;
;   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 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 attacks from ships.
^Naval Unit.
^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.
^Reduces city population and causes agricultural neglect.
^Defense +100% versus air and missile units.
^One space visibility.


@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
The warrior tradition of the Celtic Clans means all
new military units are already veteran and, if given six 
months of rest by their own hearths, their hardy constitution
will allow them to return to war at full strength - however 
grievous their wounds.

@;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
The monks of Christendom kept the flame of knowlege alight
through the "Dark Ages". A Monastery increases knowledge by 50%%
in a city. 

@;Courthouse
@PEDIAIMPROVE7
The justice meted out here decreases corruption by 50%%. Also, 
makes city more resistant to bribery by enemy envoys and agents.

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

@;Aqueduct
@PEDIAIMPROVE9
Allows city to increase beyond size 8.

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

@;Cathedral
@PEDIAIMPROVE11
Makes four unhappy citizens content.

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

@;Mass Transit
@PEDIAIMPROVE13
State Offices can be sold to raise one-off revenue
for the crown.

@;Colosseum
@PEDIAIMPROVE14
Three unhappy citizens are made content.

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

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

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

@;Recycling Center
@PEDIAIMPROVE18
Decreases the pollution caused by factories.

@;Power Plant
@PEDIAIMPROVE19
A Windmill is easy to build, increases Foundry output by 50%%, 
but is expensive to run (5,000 saluts a year).

@;Hydro Plant
@PEDIAIMPROVE20
A Water Mill is expensive to build, increases Foundry output 
by 50%%, but is relatively cheap to run (2,000 saluts a year). 
Requires a nearby river.

@;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
The tax-raising powers of a local assembly increases 
tax and luxuries output by an additional 50%% 
(cumulative with Marketplace and Counting House
for a grand total of 150%%).

@;Sewer System
@PEDIAIMPROVE23
Allows city to grow beyond size 20.

@;Supermarket
@PEDIAIMPROVE24
Increases food production inside a city, provided they
are built on Grassland or Plains.

@;Superhighways
@PEDIAIMPROVE25
All squares in the city's radius with roads
 produce 50%% more trade, due to the increased 
traffic consequent on a local Staple (monopoly)
in wool.

@;Research Lab
@PEDIAIMPROVE26
Increases knowledge acquisition by an additional 50%%
(cumulative with Library and Monastery 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 
attacks from shipborne infantry, due to the 
city walls being extended to the harbour area.

@;Solar Plant
@PEDIAIMPROVE29
Increases foundry output by 50%%. 

@;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 an 
extra resource due to the easier import of goods 
and services by sea.

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

@;Police Station
@PEDIAIMPROVE33
The sale of monopolies on some trade goods can raise revenue for the Crown.
Once granted, these monopolies are lost to the Crown forever.

@;Port Facility
@PEDIAIMPROVE34
The shipyard produces better-built ships.
Any ship spending six months in the city is
completely repaired, due to the better facilities.

@;SS Structural
@PEDIAIMPROVE35
Crusader Contingent.......

@;SS Component
@PEDIAIMPROVE36
Crusader Ship.......

@;SS Module
@PEDIAIMPROVE37
Crusader Supplies.......

@;Capitalization
@PEDIAIMPROVE38
The Great Medieval Faires devoted all of a city's
energies into one huge Market. (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
The Wine Trade out of Bordeaux was perhaps the most lucrative 
in Western Europe - and vital to the English Exchequer. (City 
produces one extra trade arrow in each square that already 
produces one.)[Colossus]

@;Lighthouse
@PEDIAIMPROVE42
This famous French Shipyard produced almost all French fighting
ships and was renowned for the quality of its work. 
Galleys can move across oceans without danger, and all other
types of ship have their movement rate increased by one.
Also, all new ships produced by the French receive veteran
status as long as they hold Le Clos. [Lighthouse]

@;Great Library
@PEDIAIMPROVE43
Civilization receives any civilization advance
already discovered by two other civilizations.

@;Oracle
@PEDIAIMPROVE44
The miraculous appearance of Our Lady of Lourdes confirms
popular belief in the truth of Christian teaching and doubles 
the effect of all your Churches. [The Oracle]

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

@;Sun Tzu's War Academy
@PEDIAIMPROVE46
All new ground units produced gain Veteran status.
Any unit which wins a combat gains Veteran status.

@;King Richard's Crusade
@PEDIAIMPROVE47
Every square in the city's radius produces an extra
resource "shield" due to the demand for this Guild's
products throughout Europe. [King Richard's Crusade]

@;Marco Polo's Embassy
@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
@PEDIAIMPROVE49
True Faith: Counts as a Cathedral in each of your cities.
[Michelangelo's Chapel]

@;Copernicus' Observatory
@PEDIAIMPROVE50
The interest in the technology of materials stimulated by
the quest for the Alchemists' fabled secret of Transmutation
(particularly of base metals into gold!) increases science 
output of city by 50%%. [Copernicus's Observatory]

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

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

@;Da Vinci's 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.

