;
;   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.
^Ignores enemy Zones of Control.
^Can make amphibious landings.
^Invisible to most enemy ships.
^Can attack aircraft in flight.
^May be lost out of sight of land.
^Ignores City Walls.
^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 governments can build.
^Destroyed after attacking.
^Defense +100% versus air and missile units.
^Can spot enemy submarines 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.

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

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

@;Shrine
@PEDIAIMPROVE4
Up to two discontented citizens are made content.

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

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

@;Courthouse
@PEDIAIMPROVE7
Decreases corruption by 50%%. Makes city more resistant
to bribery by enemy diplomats and spies. Under Democracy,
one content citizen becomes happy.

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

@;Well
@PEDIAIMPROVE9
Allows city to increase beyond size 5.

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

@;Temple Complex
@PEDIAIMPROVE11
Makes four unhappy citizens content (Three after Imperialism).

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

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

@;Entertainment Venue
@PEDIAIMPROVE14
Three unhappy citizens are made content
(four w/ Archery).

@;Metalsmiths
@PEDIAIMPROVE15
Increases resource production in city by 50%%.

@;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.

@;Trade Centre
@PEDIAIMPROVE22
Increases tax & luxuries output by an additional
50%% (cumulative with Bazaar & Market Square for a 
grand total of 150%%).

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

@;Food Stalls
@PEDIAIMPROVE24
Allows squares in the city's radius with
the "farmland" improvement (irrigated twice)
to produce 50%% more food.

@;Inn
@PEDIAIMPROVE25
All squares in the city's radius with roads
(or railroads) produce 50%% more trade.

@;University
@PEDIAIMPROVE26
Increases science output by an additional 50%%
(cumulative with School and Library 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.

@;Waterfront Defences
@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.

@;Harbour
@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 1.

@;Military Wharf
@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.

@;Nile Inundation
@PEDIAIMPROVE39
Every year the River Nile in Egypt would 'inundate'
or flood over a small stretch of land across the Nile.
When the flood waters receded, an extremely rich farm
land region was then farmed for an enormous produce.
It continued every year until the Aswan High Dam was
built in 1968.
Counts as a Granary in every one of your cities.

@;Beer
@PEDIAIMPROVE40
Beer was the most popular drink for the ancient
civilisations throughout the Fertile Cresent, as you
did not have to get water from a lake, well or the
rivers, all of them ridden with diseases and dangerous
creatures. Egypt enjnoyed a mug of beer whilst playing
a polpular game known as Senet, invented a few years
after this scenario ends.
Three extra happy citizens in the city which has it and
one extra happy citizen in every city.

@;Grand Temple of Ra
@PEDIAIMPROVE41
Ra was the Egyptian god of the Sun and later the Kingdom
of Egypt. Because the River Nile had no visible beginning,
it is said to have come from the sun, so Ra was amongst
the most popular gods of ancient Egypt. His principle
city of worship was On (Heliopolis)
City produces one extra trade arrow in each square that
already produces one.

@;Grand Temple of Osiris
@PEDIAIMPROVE42
Osiris was the Egyptian God of the dead, which made him
one of the most popular gods of ancient Egypt. Killed
by his brother Seth, his sisterwife Isis is said to have
cried so much into the Nile that the Inundation was
created. Many cities worshiped Osiris, but the city of
Abjedu (Abydos) was his principle city because all of
the early kings were buried there in Mastaba Tombs and
it was agriculturally rich.
This wonder has no effect in this scenario.

@;Great Temple of Ptah
@PEDIAIMPROVE43
Ptah was god of creation and tomb construction,
so he became an extremely popular god amongst the
ncient Egyptians. His principle cities of worship
were Men-nefer (Memphis) and Ankhmenaptah.
This wonder has no effect in this scenario.

@;Great Ziggurat
@PEDIAIMPROVE44
The Egyptians build pyramids, the Sumerians built
Ziggurats. They were large temples dedicated to
different gods. Although there was no 'Great'
Ziggurat', there were many large ones.
Doubles the effect of all of your temples.

@;Grand Temple of Inyotef
@PEDIAIMPROVE45
Inyotef was the architect who designed the first
pyramid (the Step Pyramid at Meidum), but because
of its construction he was deified. He was popular
in the Old Kingdom, but was soon forgotten. He was
worshipped primarily in Men-nefer (Memphis) and
Meidum.
This wonder has no effect in this scenario.

@;Canaanite Tribes
@PEDIAIMPROVE46
The Canaanites were barbarian tribes which occupied
modern Isreal in ancient times. When Canaan dried up,
they went to Egypt, and the Pharoah only let them live
there if they were virtual slaves. They escaped under
Moses, and wandered the Sinai desert for 40 years 
before returning to Jerusalem and Canaan.
All new ground units produced gain Veteran status.
Any unit which wins a combat gains Veteran status.

@;Lebanese Cedar
@PEDIAIMPROVE47
Wood was scarce throughout the fertile cresent, but
Lebanon was rich in Cedar, and so the resident
Phoenicians traded it with Egypt for enormous profits.
They cut every tree in Phoenicia so that even now,
Lebanon is extremely arid.
Every square in the city's radius produces an extra
resource "shield".

