;
;   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 peasents to build bastions.
^UNUSED.
^UNUSED.
^UNUSED
^Increases the effect of churches.
^Increases the effect of prisons.
^Worth bonus points in Civilization score.
^Increases ship movement rates by one.
^UNUSED.
^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 attack from seaside.
^Invisible to most enemy ships.
^UNUSED.
^Sailing ship.
^Siege Weapon.
^UNUSED.
^UNUSED.
^Treats all squares as road squares.
^Defense +50% versus mounted units.
^Unused.
^Destroyed after attacking.
^Unused.
^Can spot enemy privateers 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
This is what marks your city as the capital of your empire, it is the very center of your administration.

@;Barracks
@PEDIAIMPROVE2
A garrison greatly increases the training that raw recruits get before being sent out to die, all units produced in a city whit garrison can be considered somewhat experienced even before thier first battle.

@;Granary
@PEDIAIMPROVE3
Only half of city's food store is depleted when
city increases in size.

@;Temple
@PEDIAIMPROVE4
Two discontented citizens are made content.

@;Marketplace
@PEDIAIMPROVE5
Increases tax and luxury output by 50%.

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

@;Courthouse
@PEDIAIMPROVE7
Having a keep in a province capital (a city) will decrease corruption by 50% and the city will also be more resistant to bribery.

@;City Walls
@PEDIAIMPROVE8
Keeping your fortifications in good shape is very costly but also helps a lot during seiges. Fortifications that are maintained in an effective way are much easier to defend than others.

@;Aqueduct
@PEDIAIMPROVE9
Graning city priviligies to a town will make that town considered a city. Restraints on city growth will be removed (untill sewers are needed).

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

@;Cathedral
@PEDIAIMPROVE11
A Prisson makes three unhappy citizens content.

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

@;Mass Transit
@PEDIAIMPROVE13
Denmark's time as a dominant great power in the baltics was really over during this period, the nation has never quite got past the middle ages when it comes to the cooperation between the king and his nobles.

@;Colosseum
@PEDIAIMPROVE14
A Cathedral makes three unhappy citizens content.

@;Factory
@PEDIAIMPROVE15
A manufactory is a place much like an early factory, It was a place where goods where manufactored, these places where mostly used to make cannons and weapons. Manufactories production capacity derived not from using steam or coal or any fuel of any kind, in a manufactory a lot of people worked to do the product, not machines. Still, they are considered to be the predecesor of modern days factorys.
Increases resource production in city by 50%.

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

@;SDI Defense
@PEDIAIMPROVE17
England was ruled by Cromwell during this period, he isn't popular whit everyone and if he dies a powerstruggle is very likely to commence.
Englands main rivals are (apart from the Scots) the Dutch. They are competing about the smae collonies in North America and both have great trade interests.

@;Recycling Center
@PEDIAIMPROVE18
Sweden is ruled by one of its most exentric kings, Karl X Gustav is in many ways a man who loves the life in the field. Nobody knows really what to expect of Sweden.

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

@;Hydro Plant
@PEDIAIMPROVE20
Increases manufactoeing output by 50%. No risk of plague.

@;Nuclear Plant
@PEDIAIMPROVE21
Increases manufactoring output by 50%.
Highers the risk of plague outbreake.

@;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
Allows city to grow beyond size 12.

@;Supermarket
@PEDIAIMPROVE24
More of the food produced goes to the crown, selling the crowns land was the favourite way for monarchs of this time to get money during financial problems.

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

@;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
The Habsburg fammily is in accelerating speed loosing it's grip of the continent, France is the major enemy now. The Holy Roman Empire has been practically disolved and the only part of the family that is still surviving whitout ooutside help is the spanish one, but soon corruption and conservatism will destroy even them.

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

@;Solar Plant
@PEDIAIMPROVE29
Increases manufactoring output 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
Sets examples for trouble-makers.

@;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
All the production of this province is directed to the producing of new coins, this was a fast (buyt only temporal sullotion) to solve debts and inflation.

@;Pyramids
@PEDIAIMPROVE39
Counts as a Granary in every one of your cities.
Ukraine's wheat fields where the comonwealths main source of income.

@;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.
The hanseatic league was somewhat outdated in the 1650's, but still
played a part in the baltic trade.

@;Lighthouse
@PEDIAIMPROVE42
Sailing ships 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
This wonder has no effect but serves as an objective.

@;Oracle
@PEDIAIMPROVE44
Doubles the effect of all of your churches.

@;Great Wall
@PEDIAIMPROVE45
Enemy civilizations must offer cease-fire/peace
in negotiations.  Combat strength doubled against
pagans.

@;Sun Tzu's War Academy
@PEDIAIMPROVE46
All new ground units produced gain Veteran status.
Any unit which wins a combat gains Veteran status.
Vaubin was the soldier/engineer who was best at aplying the new Tracee Italien style of seiges/fortifying.
He never once lost a fortress, or failed to take one he had invested.

@;King Richard's Crusade
@PEDIAIMPROVE47
Every square in the city's radius produces an extra
resource "shield".
The Trondheim mines where the main source of iron for the danish army.

@;Marco Polo's Embassy
@PEDIAIMPROVE48
lvsborgs fstning is the fortress guarding the Gteborg harbour.

@;Michelangelo's Chapel
@PEDIAIMPROVE49
Counts as a Cathedral in each of your cities.

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

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

@:Shakespeare's Theatre
@PEDIAIMPROVE52
The French musketeers are famous for thier fighting abilities.

@;Da Vinci's Workshop
@PEDIAIMPROVE53
This wonder represents the trade whit the far east.

@;J.S. Bach's Cathedral
@PEDIAIMPROVE54
UNUSED

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

@;Adam Smith's Trading Co.
@PEDIAIMPROVE56
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.

@;Darwin's Voyage
@PEDIAIMPROVE57
The way that calvin ruled his city are famous even today, using the bible as law he managed to get himself known as a fanatic all over Europe.

@;The Statue of Liberty
@PEDIAIMPROVE58
The Anglican church was created basically as a merge between protestantism and catholicism.

@;The Eiffel Tower
@PEDIAIMPROVE59
Chateau de Versailles was one of the greatest pallaces of all time, all other pallaces built in europe during this time was copies of this grand pallace. In this scenario it is used as a symbol for the French domination of the continent. 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
UNUSED

@;Women's Suffrage
@PEDIAIMPROVE60
Fugger Bank was one of the largest and richest in Europe.

@;Manhattan Project
@PEDIAIMPROVE62
PLAGUE!!!!!!!!!!

@;United Nations
@PEDIAIMPROVE63
^* Free embassy with every other civilization.
^* Enemy civ's cannot refuse your peace treaties.

@;Apollo Program
@PEDIAIMPROVE64
The sejm was the polish parlament, every one of the lords in this parlament has to agree to aprove a sugestion before it takes place.

@;SETI Program
@PEDIAIMPROVE65
The Jagelonian University was a well known uniersity in Cracow.

@;Cure for Cancer
@PEDIAIMPROVE66
The sitter of the Imperial throne although powerless, still has a lot of respect.

@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 TWO
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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