;
;   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.
^Infiltrates enemy territory.
^Can make coastal raids.
^Invisible to most enemy ships.
^Can attack aircraft in flight.
^May be lost in deep ocean.
^Ignores Established Towns.
^Can carry friendly air units.
^Can make paradrops.
^Treats all terrain as roads.
^Defense +50% versus units with a movement factor of 2.
^Only Christian lands can build.
^Destroyed after attacking.
^Defense +100% versus air and missile units.
^Can spot enemy subversives 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
^

@;Palace
@PEDIAIMPROVE1
^Eliminates corruption and waste in the city,
and decreases it in all nearby cities. If your 
capital is destroyed you cannot build another one.

@;Barracks
@PEDIAIMPROVE2
^(Barracks)
^City produces Veteran ground units. Ground units can
be completely repaired in a single turn.
^
^Mithraism was brough to Britian by the first Roman
Legions who landed there.  This ancient religion
ivolves the secret worship of a Christ-Like god 
named Mithras, the true religion involves seven ranks
but the british version had only two. 
^
^Mitraist temples cannot be built.

@;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
^(Marketplace)
^Increases tax and luxury output by 50%%.
^
^A great battlefield would provide plunder
and historic finds for centuries to come.

@;Library
@PEDIAIMPROVE6
Increases science output by 50%%.

@;Courthouse
@PEDIAIMPROVE7
^(Courthouse)
^Decreases corruption by 50%%. 
^
^British Civil law was not the civil law as we know it. 
There was a judge but the claims made were harldy equal.
There were several ranks of "Tongued Ones" whos claims 
could not be challenged by those of a lower ranks. Those
ranks were, in order, a Lord, a Druid, a Priest, a Father
speaking of his children, a magistrate, a gift-giver 
speaking of his gift, a maiden speaking of her virginity,
a herdsman speaking of his animals, a condmened mans
final words. 
^
^If the aggrieved was not satisfied with this he could
always take it to the court of swords, whoever died
was chosen to be wrong by Beli Mawr, the war god.

@;City Walls
@PEDIAIMPROVE8
^(City Walls)
^Units in city are tripled on defense versus ground attacks.
^
^A town that is established had the rumors of thier own
gods and warriors defending it, the people were trained
to drop everything and run to safety and thier were usually
militas defending them. 

@;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.
^
^The ancinet cathederals were nothing like the magnificent
ones of the Rennisance, they were usully little more than
refurbished Roman buildings, where the priest would flaggelate
and curse at this flock until they fell down to thier 
knees and begged for the love of Christ.

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

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

@;Colosseum
@PEDIAIMPROVE14
^Three unhappy citizens are made content.
^
^Sacred Groves were the pinnacle of the Druids power,
herein they could practice thier sacrifices and rituals
in peace, no one would dare approach a sacred grove
while it held a Druids power. The presensce of one 
gives faith to all pagans, and assure them that thier
gods are never far away.

@;Factory
@PEDIAIMPROVE15
^(Factory)
^Increases resource production in city by 50%%.
^
^Hard, trained workers were invaluable to early communites.
Someone who knew how to farm and raise animals could do so
much easier and with better results than one who had no 
experience.  That is why a "Herdsman speaking of his animals"
was a tongued one, under British Civil Law.

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

@;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
Increases factory output by 50%%.

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

@;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%% (cumulative with Marketplace & Bank for a grand
total of 150%%).

@;Sewer System
@PEDIAIMPROVE23
Allows city to grow beyond size 12.

@;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
(or railroads) 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
shore bombardment by enemy ships.

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

@;Harbor
@PEDIAIMPROVE30
^All ocean squares in the city's radius
produce one extra unit of food.
^
^Early boats were hardly seaworthy and it is a miracle that 
they ever made it across the British Channel.  The hulls 
usually had several leeks and many people spent the whole
journey bailing out water.

@;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 1.

@;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
^(Pyramids)
^Counts as a Granary in every one of your cities.
^
^Irish natives came from Ireland to settle in Powys lands
and often raid them. This swelling of people gave the area
a unique character and resulting in a lot of Welsh culture
that remains till today.

