;Ultimate Civ II - Civilopedia Descriptions Text File -- Copyright (c) 1997 MicroProse Software, Inc. 
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@ADVANCE_DESCRIPTIONS

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@IMPROVEMENT_DESCRIPTIONS

@@IMPROVEMENT_INDEX
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@WONDER_DESCRIPTIONS

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@UNIT_DESCRIPTIONS

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@TERRAIN_AND_RESOURCE_DESCRIPTIONS

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;Terrain Types
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@GOVERNMENT_DESCRIPTIONS

@@GOVERNMENT_INDEX
0,			; Anarchy
1,			; Despotism
5,			; Monarchy
2,			; Communism
4,			; Fundamentalism
6,			; Republic
3,			; Democracy
-2,			; MUST BE HERE! TERMINATOR!

@@Anarchy
Tyrany represents not so much a government type as the lack of any stable government. Tyrany occurs when your civilization's government falls, or when you decide to have a Revolution. After a few turns of Tyrany, you can rebuild a new government. Tyrany is similar to Early Republic, except that the corruption rate is VERY HIGH. However, no taxes are collected during a period of Anarchy, and no scientific research is conducted.

@@Despotism	
A Republic is an assembly of autonomous city-states under the control of a central government. Although the central government has the ultimate say in matters that affect the society as a whole, the city-states are given a certain amount of latitude in the governing of local affairs. Decisions are made by the ruler, but are subject to review by a group of officials known as the Senate. 

* Each unit above the city size costs one Shield per turn.
* Settlers eat one Food per turn.

Up to three military units in each city institute "martial law". Each of these units makes one unhappy citizen content.

Early Republic has a high rate of corruption and waste. The farther a city is from your capital, the higher its level of corruption.

* Under a Early Republic, Tax/Luxury/Science rates cannot be set higher than 60%.
* Any terrain square that ordinarily produces three or more of any resource (Food, Shields, or Trade) produces one less.
* Because of Early Republics's high rate of corruption, it is almost always an inferior form of government. Try to switch to a Later Republic as soon as possible.

@@Communism
An Empire is ruled by a single person, known as an Emperor. The emperor's rule is less absolute than that of a despot, and he or she usually has the acceptance of at least the upper-class. The aristocrats under this system of government have some economic freedom, allowing the civilization to be more productive.

* Each unit beyond the third unit costs one Shield per turn.
* Settlers eat one Food per turn.

Up to three military units in each city institute "martial law". Each of these units makes two unhappy citizens content.

Under Imperium, state control of the economy eliminates organized crime. Your cities, therefore, experience no corruption.

* All Spy units produced under Imperium governments are Veterans.
* Under Imperium, Tax/Luxury/Science rates cannot be set higher than 80%. 

* Imperium is best for large, far-flung empires that need to maintain a large military.

@@Democracy
Not available

@@Fundamentalism
Dictatorship is a form of government organized around a central set of beliefs. These beliefs, usually religious in nature, form a rigid guideline for the actions and reactions of both the ruler and the people. In a Dictatorship society, the people and the rulers are entirely devoted to their beliefs, and are usually willing to die to preserve them.

* Each unit beyond the tenth unit costs one Shield per turn (except Fanatics, which never require maintenance).
* Settlers eat two Food per turn.

Under Dictatorship, no citizen is ever unhappy!

Dictatorship has a very low rate of corruption.

* Under Dictatorship, Tax/Luxury/Science rates cannot be set higher than 80%.
* Under Dictatorship, all Science production is HALVED.
* Improvements that normally convert unhappy citizens to content citizens produce "tithes" (money) equivalent to the number of people they would normally convert, and require no maintenance.
* The diplomatic penalties for terrorist acts committed by Diplomats and Spies is reduced.

* Dictatorship eliminates all happiness problems and provides excellent revenue, although research tends to languish.