@;J.S. Bach's Cathedral
@PEDIAIMPROVE54
Increases happy citizens by two per city, representing traditional
cultural insistence on loyalty to the rightful King. If you develop 
(or acquire) Absolute Monarchy, its effects will expire. [Bach's Cathedral]

@;Isaac Newton's College
@PEDIAIMPROVE55
The revolution in science heralded by the University doubles the 
science output of any city in which it is built. [Newton's College]

@;Adam Smith's Trading Co.
@PEDIAIMPROVE56
The English possession of almost all of Northern and Western France
in the 12th Century made them a true world power at that time. Lost 
during the 13th Century, the English set out to build their Empire anew
at the dawn of the 14th....

@;Darwin's Voyage
@PEDIAIMPROVE57
The acheivement of the Renaissance (literally, Rebirth), allows the 
civilisation reaching enlightenment, two further scientific leaps forward.
The Middle Ages are officially over! [Darwin's Voyage]

@;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
Only of use to a republic - and hence the Flemish - the payment
of regular soldiers' wages reduces unhappiness caused by their having 
to serve away from home...[Womans' Suffrage].

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

@;United Nations
@PEDIAIMPROVE63
^* You benefit from Papal embassies in every Christian Kingdom.
^* Enemies must offer peace under threat of excommunication.
[United Nations]

@;Apollo Program
@PEDIAIMPROVE64
Allows resources to be devoted to the Crusades. [Apollo Program]

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

@;Cure for Cancer
@PEDIAIMPROVE66
Saint James (Sant Iago) was believed to have aided the Christians of
Spain in defeating the Moors. A flag said to be his gonfalon (banner)
was kept in the Cathedral at Santiago and inspired the Castilians with
confidence and pride. An extra happy citizen per city. [Cure for Cancer]

@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: Dukedom
Dukedom represents a state not sufficiently organised to boast 
a proper Monarchy of some sort. Dukes take power when your
kingdom's line of succession fails, or when you decide to
reform your Court. After a few turns of Dukedom, you will
be able to reconstitute your Court.
^
Dukedom is similar to Feudal Monarchy, except that the corruption
rate is even higher due to the weaker allegance of its citizens. 
Also, no taxes are collected during rule by a Duke, and no
knowledge is pursued.

@PEDIAGOVT1
@width=600
@title=Civilization Government: Feudal Monarchy
^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
Feudal Monarchy has a HIGHISH rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from one of your King's Courts.
^
^SPECIAL
Under a Feudal Monarchy, 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 a Feudal Monarchy's high rate of corruption, it is always 
struggling to balance the books. However, an aggressive King might 
note that very large armies of Feudal Levies can be built quickly and 
large forces can be supported by the the bigger cities, at no cost to 
the Crown. Once Absolute Monarchy is evolved, Feudal Levies no longer 
answer the call to arms!

@PEDIAGOVT2
@width=600
@title=Civilization Government: Absolute Monarchy
^UNIT SUPPORT
Each unit beyond the fourth 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
Absolute 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 an Absolute Monarchy, none of the science/tax/luxury 
rates may be set higher than 70%%.
^
^HINTS
Absolute Monarchy is an excellent form of government for a 
vigorous Kingdom. However, although corruption in decreased and 
taxation is more efficient, it is harder to fund a large army now.
Concentrate on quality, rather than quantity.

@PEDIAGOVT3
@width=600
@title=Civilization Government: Communism
^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 Communism, 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 Communism, none of the
science/tax/luxury rates may be set higher than 80%%.
^
^HINTS
Communism 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: Fundamentalism
^UNIT SUPPORT
Can support up to TEN units for free; additional
units cost one shield each.  Settlers eat one
food per turn.  ONLY Fundamentalisms may produce
FANATIC units.
^
^HAPPINESS
Under Fundamentalism, NO CITIZEN IS EVER UNHAPPY!
^
^CORRUPTION AND WASTE
Fundamentalism has a LOW rate of corruption.
However, Fundamentalism 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 Fundamentalism, none of the science/tax/luxury rates may
be set higher than 80%%.
^
^HINTS
Fundamentalism eliminates all happiness problems and provides
an excellent revenue.  Scientific research tends to languish.


@PEDIAGOVT5
@width=600
@title=Civilization Government: Republic
^UNIT SUPPORT
Each unit costs one shield per turn.  Settlers eat TWO
food per turn. Only the Flemish may form a republic.
^
^HAPPINESS
Each military unit AFTER THE FIRST which is not in a friendly
city or within 3 spaces of a friendly city, causes one citizen 
in its home city to become unhappy. The wonder of Regular Wages 
improves this situation no end!
^
^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 principal Court.
^
^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.

@PEDIAGOVT6
@width=600
@title=Civilization Government: Democracy
^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 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.
^
^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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