;
;   CIVILIZATION CIVILOPEDIA TEXT
;   Copyright (c) 1998 by MicroProse Software
;
;   Edited by Vegard Bjrketun 2001 for the
;   "Casus Belli II: Hostis Ante Portis" Scenario v1.3
;
;   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 of same name.
^Allows settlers to build fortresses.
^Allows settlers to build barracks.
^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 amphibious assaults.
^Invisible to most enemy ships.
^Can attack aircraft in flight.
^May be lost out of sight of land.
^Ignores the Idea of Humanism!
^Can carry friendly air units.
^Can make paradrops.
^Treats all squares as road squares.
^Defense +50% versus units with a movement factor of 3.
^Only available to Imperial rule.
^Destroyed after attacking.
^Defense +100% versus air and missile units.
^Can spot enemy ships in adjacent squares.


@PEDIAPICKGOVT
@width=480
@listbox
@title=Civilopedia: Dynasties


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

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

@;Palace
@PEDIAIMPROVE1
A Loyal City Council eliminates corruption and waste
in the city, and decreases it in nearby cities.
A city with a Loyal City Council can't be subverted.

@;Barracks
@PEDIAIMPROVE2
Not available in this scenario.

@;Granary
@PEDIAIMPROVE3
Not available in this scenario.

@;Temple
@PEDIAIMPROVE4
In Sweden and Norway, a Chappel makes up to two
discontented citizens content, while the church
taxes ensures increased tax income in Russia.

@;Marketplace
@PEDIAIMPROVE5
A Marketplace in a city increases tax and luxury
output by 50%.

@;Library
@PEDIAIMPROVE6
Not available in this scenario.

@;Courthouse
@PEDIAIMPROVE7
Not available in this scenario.  

@;City Walls
@PEDIAIMPROVE8
Civilian casualties are prevented if garrisons are defeated.

@;Aqueduct
@PEDIAIMPROVE9
A city can't grow beyond size 5 until it has been drainaged.

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

@;Cathedral
@PEDIAIMPROVE11
Makes four unhappy citizens content in Sweden or Norway.
In Russia, church taxes ensures additional tax income.

@;University
@PEDIAIMPROVE12
Not available in this scenario.

@;Mass Transit
@PEDIAIMPROVE13
Not available in this scenario.

@;Colosseum
@PEDIAIMPROVE14
Emancipation of the European peasantry was in 
its early stages on the continent in the 1800s. 
However, free settlement had been introduced 
in the Swedish Empire and the Danish province
of Norway, increasing happiness in all areas
affected.  
Free Settlement makes four unhappy citizens 
content in Sweden and Norway.

@;Factory
@PEDIAIMPROVE15
A Timber Mill increases the resource production
in a city by 50%.

@;Mfg. Plant
@PEDIAIMPROVE16
Coal mining increases resource production by an
additional 50% (cumulative with Timber Mill).

@;SDI Defense
@PEDIAIMPROVE17
Not available in this scenario.

@;Recycling Center
@PEDIAIMPROVE18
Not available in this scenario.

@;Power Plant
@PEDIAIMPROVE19
An Iron Foundry increases resource production by 50%.

@;Hydro Plant
@PEDIAIMPROVE20
Water Wheels increase industrial output by 50%. 
Requires nearby running water.  

@;Nuclear Plant
@PEDIAIMPROVE21
An Arms Factory increases industrial output by 50%,
making more resources available for the military.  

@;Stock Exchange
@PEDIAIMPROVE22
Increases tax and luxuries output by an additional
50% (cumulative with Marketplace and Bank for a
grand total of 150%).

@;Sewer System
@PEDIAIMPROVE23
A Sewer System allows the city to grow beyond size 8.

@;Supermarket
@PEDIAIMPROVE24
Not available in this scenario.

@;Superhighways
@PEDIAIMPROVE25
All squares in the city's radius with roads
produce 50% more trade.

@;Research Lab
@PEDIAIMPROVE26
Not available in this scenario.

@;SAM Missile Battery
@PEDIAIMPROVE27
Not available in this scenario.

@;Coastal Fortress
@PEDIAIMPROVE28
Not available in this scenario. 

@;Solar Plant
@PEDIAIMPROVE29
Not available in this scenario. 

@;Harbor
@PEDIAIMPROVE30
Due to fishing, all ocean squares in the city's
radius produce one extra unit of food.

