;
;   CIVILIZATION CIVILOPEDIA TEXT
;   Copyright (c) 1997 MicroProse Software
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@PEDIAPICKCIV
@width=540
@columns=3
@listbox
@title=Civiliopedia: 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 Churches
^Increases the effect of Tavernes
^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 Monasteries
^Cancels the effect of

@PEDIAPICKUNIT
@width=540
@columns=3
@listbox
@title=Civiliopedia: Unit Types 

@PEDIAUNIT
@width=480
@title=Unit Type
^^%STRING0
^

@PEDIAUNITFACTS
^Can see two spaces
^Ignores zones of control
^Can make landings from the sea
^Secret movement
^Can only be built by West European Christians
^Ship must stay near the shore
^Ignores city walls
^Can only be built by the Byzantines
^Can make paradrops
^Treats all squares as road squares
^Better defense against mounted ones
^Fanatics, support the Caliphate unselfish
^Suicide unit, destroyed after mission
^Can only be built by Muslims
^Can spot secret movements

@PEDIAPICKGOVT
@width=480
@listbox
@title=Civiliopedia: Governments


@PEDIAPICKIMPROVE
@width=540
@columns=3
@listbox
@title=Civiliopedia: 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
City produces veteran ground army units.
Those can be completely repaired in a single turn.

@;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
Increases science output by 50%%.

@;Courthouse
@PEDIAIMPROVE7
Decreases crime in the city by 50%%.
In a Sultanate one citizen is made happy.

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

@;Aqueduct
@PEDIAIMPROVE9
Allows city to increase beyond size 7.

@;Bank
@PEDIAIMPROVE10
Increases tax and luxury output by an
additional 50%%.

@;Cathedral
@PEDIAIMPROVE11
Makes four unhappy citizens content.

@;University
@PEDIAIMPROVE12
Increases science output by an additional
50%%.

@;Mass Transit
@PEDIAIMPROVE13
Eliminates pollution caused by population.

@;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%%.

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

@;Recycling Center
@PEDIAIMPROVE18
Eliminates pollution caused by population.

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

@;Hydro Plant
@PEDIAIMPROVE20
Increases production by an additional 50%%.

@;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
Increases tax & luxuries output by an additional
50%%.

@;Sewer System
@PEDIAIMPROVE23
Allows city to grow beyond size 11.

@;Supermarket
@PEDIAIMPROVE24
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
 produce 50%% more trade.

@;Research Lab
@PEDIAIMPROVE26
Increases science output by an additional 50%%
(cumulative with Library and University 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 by enemy ships.

@;Solar Plant
@PEDIAIMPROVE29
Increases production 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 one shield.

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

@;Police Station
@PEDIAIMPROVE33
Decreases unhappiness caused by troops away from city by one.

@;Port Facility
@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

@;Capitalization
@PEDIAIMPROVE38
Converts production into trade.

@;Pyramids
@PEDIAIMPROVE39
The Pyramids of Gizeh have also been admired in the Middle Ages.
^Hint: Already built at game starts.
^Advantage: Counts as a granary in every city.

@;Hanging Gardens
@PEDIAIMPROVE40
The huge cathedral is a jewel of the Romanic Age.
^Advantage: An additional happy citizen in every city.
^Three additional happy citizens in building city.

@;Colossus
@PEDIAIMPROVE41
The Church of the Holy Tomb in Jerusalem is the most important 
place for Christian pilgrims. 
^Hint: Already built at game starts.
^Advantage: City produces an additional Trade Arrow in every city 
square that is already producing one.

@;Lighthouse
@PEDIAIMPROVE42
The fleet of the King of the Western Saxons in England was even able to resist
the Viking fleet in 897 AD.
^Hint: Already built at game starts.
^Advantage: All ships are veterans, can go across oceans, 
and the movement rate is increased by one.

@;Great Library
@PEDIAIMPROVE43
The building civilization gets all Civilization Advances that are already discovered
by two other civilizations.

