;
;   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 rule type of same name.
^Allows workers to build fortresses.
^Allows settlers to build airbases.
^Allows settlers to build stone roads.
^Allows workers to improve gardens.
^Increases the effect of Civilisation I.
^Increases the effect of Fantastic Worlds.
^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 Civilisation II.
^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 amphibious landings.
^Invisible to most enemy boats.
^Can attack aircraft in flight.
^May be lost out of sight of land.
^Ignores Reinforced Concrete.
^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 Rule Types can build.
^Destroyed after attacking.
^Defense +100% versus air and missile units.
^Can spot enemy divers in adjacent squares.


@PEDIAPICKGOVT
@width=480
@listbox
@title=Civilopedia: Rule Types


@PEDIAPICKIMPROVE
@width=540
@columns=3
@listbox
@title=Civilopedia: House Improvements

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

@;Palace
@PEDIAIMPROVE1
Eliminates corruption and waste in the house,
and decreases it in all nearby houses.

@;Barracks
@PEDIAIMPROVE2
House produces Veteran ground units. Ground units can
be completely repaired in a single turn.

@;Granary
@PEDIAIMPROVE3
Only half of house's desirability store is depleted when
house 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 corruption by 50%%. Makes house more resistant
to bribery by enemy diplomats and spies. Under M. Capitalism,
one content citizen becomes happy.

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

@;Aqueduct
@PEDIAIMPROVE9
Allows house 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/ Library).

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

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

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

@;Mfg. Plant
@PEDIAIMPROVE16
Increases resource production by an additional 50%%.

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

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

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

@;Hydro Plant
@PEDIAIMPROVE20
Increases stocks output by 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 house to grow beyond size 12.

@;Supermarket
@PEDIAIMPROVE24
Allows squares in the house's radius with
the "garden" improvement 
to produce 50%% more diserability.

@;Superhighways
@PEDIAIMPROVE25
All squares in the house's radius with roads
(or stone roads) produce 50%% more trade.

@;Research Lab
@PEDIAIMPROVE26
Increases science output by an additional 50%%.

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

@;Coastal Fortress
@PEDIAIMPROVE28
Units in house are doubled on defense against
shore bombardment by enemy ships.

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

@;Harbor
@PEDIAIMPROVE30
All ocean squares in the house's radius
produce one extra unit of desirability.

@;Offshore Platform
@PEDIAIMPROVE31
All ocean squares in the house's radius
produce one shield.

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

@;Police Station
@PEDIAIMPROVE33
Decreases unhappiness caused by troops away from house by 1.

@;Port Facility
@PEDIAIMPROVE34
House produces veteran naval units.
Any ship spending its entire turn in the house is
completely repaired.

@;SS Structural
@PEDIAIMPROVE35

@;SS Component
@PEDIAIMPROVE36

@;SS Module
@PEDIAIMPROVE37

@;Capitalization
@PEDIAIMPROVE38
Converts production into trade.

@;Pyramids
@PEDIAIMPROVE39
Counts as Beautiful Apartments in every one of your Houses.

@;Hanging Gardens
@PEDIAIMPROVE40
One extra happy citizen in every house.

@;Colossus
@PEDIAIMPROVE41
House produces one extra contact arrow in each square that
already produces one.

@;Lighthouse
@PEDIAIMPROVE42
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.

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

@;Oracle
@PEDIAIMPROVE44
Doubles the effect of Civilisation I.

@;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 house'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
Counts as Cilisation II in each of your Houses.

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

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

@:Shakespeare's Theatre
@PEDIAIMPROVE52
All unhappy citizens in house 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
Decreases unhappy citizens on same continent by 2 per house.

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

@;Adam Smith's Trading Co.
@PEDIAIMPROVE56
Pays the maintenance for all house improvements which
ordinarily cost 1 gold per turn.  House improvements
requiring more than 1 gold per turn maintenance are not
affected.

@;Darwin's Voyage
@PEDIAIMPROVE57
Two free civilization advances.

@;The Statue of Liberty
@PEDIAIMPROVE58
Eliminates the period of unrest between Rule Types.
Also allows any form of Rule Type 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 Ind. Accountant to every house on every continent.

@;Women's Suffrage
@PEDIAIMPROVE60
Decreases unhappiness caused by troops away from house by 1 in all houses.

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

@;United Nations
@PEDIAIMPROVE63
^* Free embassy with every other civilization
^* Enemy civ's cannot refuse your peace treaties.
^* As a Communism, you can declare war 50%% of the time
^  (peacekeeping missions).

@;Apollo Program
@PEDIAIMPROVE64
Allows construction of spaceship improvements.

@;SETI Program
@PEDIAIMPROVE65
Counts as a home study possibility in every one of your Houses; effectively
doubles your science output.

@;Cure for Cancer
@PEDIAIMPROVE66
One extra happy citizen in each house.

