;
;   CIVILIZATION CIVILOPEDIA TEXT
;   Copyright (c) 1995 by MicroProse Software
;   Modified for Magna Carta scenario by John Ellis (October 2000)
;   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 labourers to build earthworks for defense.
^Allows settlers to build airbases.
^Allows settlers to build railroads.
^Allows yeomen to cultivate farmland.
^Increases the importance of Churches.
^Increases the enthusism for Bearbaiting.
^Worth bonus points in Civilization score.
^Increases ship movement rates by one.
^Improves Spaceship thrust by 25%.
^Bonus knowledge for first ruler to rediscover.
^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.
^Effective against Town Walls.
^Can carry friendly air units.
^Can make paradrops.
^Treats all squares as road squares.
^Defense +50% versus Siege engines.
^Only a Feudal King can recruit.
^Reduces town 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: Town Improvements

@PEDIAIMPROVE
@width=480
@title=Town Improvement
^^%STRING0
^

@;Palace
@PEDIAIMPROVE1
Eliminates corruption and waste in the town,
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 town's food store is depleted when
town 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 town. 

@;Courthouse
@PEDIAIMPROVE7
The vigilance of the Sheriff on his master's behalf decreases 
corruption by 50%%. Also, makes town more resistant to subversion 
by Churchmen in liege to another lord.

@;Town Walls
@PEDIAIMPROVE8
Units in town are tripled on defense versus ground attacks.

@;Aqueduct
@PEDIAIMPROVE9
Allows town to increase beyond size 6.

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

@;Cathedral
@PEDIAIMPROVE11
Makes four unhappy citizens content. When Cathedral Consecration is 
carried out (researched), a Bishop is appointed to your "See". 

@;University
@PEDIAIMPROVE12
The establishment of a Monastic Library increases the retention 
of the monks' knowledge by an additional 50%% (cumulative w/ Monastery).

@;Mass Transit
@PEDIAIMPROVE13
Granting merchants the monopoly rights to trade certain goods in the 
kingdom has always been a privilege of the King. However, once granted, 
they cannot be granted again.

@;Colosseum
@PEDIAIMPROVE14
Popular sport always distracts the people from feelings of resentment 
against their rulers. Three unhappy citizens are made content. 
Bears are expensive, though!

@;Factory
@PEDIAIMPROVE15
A Smithy is central to the production of tools for ploughing, woodworking 
and building, as well as the shoeing of horses. One must be built before 
any other resource improvements are built.

@;Mfg. Plant
@PEDIAIMPROVE16
As most buildings and machinery are primarily of wooden 
construction, the better techniques and tools developed by the Guild 
lead to increased resource production in the town or town. Requires 
that a Smithy is already in place to provide and sharpen tools.

@;SDI Defense
@PEDIAIMPROVE17
The Hospitaller Monks can help protect your towns against outbreaks 
of the plague.

@;Recycling Center
@PEDIAIMPROVE18
A lord can assign land to his followers "in fief" and receive gifts 
of money and "knight's service" in return. Land worth 200 marks can be 
assigned from each of your starting towns, but new conquests are assumed 
to be already fully allocated when you take possession.

@;Power Plant
@PEDIAIMPROVE19
Not available.

@;Hydro Plant
@PEDIAIMPROVE20
Not available.

@;Nuclear Plant
@PEDIAIMPROVE21
Putting your Prisoners of War and Petty Criminals to work in the sawmills provides 
a source of cheap labour and increases resource production by an additional 50%%
(cumulative with a Smithy). However, beware in case unrest in the town 
distractes the guards and allows the prisoners to escape - and wreak havoc as they
burn and pillage the surrounding area!

@;Stock Exchange
@PEDIAIMPROVE22
A Jewellers' Guild acts as a primitive Bank and increases the benfits 
of existing trade by 50%%. (cumulative with Marketplace and Counting House
for a grand total of 150%%).

@;Sewer System
@PEDIAIMPROVE23
Allows town to grow beyond size 10.

@;Supermarket
@PEDIAIMPROVE24
Increases food production inside a town, provided it
is built on land capable of sustaining crops (e.g. Ploughed 
Land, Grazing/Pasture or Hills.) When the Three Field System 
is implemented, the increased grain production can only be 
processed if a Mill is built to grind the corn.