@;Oracle
@PEDIAIMPROVE44
The Cathedral of Paris, builded in 1163, is a great work of the Gothic Age. 
^Advantage: Doubles the effect of all churches.

@;Great Wall
@PEDIAIMPROVE45
The Reichstag counted also as a symbol for the power of the Holy Roman Empire.
^Advantages: Enemy civilizations must offer ceasefire/peace in negotiations.
The combat strength against Barbarians is doubled. Counts as City Walls in every city.

@;Sun Tzu's War Academy
@PEDIAIMPROVE46
The Holy War against all non-believers made the Arabs having fast conquests.
^Hint: Already built at game starts.
^Advantages: All new troups are veterans.
Every unit that wins a combat becomes a veteran.

@;King Richard's Crusade
@PEDIAIMPROVE47
The successful First Crusade and the afterwards arising Crusader's states 
brought a huge economic uprise with them for West Europe.
^Advantage: Every square in the city's radius produces an extra resource-"shield".

@;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
The Sophie's Church in Constantinople was built in the late Ancient times and finally
 changed into a mosque after the conquest of the city by the Turks in 1453.
^Hint: Already built at game starts.
^Advantage: Counts as a cathedral in every city.

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

@;Magellan's Expedition
@PEDIAIMPROVE51
Long time before Columbus, Viking Longboats reached American coastlines 
around 1000 AD.
^Advantage: Movement rate of all ships is increased by two.

@:Shakespeare's Theatre
@PEDIAIMPROVE52
The French National Epos deals with the fight of the knight Roland,
who sacrifices himself to give Charlemagne's Frankish army a chance to retreat.
^Advantage: All unhappy citizens in the 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
The Tower, builded in 1078, served as a royal residence, later as a prison.
^Advantage: Decreases the number of unhappy citizens on the same continent by two.

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

@;Adam Smith's Trading Co.
@PEDIAIMPROVE56
The crusades also brought a huge uprise of sea trade with them.
Especially Italian cities like Venice or Genoa could make profitable Trade tours.
^Advantage: Pays the maintenance cost off all buildings that cost one gold 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
The proclamation of a general land peace should dam up the numerous aristocracy feuds,
which were a great burden especially for the peasants. 
^Advantage: When you first obtain control of this wonder,
every civilization's attitude toward you is immediately shifted 25 points
in your favor.  Attitudes continue to improve gradually over time.  
Other civilizations are also quicker to forget your
past transgressions.

@;Hoover Dam
@PEDIAIMPROVE61
---Stellt jeder Stadt auf jedem Kontinent Strom von einem 
Wasserkraftwerk zur Verfügung.

@;Women's Suffrage
@PEDIAIMPROVE60
The Crusade's Prayer by Pope Urban in 1095 AD marks the beginning of the Crusades.
There should be general peace in Western Europe with every new crusade's starting.
All aristocracy conflicts should end, all christians should pray for God's Warriors.
^Advantage: Counts as a city guard in every city.

@;Manhattan Project
@PEDIAIMPROVE62
----Ermöglicht den Bau von Atomwaffen.

@;United Nations
@PEDIAIMPROVE63
The giant Hospitaler castle in Syria seemed to be invincible,
but was conquered with some tricks by Arab troops.
^Advantages: Free embassy with every other civilization
 Enemy civ's cannot refuse your peace treaties.

@;Apollo Program
@PEDIAIMPROVE64
^Advantage: Shows the entire map.

@;SETI Program
@PEDIAIMPROVE65
The Dome of the Rock in Jerusalem is one of the most important Islamic places. 
^Hint: Already built at game starts.
^Advantage: Doubles the science output of each city.

@;Cure for Cancer
@PEDIAIMPROVE66
The True Cross is the holiest relic of the whole Christianity.
Only a piece of it causes the deepest amazement.
^Hint: Only possible after the capture of Jerusalems .  
^Advantage: One more content citizen in each city.

@PEDIAGOVT
@width=600
@title=Zivilisation: 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.
^
To change your civilization's government, you must have a
Rebellion, select "Revolution" from the Kingdom Menu.  This
will entail a brief period of the Interregnum. 