@PEDIAGOVT
@width=600
@title=Civilization: Rule Types
The form of Rule Type you choose for your civilization will
affect the way resources are distributed in your Houses, the
rate at which your citizens can produce and sustain new units
and house improvements, and the extent to which your citizens
have a say in the way you govern them.
^
Some forms of Rule Type, such as Leadership, Hegenomy, M. Capitalism
and Religion, allow you to expand rapidly, to produce and sustain
large numbers of military units, and to control your affairs completely.
^
Communism and the 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 Houses; also, your Senate may try to
interfere in your conduct of foreign affairs.
^
To change your civilization's rule type, you must have a
Revolution--select "Revolution" from the Kingdom Menu.  This
will entail a brief period of crisis.

@PEDIAGOVT0
@width=600
@title=Civilization Rule Type: Crisis
Crisis represents not so much a rule type type as the
lack of any stable Rule Type. Crisis occurs when your
community's rule type falls, or when you decide to
have a Revolution. After a few turns of Crisis, you will
be able to reconstitute your rule type.
^
Crisis is similar to Leadership, except that the corruption
rate is VERY HIGH (see entry for Leadership).  However, no
taxes are collected during a period of Crisis, and no
scientific research is conducted.

@PEDIAGOVT1
@width=600
@title=Civilization Rule Type: Leadership
^UNIT SUPPORT
Each unit above the house size costs one shield per turn.
Workers eat one food per turn.
^
^HAPPINESS
Up to three soldiers in each house will institute a just
defence in an unsafe world, converting an unhappy citizen into
a content citizen.
^
^CORRUPTION AND WASTE
Leadership has a HIGH rate of corruption and waste.  The
level of corruption in a particular house is based on its
distance from your capital.
^
^SPECIAL
Under a Leadership, 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 Leadership's high rate of corruption, it is almost
always an inferior form of rule type.  Try to switch to a
hegenomy as soon as possible.


@PEDIAGOVT2
@width=600
@title=Civilization Rule Type: Hegenomy
^UNIT SUPPORT
Each unit beyond the third costs one shield per turn.
Workers eat one food per turn.
^
^HAPPINESS
Up to three soldiers in each house will institute a just
defence in an unsafe world, converting an unhappy citizen
into a content citizen.
^
^CORRUPTION AND WASTE
Hegenomy has a MODERATE rate of corruption and waste.  The
level of corruption in a particular house is based on its
distance from your capital.
^
^SPECIAL
Under a hegenomy, none of the science/tax/luxury rates may
be set higher than 70%%.
^
^HINTS
Hegenomy is an excellent form of rule type for a young
community.


@PEDIAGOVT3
@width=600
@title=Civilization Rule Type: M. Capitalism
^UNIT SUPPORT
Each unit beyond the third costs one shield per turn.
Workers eat one food per turn.
^
^HAPPINESS
Up to three military units in each house will institute a just
defence in an unsafe world, converting *TWO* unhappy citizens into
content citizens (so a total of SIX unhappy citizens can
be suppressed).
^
^CORRUPTION AND WASTE
Under M. Capitalism, complete control of the economy eliminates
crime.  Your Houses, therefore, experience no corruption.
^
^SPECIAL
All SPY units produced under M. Capitalism Rule Types are
given VETERAN status.  Under M. Capitalism, none of the
science/tax/luxury rates may be set higher than 80%%.
^
^HINTS
M. Capitalism is best for large, far-flung empires which need
to maintain a large military.  Use your powerful spies to
destroy the competition.

@PEDIAGOVT4
@width=600
@title=Civilization Rule Type: Religion
^UNIT SUPPORT
Can support up to TEN units for free; additional
units cost one shield each.  Workers eat one
food per turn.
^
^HAPPINESS
Under Religion, NO CITIZEN IS EVER UNHAPPY!
^
^CORRUPTION AND WASTE
Religion has a LOW rate of corruption.
However, Religion has the special disadvantage that
all SCIENCE is HALVED.
^
^SPECIAL
Improvements which convert unhappy citizens to
content citizens (Civilization I, 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 Religion, none of the science/tax/luxury rates may
be set higher than 80%%.
^
^HINTS
Religion eliminates all happiness problems and provides
an excellent revenue.  Scientific research tends to languish.


@PEDIAGOVT5
@width=600
@title=Civilization Rule Type: Democracy
^UNIT SUPPORT
Each unit costs one shield per turn.  Workers eat TWO
food per turn.
^
^HAPPINESS
Each military unit AFTER THE FIRST which is not in a friendly
house (or a fortress within 3 spaces of a friendly house)
causes one citizen in its home house to become unhappy.
^
^CORRUPTION AND WASTE
The Democracy has a LOW rate of corruption and waste.  The
level of corruption in a particular house is based on its
distance from your capital.
^
^SPECIAL
Under a 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%%.
^
^HINTS
Switching to a Democracy 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 Email home wonder can help with this
problem.

@PEDIAGOVT6
@width=600
@title=Civilization Rule Type: Communism
^UNIT SUPPORT
Each unit costs one shield per turn.  Settlers eat TWO
food per turn.
^
^HAPPINESS
Each unit which is not in a friendly
house (or a fortress within 3 spaces of a friendly house)
causes TWO citizens in its home house to become unhappy.
^
^CORRUPTION AND WASTE
Democracies experience NO corruption or waste.
^
^SPECIAL
Under a Communism, each square which ordinarily produces at
least one unit of trade produces an extra unit.
The units and Houses of a Communism 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
Rule Type 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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