@@Monarchy
A Republic is an assembly of autonomous city-states under the control of a central government. Although the central government has the ultimate say in matters that affect the society as a whole, the city-states are given a certain amount of latitude in the governing of local affairs. Decisions are made by the ruler, but are subject to review by a group of officials known as the Senate.

* Each unit beyond the third unit costs one Shield per turn.
* Settlers eat one Food per turn.

Up to three military units in each city institute "martial law". Each of these units makes one unhappy citizen content.

Later Republic has a moderate rate of corruption and waste. The farther a city is from your capital, the higher its level of corruption.

* Under Later Republic, Tax/Luxury/Science rates cannot be set higher than 70%.

* Later Republic is an excellent form of government for a young civilization.

@@Republic
Not available!

@CONCEPT_DESCRIPTIONS

@@1) Introduction
281B.C. The Mediterranean powers struggle for supremacy. Will the Hellenic successor states reassert their power, will Carthage or Rome take over as the superpower in the known world or will the Barbarians of the north sweep down and destroy the classical world?

Since its foundation 472 years ago Rome has struggled to overthrow its Etruscan overlords, fended off Celtic invasions and fought for dominance over the Latin and Samnite tribes of the Italian peninsula. In the south the Hellenic cities of Magna Graecia stand in the way of Roman expansion. Concerned by Roman interferance in its affairs Tarentum, the most prosperous of the Greek cities and an ally of Sparta, sends a request for assistance to King Pyrrhus of Epirus, kinsman of Alexander!

Designed for playing as the Romans at Emperor level.

The game begins in 281 BC and ends 63 AD.
Each turn is two years for a total of 172 turns.
Feel free to continue after this date!

@@Objectives
Your goal is to emulate or exceed the achievements of the ancient Roman empire builders. 

There are 219 objectives. For a decisive victory you have to take 215 objectives (This would include most of Britain). 200 will grant you a marginal victory. 180 is a marginal defeat and 150 is a desicive defeat, feel free to fall on your sword! 

@@2) House Rules
- Play using Civ2 Unlimited!
- You must rename cities when prompted
- Re-homing of Merchants IS allowed
- Rebuild city walls immediately if destroyed 
- Maximum of three Forts per city
- No pillaging of stackable terrain

@@5) Stackable Terrian
All land squares, bar mountains, are stackable (IE units in a stack are destroyed one at a time instead of as a group). This is achieved by giving each square an invisible airfield.

@@4) Rebuilding City Walls
If the City Walls of a city are destroyed when it is captured the CivCity tool should be used to rebuild them immediately. This is intended to prevent the complete destruction of cities that repeatedly change hands during a war. This should also be applied to computer controlled cities which lose their walls.

Save the game, launch CivCity and load the save game. Find the city on the list and tick the City Walls box. Now reload the game. You should see the City Walls have reappeared. Please also replace any city walls you see have been destroyed when the AI capture a city.

@@3) Civ2 Unlimited
I have included Civ2Unlimited with the scenario folder. This is to be used to launch the game as it allows for many more units than the vanilla games maximum limit. To use Civ2Unlimited copy the two files in the folder and paste them into your main Test of Time directory. Double click the Civ2Unlimited.exe and it will bring up the launch options. Make sure World Max Units: 32000 is ticked then click Launch Game. Test of Time will then load up as usual.<BR>

@@7) Trade
In order to keep the game in balance and free the player from the tedious task of rush building hunderds of units I decided to make Merchants non-buildable. Instead Merchants will appear via events in major trade hubs. Most of these begin the game under AI control and the event will be blocked. When the Romans capture the city the event will work and the Merchants will appear. You can re-home merchants!

Trade represents more than just the exchange of goods and cash between cities and civilizations. Trade also represents the exchange of knowledge and ideas, and the recreational travel and activities of the citizens of your civilization. The total amount of Trade produced by each city is represented by double-arrow icons displayed in the Resource Chart of the City Display. Trade is then broken down into three separate components: Taxes, Luxuries, and Science. The amount of Trade allocated to each of these areas is controlled by selecting the "Change Tax Rate" option on the Kingdom menu.