@;Ziggurat of Ur-Nannu
@PEDIAIMPROVE48
This ziggurat was the largest in the world when it was
built. It was the main temple in Urbaida (Ur) and the 
neighbouring cities, so Urbaida became a religously
important city.
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).

@;Phoenician Pride
@PEDIAIMPROVE49
The Phoenicians were a group of loosely united cities along the
Isreali/Lebanese coast. The main cities were Gebel (Byblos)
Berytus (Beirut) Akho (Acco/Acre), Zor (Tyre), Soyda (Sidon),
Arwad (Halba) and Tarabula (Tripolis). Their settlements were
spread all across the Mediterranean Sea and the most famous
were Carthage and Utica. The Phoenician colonies in the west
were lost to the Romans during the Punic Wars (264-146BC), and
the Romans captured the eastern Phoenicians after the 
Mithridatic Wars (88-66BC)
Counts as a Temple Complex in each of your cities.

@;Kerma Pyramids
@PEDIAIMPROVE50
The Kushites and Nubians copied and modified many Egyptian
ideas, such as religion, writing, architecture, trading,
and pyramid building was no exception. Their pyramids were
noticibly similar and different to the Egyptian pyramids,
their points faced North-South, they had 4 sides, they
were made of stone, had the same burial ideas, but the
sides were much steeper and the top was flat. The pyramids
were also built almost side-by-side.
Increases science output of city by 50%%.

@;Alasia Sea Port
@PEDIAIMPROVE51
Alasia was a kingdom confirmed to have been on Cyprus with
its' capital at Enkomi. It exported high-quality copper,
bronze and palm wood, therefore making it extremely rich.
No one is sure exactly when the kingdom ceased to exist, 
although Egyptians or Phoenicians may be accredited for
its end. Enkomi, its capital, was a very big city and had
a world-famous harbour.
Movement rate of all ships is increased by two.

@:Great African Market
@PEDIAIMPROVE52
If there ever was a city which was rich in all luxury goods,
whether they be ivory, cedar, incence, gold, myrrh, jewellery,
linen or frankenscence, Kerma was it. It was the largest non-
Egyptian city in Africa and was well defended, making it a
popular city for Nubian merchants, who would not have the
security or closeness with that of Egypt, and Libyan merchants,
who were often killed by Egyptian soldiers.
All unhappy citizens in city are content.

@;Buhen Fortress
@PEDIAIMPROVE53
Buhen was the Egyptian fortress established in Lower Nubia
between the first and second cataracts to protect Egyptian 
interests to the south. It was the most well-defended city
in the world at that time.
Whenever one of your units becomes obsolete because of a new
technology you have discovered, it is immediately replaced
by an equivalent modern unit.

@;Temple of Enlil
@PEDIAIMPROVE54
Enlil was the god of air, one of the four most important
things which make the universe. The others were An, god
of heaven, Ki, goddess of Earth, and Enki, god of water.
Decreases unhappy citizens on same continent by 2 per city.

@;Grand Temple of Dimuzi
@PEDIAIMPROVE55
Dimuzi was the god of shepherds. Born a mortal, Dimuzi
and Inanna, queen of Heaven, fell in love and got married.
However, Inanna got angry at Dimuzi and sent him away
every year. On his return to Earth, the entire region
would hold festivals in every city.
Doubles science output of city.

@;Pwenet Red Sea Port
@PEDIAIMPROVE56
Pwenet was a thriving city on the Red Sea cost which
bought incences from Yemen and the African coast, and
sold them to the Kushites and Nubians. The incence was
rumoured to be the finest on Earth and Heaven, so it
was bought for an awfully large ammount of cash.
Pays the maintenance for all city improvements which
ordinarily cost 1 Deben per turn.  City improvements
requiring more than 1 Deben per turn maintenance are not
affected.

@;Hanging Gardens
@PEDIAIMPROVE57
Built by Nebuchadnezzar II to remind his homesick Median wife
of her mountainous home, the Hanging Gardens of Babylon were
supposedly one of the greatest architectural achievements in
the ancient world. They were a series of forest covered canopies
which went up to a central point. They were destroyed when the
Romans captured the city during the reign of Trajan.
Two free civilization advances on completion.

@;Step Pyramid
@PEDIAIMPROVE58
The step pyramid was the worlds first ever pyramid. It was
supposed to be 6 mastaba tombs stacked higher and higher
to reach the sun. Built in Meidum, the pyramid still stands
and continues to contain the body of Pharoah Djoser.
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.

@;Great Pyramid
@PEDIAIMPROVE59
The largest of all the pyramids, the Great Pyramid of
Khufu (Cheops) was the tallest building in the world until
the completion of the Eiffel Tower, over 3500 years later.
The pyramid was the last ambitious project taken on by
an Egyptian Pharoah until the reign of Ramesses (Ramses)
II.
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 Hydro power to every city on every continent.

@;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
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 democracy, you can declare war 50%% of the time
^  (peacekeeping missions).

@;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
One extra happy citizen in each city.

@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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