title=Civilization Government: Early Govt
^UNIT SUPPORT
Each unit beyond the third costs one shield per turn.
Engineers eat zero 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
Early Govt 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 Early Govt, none of the science/tax/luxury rates may
be set higher than 70 percent.
^
^HINTS
Early Govt is an excellent form of government for a young
civilization and the main government type for Klingons.


@PEDIAGOVT3
@width=600
@title=Civilization Government: Empirism
^UNIT SUPPORT
Each unit beyond the third costs one shield per turn.
Engineers 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 Empirism, state control of the economy eliminates
organized crime.  Your cities, therefore, experience no
corruption.
^
^SPECIAL
All Infiltration units produced under Empirism governments 
have extra abilities.  Under Empirism, none of the
science/tax/luxury rates may be set higher than 80 percent.
^
^HINTS
Empirism is best for large, far-flung empires which need
to maintain a large military.  Use your powerful spies to
steal technology from the others. It is the latter government 
type for the Romulans

@PEDIAGOVT4
@width=600
@title=Civilization Government: Collectivism
^UNIT SUPPORT
Can support up to TEN units for free; additional
units cost one shield each. Drones(Settlers) eat zero
food per turn.  ONLY Collectivism empires may produce
BORG units.
^
^HAPPINESS
Under Collectivism, NO CITIZEN IS EVER UNHAPPY!
^
^CORRUPTION AND WASTE
Collectivism has a LOW rate of corruption.
However, Fundamentalism has the special disadvantage that
all SCIENCE is very SLOW.
^
^SPECIAL
Improvements which convert unhappy citizens to content 
citizens (Dabo Casino etc.) produce energy credits equal
to the number of citizens they would otherwise convert.
They also require no maintenance.
The diplomatic penalties for "terrorist acts" committed by
your infiltration units are reduced.
Under Collectivism, none of the science/tax/luxury rates may
be set higher than 80 percent.
^
^HINTS
Nobody except the BORG can use Collectivism

@PEDIAGOVT5
@width=600
@title=Civilization Government: Democracy
^UNIT SUPPORT
Each unit costs one shield per turn.  Engineers eat ONE
food per turn.
^
^HAPPINESS
Each military unit AFTER THE FIRST which is not on a friendly
planet (or a fortress within 3 spaces of a friendly planet)
causes one citizen in its home planet to become unhappy.
^
^CORRUPTION AND WASTE
Democracy has a LOW rate of corruption and waste.  The
level of corruption in a particular planet is based on its
distance from your capital.
^
^SPECIAL
Under Democracy, 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 percent.
^
^HINTS
Democracy, available to the later day Federation can give an 
astounding boost to your science and tax revenues.
At later stages, it becomes more difficult (and expensive)
to keep an army in the field. 
Democracy is actually 'the republic' in normal games.

@PEDIAGOVT6
@width=600
@title=Civilization Government: Syndicatism
^UNIT SUPPORT
Each unit costs one shield per turn.  Engineers eat ONE
food per turn.
^
^HAPPINESS
Each unit which is not on a friendly planet
(or a fortress within 3 spaces of a friendly planet)
causes TWO citizens in its home planet to become unhappy.
^
^CORRUPTION AND WASTE
Syndicates experience NO ill effects of corruption or waste
as it is based on corruption and theft
^
^SPECIAL
Under Syndicatism, each square which ordinarily produces at
least one unit of trade produces an extra unit.
The units and planets of a Syndicate are immune to BRIBERY
of all forms.
The science/tax/luxury rates may be set to any level
desired.
^
^HINTS
Syndicates 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 bands of loosley allied
planets. This is the default government type of the Orions.

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