Trade can be increased through the construction of certain City Improvements and Wonders of the World. It can also be increased through terrain improvements, and through the establishment of trade routes.

@@Trade Routes
Trade routes are established by moving a Caravan or Freight unit into a city at least ten squares from the unit's home city. You receive an immediate cash payment on the turn that the route is established. On each ensuing turn, each city receives a Trade bonus for as long as the trade route exists. The farther apart the two cities are, the more valuable the trade route. Trade routes established with cities of a rival civilization tend to be more profitable than those established between friendly cities. Each city may have up to three active trade routes at any time.

When using the Advanced Trade rules, the value of a trade route is also affected by the type of goods traded. When trading a commodity that is demanded by the destination city, the trade route is much more profitable.

@@6) The Legions
I wanted to find a way to represent the Republican era Legion. Just making all the units buildable would not work unless the player was willing to build them all. I adapted the recruit idea from Heresson's Komnenai scenario. The expensive New Legion unit is intended to destroy itself against the training camp to trigger the Legion event that will produce a complete Legion. This means the player can spend less time micro managing cities and more time building the Empire!

@@8) Wonders
The Roman Senate (Leonardo's Workshop) will upgrade all Republican Era foot units to either Cohorts or Auxiliarys when the Marian Reforms technology is discovered. 

The Germanics have The Barbarians wonder (Sun Tzu's War Achademy) in Germania, a ficticious city in the far north-east corner of the map. It is unreachable so don't even bother wasting time trying to capture it!

Iberia's Resources (Hoover Dam) will give your cities a major production boost if it can be taken from the Carthaginians. 

The Warfleet Arsenal in Carthage gives the Punic Navy an edge over the Romans and would be a great prize! 

The other wonders are all valuable, but not game changers.

@@9) Rewards
As well as the Wonders there are several other rewards for capturing enemy cities. This could be money, new units, new technologies. Capturing major trade centers will allow the event production of Merchants. These will have no home city and can be re-homed!</P>

@@Disband
When a friendly unit becomes obsolete, costs too much to maintain, or causes unhappiness among your population, you might want to eliminate the unit. To eliminate a unit, order it to disband by holding down the shift key and pressing "D", or by selecting "Disband" from the Orders menu. Once disbanded, the unit is permanently removed from the game.

When a unit is disbanded inside a friendly city, half of the unit's production cost in Shields is added to the production of whatever unit, Improvement, or Wonder is currently under production in the city.

@@Fortify
Roman legions on campaign halted their march early enough each evening to build a completely fortified camp for the night. They had learned the value of defensive fortifications when under attack. Where possible, it was the standard practice of most armies to build defensive works of some type whenever expecting an attack. Fortified defenders had their fighting strength multiplied, making it much harder to defeat them.

Ground units can be ordered to fortify by pressing the "F" key, or by selecting "Fortify" from the Orders menu. The defensive value of fortified units is increased by 50 percent.

@@Cities List - Latin Names
In ACIII I have used tribal names for many Celtic, Germanic and other Barbarian cities. These tribe/cities are located in the general location of the tribe in question on the spot where a later Roman colony would be founded. For example the Catuvellauni tribe in Brittania were conquered by the Romans who later founded Londinium (London). 
When one of these cities is captured a text event popup will prompt you to rename the city. I would have a pen and paper to hand to make a note. This process has no effect on the events so don't be shy renaming cities! I have included a lits of Latin city names in case you miss the popup!