@PEDIAGOVT0
@width=600
@title=Zivilisationsregierung: Interregnum.
^The Interregnum represents not so much a government type as the
lack of any stable government. This occurs when your
civilization's government falls, or when you decide to
have a Rebellion. After a few turns, you will
be able to reconstitute your government.
^
^Tips:
The corruption rate is very high in the Interregnum.  However, no
taxes are collected during the Interregnum, and no research is conducted. 
^

@PEDIAGOVT1
@width=600
@title=Civilization Government: Feudalism
^Feudalism stands for the early feudal Aristocracy, with feudal lords and their vassals, who
received landed property as fief, to have enough means for their war equipment, 
to fight as Armoured Cavalry. 
^Hints:
^
Each unit above the city size costs one shield per turn.
Settlers eat one food per turn.
^
^
Up to three military units in each city will institute
"martial law", converting an unhappy citizen into a content
citizen.
^
^
Feudalism has a high rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^
^
Under a Feudalism, none of the science/tax/luxury rates may
be set higher than 60%%. Any square which would ordinarily
produce three or more of a resource produces
on less.
^

@PEDIAGOVT2
@width=600
@title=Zivilisationsregierung: Dukedom
Here the Dukedom stands for a stronger terseness of the feudal relations with 
Knighthood coming up and locally ruled regions like Dukedoms or Counties.
^
^Hints:
Each unit beyond the third costs one shield per turn.
Settlers eat one food per turn.
^Up to three military units in each city will institute
"martial law", converting an unhappy citizen into a content
citizen.
^Dukedom has a moderate rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^None of the science/tax/luxury rates may
be set higher than 70%%.
^

@PEDIAGOVT3
@width=600
@title=Zivilisationsregierung: Kingdom
^The Kingdom allows the increased Centralization of the power and also the transition from
loosely organized regions to proper territorial states with rising economy.
^
^Hints:
Each unit beyond the third costs one shield per turn.
Settlers eat one food per turn.
^Up to three military units in each city will institute
"martial law", converting two unhappy citizens into content
citizens.
^In a Kingdom, there is no corruption.
^None of the science/tax/luxury rates may
be set higher than 80%%.
^

@PEDIAGOVT4
@width=600
@title=Zivilisationregierung: Caliphate
^With the arise of Islam, Arabic Caliphates were formed, which, especially in the initial
stage, disposed of enormous military strength, since they combined the agressive nature
of some Beduine tribes with the Jihad Idea. 
^
^Hints:
^Can support up to five units for free; additional
units cost one shield each.  Settlers eat one
food per turn. 
^In a caliphate, there are no unhappy citizens!
^A caliphate has a low rate of corruption, but the science is bad
^Improvements which convert unhappy citizens to
content citizens produce "tithes" equal to the number of citizens they would
otherwise convert.  They also require no maintenance.
^None of the science/tax/luxury rates may
be set higher than 80%%.

@PEDIAGOVT5
@width=600
@title=Zivilisationsregierung: Empire
^The Empire represents the apex of Christian Aristocracy in the High Middle Ages.
The Emperors, who saw themselves as the descendants of the Roman Caesars with pleasure,
often experienced great worhip among the people. In a stable Empire the cities could
get to full bloom regarding economic, spiritual and cultural aspects.
^
^Hints:
^Each unit costs one shield per turn.  Settlers eat two
food per turn.
^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.
^An Empire has a low rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^In an Empire, 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%%.

@PEDIAGOVT6
@width=600
@title=Zivilisationsregierung: Sultanate
^A sultanate is the best Islamic form of government.
 Science, trade and culture are on their highest level.  
^
^Hints:
^Each unit costs one shield per turn.  Settlers eat two
food per turn.
^Each military 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.
^A sultanate experiences no corruption or waste.
^Each square which ordinarily produces at
least one unit of trade produces an extra unit.
^Units and cities of a sultanate are immune to bribery
of all forms.
^The science/tax/luxury rates may be set to any level
desired.


@;This line must remain at the end of this file! 