@;Superhighways
@PEDIAIMPROVE25
All squares in the town's radius WITH ROADS 
that currently produce at least two trade arrows (usually 
bridges over rivers) now produce additional revenue.

@;Research Lab
@PEDIAIMPROVE26
A University increases knowledge acquisition by an additional 50%%
(cumulative with Monastic Library and Monastery for a grand total of 150%%).
The first Universities were established in Italy in the late 1100's.
Oxford and Cambridge were founded in England around 1230.

@;SAM Missile Battery
@PEDIAIMPROVE27
Units in town are doubled on defense against
air units and non-nuclear missile units.

@;Coastal Fortress
@PEDIAIMPROVE28
Units in town are doubled on defense against 
attacks from shipborne infantry, due to the 
town walls being extended to the harbour area.

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

@;Harbor
@PEDIAIMPROVE30
All sea squares fished by the townspeople
produce one extra unit of food.

@;Offshore Platform
@PEDIAIMPROVE31
All sea squares in the town's radius produce an 
extra resource due to the easier import of goods 
and services by sea.

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

@;Police Station
@PEDIAIMPROVE33
The Family Gold Reserves can be converted into 300 marks 
worth of ready cash in an emergency. Once you have spent 
your patrimoney, that's it!

@;Port Facility
@PEDIAIMPROVE34
The shipyard produces better-built ships.
Any ship spending six months in the town 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 town's
energies into one huge Market. (Converts production into trade.)

@;Pyramids
@PEDIAIMPROVE39
The Tower of London - built by William the Conqueror - was a 
symbol of Norman rule in England, and controlled the capital city.
[No effect in this scenario except for 20 civilization points.]

@;Hanging Gardens
@PEDIAIMPROVE40
The charter granted to the Hospitaller Monks persuading them
to found their Chapter-House in Rouen, greatly increased the 
religious and social prestige of the city, and the happiness 
of the citizens within it. [An extra happy citizen in all
your towns, and three in Rouen itself.]

@;Colossus
@PEDIAIMPROVE41
Control of the Royal Treasury - kept in Winchester since the 
days of Saxon rule, was the first concern of all newly-established
kings. Winchester thus generates considerable extra revenue 
for whoever holds it. [One extra trade arrow per square already
producing trade.]

@;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
The beneficial effects of the Royal Court have been largely 
negated by the struggle for the throne. However, there is still
a considerable symbolic advantage to be gained by maintaining 
the forms of a stable government.
[No effect in this scenario except for 20 civilization points.]

@;Oracle
@PEDIAIMPROVE44
Not only a regal symbol, pawning the Crown Jewels have enabled the rulers 
of England to raise emergency finance on many occasions.
[No effect in this scenario except for 20 civilization points.]

@;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
When York was under Norse control (and was called Jorvik), the town 
was famous for the number and quality of its blacksmiths. Under 
Norman rule, many chose to remain and the town has a resultingly 
high relative "industrial" productivity. [One extra resource "shield"
in every square.]

@;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 town by 50%%. [Copernicus's Observatory]

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

@:Shakespeare's Theatre
@PEDIAIMPROVE52
Useful at the time as an outstanding piece of medieval propaganda
for the Conqueror's claim on the English Throne, the Tapestry is still
famous today.
[No effect in this scenario except for 20 civilization points.]


@;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 town, 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 town 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 Throne of England,
very rival'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 people are also quicker to forget your
past transgressions.

@;Hoover Dam
@PEDIAIMPROVE61
Provides Hydro power to every town 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 town. [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 town improvements, and the extent to which your citizens
have a say in the way you govern them.
^
When you feel that you are ready to make a bid for the crown, 
research Rebellion, then change to the Rival Kingdom form of 
government as soon as it is granted to you (which it will be, 
automatically, the turn after you make your claim).
^
Be careful you do not declare your hand too soon. Rebelling will 
cause both of the existing claimants to the throne of England to 
declare war on you (if they haven't already). Also, as your efforts 
will be directed at seizing power, your scientific effort will slacken.
However, you will be able to support a vast host at little or no 
cost.
^
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 (in this scenario, it 
is called Lordship).