GAUL
The Aedui tribe have been conquered, the colony of Bibracte is founded.
The Allobroges tribe have been conquered, the colony of Arelate is founded. 
The Ambiani tribe have been conquered, the colony of Samarobriva is founded.
The Arverni tribe have been conquered, the colony of Lugdunum is founded.
The Baiocasses tribe have been conquered, the colony of Augustodurum is founded. 
The Bituriges tribe have been conquered, the colony of Avaricum is founded. 
The Burdigii tribe have been conquered, the colony of Burdigala is founded. 
The Carnute tribe have been conquered, the colony of Cenabum is founded. 
The Mediomatrici tribe have been conquered, the colony of Divodurum is founded.
The Menapii tribe have been conquered, the colony of Gesoriacum is founded. 
The Nemessos tribe have been conquered, the colony of Augustonemetum is founded.
The Nervii tribe have been conquered, the colony of Tullum is founded. 
The Parisii tribe have been conquered, the colony of Lutetia is founded.
The Pictones tribe have been conquered, the colony of Limonum is founded.
The Remi tribe have been conquered, the colony of Durocortorum is founded. 
The Santone tribe have been conquered, the colony of Saguntum is founded. 
The Senone tribe have been conquered, the colony of Divionese is founded. 
The Senonii tribe have been conquered, the colony of Agedincum is founded.
The Sequani tribe have been conquered, the colony of Vesontio is founded. 
The Treveri tribe have been conquered, the colony of Treverorum is founded. 
The Tungri tribe have been conquered, the colony of Aduatuca is founded. 
The Ubii tribe have been conquered, the colony of Colonia Agripina is founded.
The Veneti tribe have been conquered, the colony of Durioritum is founded.
The Vivisci tribe have been conquered, the colony of Tolosa is founded.

BRITANNIA
The Belgae tribe have been conquered, the colony of Aquae Sulis is founded. 
The Brigantes tribe have been conquered, the colony of Eburacum is founded. 
The Cantii tribe have been conquered, the colony of Dubris is founded.
The Catuvellauni tribe have been conquered, the colony of Londinium is founded. 
The Coritani tribe have been conquered, the colony of Lindum is founded.
The Cornovii tribe have been conquered, the colony of Deva is founded.
The Dobunni tribe have been conquered, the colony of Glevum is founded. 
The Dumnonii tribe have been conquered, the colony of Dumnoniorum is founded. 
The Iceni tribe have been conquered, the colony of Venta Icenorum is founded. 
The Regni tribe have been conquered, the colony of Verulamium is founded.
The Selgovae tribe have been conquered, the colony of Trimontium is founded. 
The Silures tribe have been conquered, the colony of Isca is founded.
The Trinovantes tribe have been conquered, the colony of Camulodunum is founded.
The Damnonii tribe have been conquered, the colony of Damnonium is founded.

IBERIA
The Astures tribe have been conquered, the colony of Brigantium is founded. 
The Cantabri tribe have been conquered, the colony of Asturica is founded. 
The Carpetani tribe have been conquered, the colony of Toletum is founded.
The Contestani tribe have been conquered, the colony of Laminium is founded.
The Illergetes tribe have been conquered, the colony of Caesaraugusta is founded.
The Lusitani tribe have been conquered, the colony of Olispo is founded.
The Turdetani tribe have been conquered, the colony of Emerita Augusta is founded.
The Turuli tribe have been conquered, the colony of Castulo is founded.
The Vaccaei tribe have been conquered, the colony of Pallantia is founded.
The Vacceos tribe have been conquered, the colony of Salamantica is founded.
The Vascones tribe have been conquered, the colony of Tarbellicae is founded.