@;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
^(Lighthouse)
^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.
^
^The Franks eventually were the masters of the channel, after
the Vikings landed and the Norman culture was born they 
became the terror of Britian.

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

@;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.

@;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
^(King Richards Crusade)
^Every square in the city's radius produces an extra
resource "shield".
^
^The famous Tin Mines of Isca were a source of much 
needed production and gold, but most of it was often
stolen by men of Isca and Kernow.

@;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
Counts as a Cathedral in each of your cities.

@;Copernicus' Observatory
@PEDIAIMPROVE50
^(Copernicus' Observatory)
^Increases science output of city by 50%%.
^
^Bans library was the greatest collection of written material
in the Dark Ages. He had at least a hundred scrolls a lot 
of them Greek and Roman and Carthaginian.  Many were also 
local histories.  The destruction of this library by the Franks
is a tragic blow, the light of knowledge being extinguished
in this part of the world.

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

@:Shakespeare's Theatre
@PEDIAIMPROVE52
^(Shakespeare's Theatre)
^All unhappy citizens in city are content.
^
^The Lawspeaker had authority that could only be questioned
by Saxon nobles and wizards.  Citizens came to him for rulings
on Laws and other matters of importance.  This wonder was 
influenced by a great Arthur book called The Wolf and the Crown.

@;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
^(J.S. Bach's Cathedral)
^Decreases unhappy citizens on same continent by 2 per city.
^
^Arthur fought and won Twelve Battles in Middle England where
he gained a reputation for invincibility. This reputation
made the Saxons, Powys, Aenglish, Gwent and even the Franks
across the water afraid of him.

@;Isaac Newton's College
@PEDIAIMPROVE55
^(Isaac Newton's College)
^Doubles science output of city.
^
^Merlins Tor was the center of Druidism in Dumnonia. Here he 
had a huge collection of elfbolts, eagle stones, hag stones
and other magical items.  Also located here was his dream
tower where he would talk to the gods.

@;Adam Smith's Trading Co.
@PEDIAIMPROVE56
^(Adam Smith's Trading Co.)
^Pays the maintenance for all city improvements which
ordinarily cost 1 gold per turn.  City improvements
requiring more than 1 gold per turn maintenance are not
affected.
^
^Calledin was an Ordivician Druid who betrayed all of the 
secrets of his ancient order to Julius Ceaser.  The druids
themselves never wrote anything down because to do so would
be to start a trend of hypocrisy and dogma.  Calledin knew
almost everthing there was to know about the Druids art, 
and Merlin needs this knowledge to summon the gods. 

@;Darwin's Voyage
@PEDIAIMPROVE57
^(No Effect)
^
^Roman legacy is the rule of culture in Gwent, thier buildings
amries and even thier lifestyle and religion are Roman.

@;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
^(Hoover Dam)
^Provides Hydro power to every city on every continent.
^
^Pagans were true fanatics about thier gods. They knew the names
of the gods by heart and had special gods for them and thier 
birthdays. This inspiration caused mostly by Merlin is a source
of great production coupled with experienced Workers.

@;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).

@;Manhattan Project
@PEDIAIMPROVE62
^(Manhattan Project)
^Allows nuclear weapons to be built.
^
^This rite will summon the gods, if it is completed right.

@;United Nations
@PEDIAIMPROVE63
^(United Nations)
^* Free embassy with every other civilization
^* Enemy civ's cannot refuse your peace treaties.
^
^Merlins quest to Bring Back the gods wins him great
prestige throughout Britian.  Nations will respect
you more because of this. 

@;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
^(Cure for Cancer)
^One extra happy citizen in each city.
^
^Hipparchus was a Greek mathematician and astrologer, who 
sent his scrolls and knowledge on a ship bound for Hyperboria
to escape the Roman conquerors. Because Hyperboria does 
not exist I have chosen to have the ship crash in Britian.

@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: 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%%.  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
Monarchy as soon as possible.


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


@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.
^
^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 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 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, but
building the Womens Suffrage wonder can help with this
problem.

@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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