@PEDIAGOVT0
@width=600
@title=Civilization Government: Lordship
Lordship represents a state not sufficiently organised to boast 
a proper Monarchy or Aristocracy of some sort. Your followers 
are personally loyal to you, but there is no feeling of Feudal 
obligation outside your immediate household.
^
Lordship is similar to a Minor Kingdom, except that the corruption
rate is even higher due to the weaker allegance of its citizens. 
Also, no taxes are collected during a Lordship, and no
knowledge is pursued.

@PEDIAGOVT1
@width=600
@title=Civilization Government: Minor Kingdom
^UNIT SUPPORT
Each unit above the town size costs one shield per turn.
Settlers eat two food per turn.
^
^HAPPINESS
Up to three military units in each town will institute
"martial law", converting an unhappy citizen into a content
citizen.
^
^CORRUPTION AND WASTE
A Minor Monarchy has a HIGHISH rate of corruption and waste. 
The level of corruption in a particular town is based on its
distance from one of your King's principal residences.
^
^SPECIAL
Under a 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 Minor Monarchy's high rate of corruption, it is always 
struggling to balance the books. However, an aggressive King might 
note that very large armies can be built quickly and large forces can 
be supported by the the bigger cities, at no cost to the Crown. 

@PEDIAGOVT2
@width=600
@title=Civilization Government: Feudal Tenancy
^UNIT SUPPORT
Each unit beyond the second costs one shield per turn.
Settlers eat two food per turn.
^
^HAPPINESS
Up to three military units in each town will institute
"martial law", converting an unhappy citizen into a content
citizen.
^
^CORRUPTION AND WASTE
Feudal Tenancy has a MODERATE rate of corruption and waste. 
The level of corruption in a particular town is based on its
distance from your principal residence.
^
^SPECIAL
Under an Feudal Tenancy, none of the science/tax/luxury 
rates may be set higher than 70%%.
^
^HINTS
Feudal Tenancy is an excellent form of government for a 
member of the Aristocracy. However, although corruption is 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: Rival Kingdom
^UNIT SUPPORT
Each unit beyond the FOURTH costs one shield per turn.
Settlers eat two food per turn.
^
^HAPPINESS
Up to three military units in each town 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 a Rival Kingdom, due to the all-out commitment of your 
Retainers to winning you the throne (and their expectations of 
future rewards) your cities experience no corruption.
^
^SPECIAL
Under a Rival Kingdom, none of the science/tax/luxury rates may 
be set higher than 80%%.
^
^HINTS
Declaration of a Rival Kingdom usually follows a Rebellion (which can be 
researched). First a claim to the throne is made - automatically on 
"discovering" rebellion - then the Rival Kingdom can be declared on 
the next move. A huge army can be mobilised, which is what you will 
probably need to wrest power away from the established King.

@PEDIAGOVT4
@width=600
@title=Civilization Government: English Kingdom
^UNIT SUPPORT
Can support up to THREE units for free; additional
units cost one shield each.  Settlers eat three
food per turn.  ONLY the acknowledged English King 
may recruit Feudal Levies from the Peasantry and they
serve for free.
^
^HAPPINESS
Under a duly annointed King, NO CITIZEN IS EVER UNHAPPY!
^
^CORRUPTION AND WASTE
Under a Kingdom, due to an effective system of Feudal Courts 
and King's Sheriffs, your cities experience no corruption.

Which is a bit unrealistic, but what the hey!
^
^SPECIAL
Improvements which convert unhappy citizens to
content citizens (Churches, Cathedrals, etc.)
produce "church taxes", as the Church acknowledges the crowned 
King as temporal Lord.

In an English Kingdom, none of the science/tax/luxury rates may
be set higher than 80%%.
^
^HINTS
An established Kingdom eliminates all happiness problems and provides
an excellent revenue from Feudal Rents.  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. Not available in Seize the Crown!
^
^HAPPINESS
Each military unit AFTER THE FIRST which is not in a friendly
town or within 3 spaces of a friendly town, causes one citizen 
in its home town 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 town 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. Not available in Seize the Crown!
^
^HAPPINESS
Each unit which is not in a friendly
town (or a fortress within 3 spaces of a friendly town)
causes TWO citizens in its home town 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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