GERMANIA AND BALKANS
The Batavi tribe have been conquered, the colony of Vetera is founded.
The Chauci tribe have been conquered, the colony of Batauorum is founded.
The Cobinii tribe have been conquered, the colony of Aquincum is founded. 
The Dunonii tribe have been conquered, the colony of Ratiaria is founded.
The Durostii tribe have been conquered, the colony of Durostorum is founded.
The city of Epidamnos is captured and renamed Dyrrhachum.
The Helvetti tribe have been conquered, the colony of Brigantium is founded.
The Histri tribe have been conquered, the colony of Pola is founded.
The Karn tribe have been conquered, the colony of Vindobona is founded.
The Kostii tribe have been conquered, the colony of Viminacium is founded.
The Odesci tribe have been conquered, the colony of Odessus is founded.
The Noricini tribe have been conquered, the colony of Lauriacum is founded.
The Poetivi tribe have been conquered, the colony of Poetovio is founded.
The Savarii tribe have been conquered, the colony of Savaria is founded.
The Serdi tribe have been conquered, the colony of Serdica is founded.
The Scordisci tribe have been conquered, the colony of Singidunum is founded.
The Siscii tribe have been conquered, the colony of Siscia is founded. 
The Sirmii tribe have been conquered, the colony of Surmium is founded.
The Taurisci tribe have been conquered, the colony of Virunum is founded. 
The Triballian tribe have been conquered, the colony of Oescus is founded.
The city of Uskadama is captured and renamed Hadrianopolis.
The Vangiones tribe have been conquered, the colony of Moguntiacum is founded. 
The Vindelici tribe have been conquered, the colony of Vindelicorum is founded. 
The Ardiaei tribe have been conquered, the colony of Vardiacum is founded. 
The city of Rhizon is captured and renamed Epidaurus.

ITALY
The Brunii tribe have been conquered, the colony of Tridentum is founded.
The city of Brentesion is captured and renamed Brundisium.
The Carni tribe have been conquered, the colony of Aquileia is founded.
The Cenomani tribe have been conquered, the colony of Verona is founded.
The Etruscan tribes of Eturia (Clusium) have been conquered, the colony of Perusia is founded. 
The city of Felsina is captured and renamed Bononia. 
The Insubres tribe have been conquered, the colony of Mediolanum is founded.
The Ligurii tribe have been conquered, the colony of Placentia is founded. 
The city of Padana is captured and renamed Ariminum. 
The Paeligni tribe have been conquered, the colony of Corfinium is founded. 
The Pelasgi tribe have been conquered, the colony of Pisae is founded.
The Pentri Samnites have been conquered, the colony of Boviantum is founded. 
The city of Poseidonia is captured and renamed Paestum. 
The city of Taras is captured and renamed Tarentum.
The Taurini tribe have been conquered, the colony of Taurinorum is founded. 
The Tyrrhenii tribe have been conquered, the colony of Ravenna is founded.
The Umbri tribe have been conquered, the colony of Spoletium is founded. 
The Vagienni tribe have been conquered, the colony of Genua is founded.

NORTH AFRICA
The city of Jol is captured and renamed Caesarea.

@@Irrigation
When the early farmers moved down from the hills into the valleys of the Nile, Tigris, and Euphrates Rivers, they had to develop the technology of irrigation. The freshwater rivers passed through lands essentially barren due to the lack of rainfall. Through irrigation, water could be removed from the rivers and spread on the nearby land, making it suitable for farming.

Irrigation increases Food production in Grasslands, Plains, Deserts, and Hills. Only squares vertically or horizontally adjacent to water (Oceans or Rivers) or another irrigated square can be irrigated. After the discovery of Refrigeration, terrain squares can be double-irrigated to create farmland. Settlers and Engineers can be ordered to irrigate by pressing the "I" key, or by selecting "Build Irrigation" from the Orders menu.

@@Luxuries
The provision of Luxuries for your citizens is indicated by the goblet icons in the Resource Box of the City Display. Each two Luxuries makes one content citizen happy, or one unhappy citizen content. The amount of Luxuries a city produces is mainly determined by the percentage of Trade you have allocated to Luxuries. This can be adjusted using the "Change Tax Rate" command on the Kingdom menu. A city's Luxuries can also be increased by building certain City Improvements and Wonders of the World, and by converting citizens into Entertainers.

@@Mining
Early civilizations had little difficulty locating nearly pure deposits of useful metals, such as gold, silver, and copper, lying exposed on the Earth's surface. As time passed, the surface deposits were exhausted, and people began digging into the ground to look for more. Mining and excavation for metals and other valuable materials continues today.