@;Offshore Platform
@PEDIAIMPROVE31
Due to trade, all ocean squares in the city's
radius produce one shield.

@;Airport
@PEDIAIMPROVE32
Not available in this scenario.

@;Police Station
@PEDIAIMPROVE33
In Sweden and Norway, a City Prison decreases
unhappiness caused by troops away from city
by 1, as the citizens feel safe even if the
garrisoned troops leave.
This has no effect in Russia, but as merchants
are also more likely to invest in a safe city,
Russia will also benefit from a City Prison.  

@;Port Facility
@PEDIAIMPROVE34
Experienced, veteran crew are recruited in the Shipyard.
Any damaged ship remaining in port for an entire month
is completely repaired, no matter how severe damages.

@;SS Structural
@PEDIAIMPROVE35
Not available in this scenario.

@;SS Component
@PEDIAIMPROVE36
Not available in this scenario.

@;SS Module
@PEDIAIMPROVE37
Not available in this scenario.

@;Capitalization
@PEDIAIMPROVE38
Converts production into trade.

@;Pyramids
@PEDIAIMPROVE39
Not available in this scenario.

@;Hanging Gardens
@PEDIAIMPROVE40
The glory of the Nidaros Cathedral ensures one happy 
citizen extra in every Norwegian city.

@;Colossus
@PEDIAIMPROVE41
With the British Royal Navy aggressively patrolling the Baltic
sea, Stockholm experiences an economic boost, as Sweden is the
only country in the region not affected by the British blockation. 
One extra trade arrow in each square that already produces one.

@;Lighthouse
@PEDIAIMPROVE42
As long as fortress Sveaborg controls the Gulf of Finland,
even Archipelago Fleets can cross the seas without danger.
All other ships have their movement rate increased by one, 
and all new ships you produce receive veteran status.

@;Great Library
@PEDIAIMPROVE43
Not available in this scenario.

@;Oracle
@PEDIAIMPROVE44
Not available in this scenario.

@;Great Wall
@PEDIAIMPROVE45
Not available in this scenario.

@;Sun Tzu's War Academy
@PEDIAIMPROVE46
Allied to Emperor Napoleon I of France, the Russians
are able to deploy veterans from their wars against
France in the attack on Sweden. 
All new ground units produced gain Veteran status.
Any unit which wins a battle gains Veteran status.

@;King Richard's Crusade
@PEDIAIMPROVE47
The beautiful Winter Palace is a symbol of St.Petersburg,
the capital and pride of the Russian Empire, but also
the industrial center of the country, thus every square
in the city's radius produce an extra resource shield.

@;Marco Polo's Embassy
@PEDIAIMPROVE48
Not available in this scenario.

@;Michelangelo's Chapel
@PEDIAIMPROVE49
The glorious Peter-Paul Cathedral counts as a church in each
of your cities. In Russia, it ensures extra trade income 
from all of your cities.

@;Copernicus' Observatory
@PEDIAIMPROVE50
Not available in this scenario.

@;Magellan's Expedition
@PEDIAIMPROVE51
The mighty fortress and naval base of Kronstadt is the
most modern port in the region. All ships have their
movement rates increased by two.

@:Shakespeare's Theatre
@PEDIAIMPROVE52
The confidence in fortress Akershus makes all citizens
of Christiania that normally would be unhappy, content. 

@;Da Vinci's Workshop
@PEDIAIMPROVE53
Not available in this scenario.

@;J.S. Bach's Cathedral
@PEDIAIMPROVE54
Not available in this scenario.

@;Isaac Newton's College
@PEDIAIMPROVE55
Not available in this scenario.

@;Adam Smith's Trading Co.
@PEDIAIMPROVE56
King Gustaf IV Adolf of Sweden was, even more than his
father Gustaf III, a diplomat rather than a soldier. 
During his negotiations with the British to form the 
Fifth Coalition against France, King Gustaf IV Adolf
ensured Sweden monthly payments from Great Britain for
as long as the hostilities against France lasted.  
Due to the British subsidies, city improvements which
ordinarily cost 1 Franc per turn can be paid without
affecting the Swedish economy.

@;Darwin's Voyage
@PEDIAIMPROVE57
Not available in this scenario.

@;The Statue of Liberty
@PEDIAIMPROVE58
Not available in this scenario.

@;The Eiffel Tower
@PEDIAIMPROVE59
Not available in this scenario.

@;Hoover Dam
@PEDIAIMPROVE61
The exuberance of natural resources in the formidable
Russia Empire provides an extra resource bonus in
every Russian city.