Mining increases the Shield production of Deserts and Mountains by one, and increases the Shield production of Hills by 3. Settlers and Engineers can be ordered to dig mines by pressing the "M" key, or by choosing the "Build Mine" command from the Orders menu.

@@Pillage
The terrain improvements built by other civilizations (irrigation, mines, etc.) can be destroyed by moving a unit into the improved terrain square and ordering the unit to pillage. This reduces the production value of the land, and forces your enemy to re-develop the terrain.

Units can be ordered to pillage by holding down the shift key and pressing "P", or by choosing the "Pillage" command from the Orders menu. The unit must be ordered to pillage once for each of the terrain improvements you want to destroy. A fully developed terrain square (farmland with a railroad, for example) must be pillaged four times in order to remove all improvements.

@@Roads
A network of good quality roads improves travel between cities. Roads were important to ancient civilizations for trade and the movement of troops. As technology grew, roads were improved. Modern, paved roads are passable in almost any type of weather, and can be traversed much more quickly than dirt roads.

Roads can be built by Settlers and Engineers by pressing the "R" key, or by selecting the "Build Road" command from the Orders menu. Roads can be built in any terrain except Oceans; however, they cannot be built in a River square until the discovery of Bridge Building. Units moving along roads expend only one third of a movement point per square, regardless of terrain type. Roads also increase the amount of Trade produced by Deserts, Plains, Grasslands, and any natural resource that already generates trade.

@@Science
The amount of scientific research contributed by a city is indicated by the beaker icons shown in the Resource Chart of the City Display. At the start of each turn, the science output of each city is added to the research project currently in progress, eventually resulting in the discovery of a new Civilization Advance. The more beakers each city produces, the faster new Advances are discovered. The amount of science produced by your civilization is primarily determined by the amount of incoming Trade you have allocated to science. This percentage can be adjusted by selecting the "Change Tax Rate" command on the Kingdom menu.

The science output of individual cities and your civilization as a whole can also be increased by building certain City Improvements and Wonders of the World, or by converting citizens into Scientists.

@@Sentry
Units ordered to go on sentry duty appear as gray silhouettes. These units are removed from the movement queue, and remain on sentry duty until another unit moves into their sight range or until they are manually reactivated. Units on sentry duty inside a city are automatically loaded onto ships (up to the ship's unit carrying capacity) when the ship leaves the city.

Units are placed on sentry duty by pressing the "S" key, or by choosing the "Sentry" option on the Orders menu. Damaged units placed on sentry inside a city become active when they have been completely repaired.

@@Shields
The production of raw materials by your cities is represented by shield icons. Thus, raw materials are commonly referred to as "Shields". The number of Shields produced by each city is displayed in the Resource Chart of the City Display. Shields are used to support units. Each unit might, depending on government type and other circumstances, require that its home city expend one Shield per turn to support the unit. Excess Shields not used to support units are used for the production of City Improvements, Wonders of the World, and new units.

Shield production largely depends on the type of terrain surrounding the city. In most circumstances, Shield production of a city can be increased through the construction of certain Improvements and Wonders. The construction of mines also improves Shield production in certain types of terrain.

@@Specialists
The citizen icons displayed in the Population Roster of the City Display represent the city's work force. Each citizen added to the roster is automatically put to work developing one of the terrain squares within the city radius. In certain situations it may become necessary to remove a citizen from terrain production in order to perform a specific task. Citizens so removed are called specialists. There are three types of specialist, each of which increases one of the three components of Trade produced by a city. Entertainers increase Luxuries, Tax Men increase Taxes, and Scientists increase Science production.

To create a specialist, click on any production square in the City Map. The production icons disappear from the square, and an Entertainer appears in the Population Roster. To create a Tax Man, click the Entertainer icon once. To create a Scientist, first create a Tax Man, then click the Tax Man icon once. Cities must be size five or larger to support Tax Men and Scientists.

@@Taxes
The Taxes collected by a city are indicated by gold coin icons in the Resource Chart of the City Display. Taxes are used primarily to pay the maintenance cost of City Improvements each turn. Any tax revenues not used for maintenance of Improvements are added to your treasury. The amount of Taxes generated by the city is primarily determined by the amount of incoming Trade you have allocated to Taxes. This can be adjusted by selecting the "Change Tax Rate" option from the Kingdom menu.

Tax revenues can also be increased through the construction of certain City Improvements and Wonders of the World, or by converting citizens into Tax Men.

@@Veteran Units
During the American Civil War, soldiers who had never been in battle were said to have "seen the elephant" after being under fire for the first time. Afterward, they were considered veterans. History shows that well-trained, veteran soldiers are much more likely to survive a battle than inexperienced troops.

Units have a 50 percent chance of becoming Veterans each time they survive a combat encounter. Cities with a Barracks Improvement automatically produce Veteran units, as do all cities under the influence of the Sun Tzu's War Academy Wonder. The attack and defense factors of Veteran units is increased by 50 percent.

@@Corruption and Waste
As your civilization grows, you might notice that some of your cities are losing some of their Trade and Shields to corruption and waste. Corruption is Trade income that is lost to theft, embezzlement, and other illegal practices. Waste is Shield production that is lost to inefficiency. The farther a city is from your capital, the more corruption and waste it experiences. The amount of corruption and waste is also affected by the system of government you are using.
 
Corruption and waste, if left unchecked, can significantly slow the development of your civilization. Both corruption and waste can be reduced by 50 percent by building a Courthouse in the city experiencing the problem. The best solution, however, is to switch your system of government to a more advanced form. The more advanced the government, the less corruption and waste you experience. Communism and Democracy alleviate this problem altogether.

@@Unhappiness Due to Civ Size
Once you have built a certain number of cities, your citizens start to worry about your ability to effectively govern your civilization. When this occurs, additional unhappy citizens appear in each city.

The number of cities you can build before causing additional unhappiness is based on a number of factors, including game difficulty level and government type. The number of cities is higher for more advanced governments and lower levels of difficulty.

@@Combat Damage
It is now possible for units to be damaged as a result of combat. In each successful attack, a unit inflicts an amount of damage equal to its Firepower rating. The amount of damage a unit can sustain before it is destroyed is determined by multiplying the unit's Hit Point rating by ten.

The approximate amount of damage a unit has sustained can be determined by the length and color of the unit's damage bar (the colored bar at the top of the unit's shield symbol). A green bar indicates that the unit has lost from 0 to 33 percent of its Hit Points, a yellow bar shows that the unit has lost from 34 to 66 percent, and a red bar indicates that it has lost 67 percent or more.

Damage also affects the movement of a unit. The percentage of movement lost is equivalent to the percentage of Hit Points lost. Sea units can never have their movement reduced below two. The movement of air units is not affected by damage.

@@Transforming Terrain
In addition to the changes to Terrain that can be made through irrigation and mining, Engineers are able to transform map squares into a radically different Terrain types by using the "Transform" command on the Orders menu. Terrain transformation is particularly useful if the Terrain surrounding a city doesn't produce sufficient resources.

See the Civilopedia entries for each Terrain type for the results of Engineer transformation.

@@City Squares
;Translation Note: This refers to the map squares occupied by cities, not "Town Squares".
The resources utilized by a city are not only generated in the squares surrounding the city: they are also generated by the city square itself. The city square generates all the resources normally produced by the Terrain type on which the city is built. In addition, the Terrain square occupied by the city is improved to the maximum extent possible. The city square automatically contains a road, which is upgraded to a railroad when the Railroad Advance is discovered. The city square is also automatically irrigated or mined, depending on the type of terrain. Finally, if the city is built on Terrain that normally produces no Shields, one Shield is automatically added to the other resources generated in the city square. These enhancements ensure that the city square produces the maximum amount of resources possible.


@This must be here to terminate search!!!