@;Women's Suffrage
@PEDIAIMPROVE60
With little hopes of receiving reinforcements from Denmark,
the Danish authorities in Norway were forced to grant the
Norwegians increased autonomy during the British blockation.
This has a great impact on the morale of the Norwegians,
decreasing unhappiness caused by troops away from city by 1.

@;Manhattan Project
@PEDIAIMPROVE62
Not available in this scenario.

@;United Nations
@PEDIAIMPROVE63
Not available in this scenario.

@;Apollo Program
@PEDIAIMPROVE64
Not available in this scenario.

@;SETI Program
@PEDIAIMPROVE65
Not available in this scenario.

@;Cure for Cancer
@PEDIAIMPROVE66
The French-Danish Alliance ensures one extra happy citizen
in each city, as the people is confident that the military
strength of France will ensure victory.

@PEDIAGOVT
@width=600
@title=Civilization: Rule
The Rule you choose for your nation 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 rule them.
^
Some forms of Rule, such as the Danish Province, Swedish Kingdom,
- and Russian Empire, allow you to expand rapidly, to produce 
and sustain large numbers of military units, and to control your
affairs completely.
^
The - and -, 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 un-
happy when you send military units out of your cities; also, your 
Parliament may try to interfere in your conduct of foreign affairs.
^
To change your civilization's Rule, you must have a Revolution. 
Select "Revolution" from the Kingdom Menu.  This will entail a 
brief period of Revolution.

@PEDIAGOVT0
@width=600
@title=Civilization Rule: Revolution
Revolution doesn't represent any Rule, but the lack of one.
^
Revolution is similar to Danish Province, except that the corruption
rate is VERY HIGH (see entry for Danish Province).  However, no
taxes are collected during a period of Revolution, and no scien-
tific research is conducted.

@PEDIAGOVT1
@width=600
@title=Civilization Rule: Danish Province
^UNIT SUPPORT
Each unit above the city size costs one shield 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
A Danish Province 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
In a Danish Province, 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.

@PEDIAGOVT2
@width=600
@title=Civilization Rule: Swedish Kingdom
^UNIT SUPPORT
Each unit beyond the third costs one shield 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
The Swedish Kingdom 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
In the Swedish Kingdom, none of the science/tax/luxury rates
may be set higher than 70%%.

@PEDIAGOVT3
@width=600
@title=Civilization Rule: -
^UNIT SUPPORT
Each unit beyond the third costs one shield 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 - rule, control of the economy eliminates crime. 
Your cities, therefore, experience no corruption.
^
^SPECIAL
Under the - rule, none of the science/tax/luxury rates
may be set higher than 80%%.

@PEDIAGOVT4
@width=600
@title=Civilization Rule: Russian Empire
^UNIT SUPPORT
Can support up to FIVE units for free; additional
units cost one shield each.
^
^HAPPINESS
Under the strict rule of the Russian Empire, 
'no citizen is ever unhappy'...
^
^CORRUPTION AND WASTE
The Russian Empire's rule has a LOW rate of corruption.
However, the rule has the special disadvantage that all
SCIENCE is ELIMINATED.
^
^SPECIAL
Improvements which convert unhappy citizens to content 
citizens (Brothels, etc.) produce "seizings" equal to 
the number of citizens they would otherwise convert.
They also require no maintenance. Under Russian Empire
rule, your science/tax/luxury rates may be set to 80%%.
^
^HINTS
Russian Empire rule eliminates all happiness problems
and provides an excellent revenue.  
Scientific research tends to languish.

@PEDIAGOVT5
@width=600
@title=Civilization Rule: -
^UNIT SUPPORT
Each unit costs one shield 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 - rule 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 - rule, 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
The - rule 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 your Wonders will help with this 
problem.

@PEDIAGOVT6
@width=600
@title=Civilization Rule: -
^UNIT SUPPORT
Each unit costs one shield 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
The - rule experience NO corruption or waste.
^
^SPECIAL
Under the - rule, each square which ordinarily produces at
least one unit of trade produces an extra unit. The science/
tax/luxury rates may be set to any level desired.
^
^HINTS
- rule can produce spectacular amounts of revenue and 
scientific research.  However, because of the severe 
happiness restrictions on military units, this form of
rule tends to be viable only for large, advanced civil-
izations. Increasing your luxuries rate and building 
Wonders can help alleviate this problem.

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




















