;
;
;TEST OF TIME EMPTY DESCRIPTIONS -- Copyright (c) 1997 MicroProse Software, Inc. 
;
;This file contains the descriptions of all the Civilization Advances, City Improvements, Wonders of
;the World, Units, and Game Concepts displayed in the Civilopedia. It is designed to be adaptable to
;conform to customized scenarios by the replacing existing text with scenario-specific text.
;
;PLEASE MAKE A COPY OF THE ORIGINAL TEXT FILE BEFORE YOU MAKE ANY CHANGES!
;
;
;

@ADVANCE_DESCRIPTIONS
;
;Translation Note: This section consists (verbatim) of the following files from the original Civilopedia, ;strung together to make one contiguous section: ADVANC1.PDE, ADVANC2.PDE, ADVANC3.PDE,
;and ADVANC4.PDE. (French and German versions are .PDF and .PDG respectively.)
;
; The index is a mapping to the rules file. The labels to the right are the entries, IN ORDER,
; that are in the rules.txt file. The number to the left is the description below that
; corresponds to the rules entry. For example, Amphibious Warfare will be the 55'th (remember,
; the list is zero based) description below begining with @@.
; Only ONE entry per line, number MUST BE TERMINATED WITH A COMMA.
; The list must terminate with a -2. A -1 indicates no desription, do not list or index.
;
@@ADVANCE_INDEX
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-2,			; MUST BE HERE! TERMINATOR!

@@
;

@@
;

@IMPROVEMENT_DESCRIPTIONS
;
;Translation Note: The text in this section comes, verbatim, from the IMPROV.PDE text file in the original
;Civilopedia. (French and German versions are .PDF and .PDG respectively.)
;
; The index is a mapping to the rules file. The labels to the right are the entries, IN ORDER,
; that are in the rules.txt file. The number to the left is the description below that
; corresponds to the rules entry. For example, Palace will be the 16'th (remember,
; the list is zero based) description below begining with @@.
; Only ONE entry per line, number MUST BE TERMINATED WITH A COMMA.
; The list must terminate with a -2. A -1 indicates no desription, do not list or index.
;
@@IMPROVEMENT_INDEX
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-2,			; MUST BE HERE! TERMINATOR!

@@
;

@@
;

@WONDER_DESCRIPTIONS
;
;Translation Note: The text in this section comes, verbatim, from the WONDER.PDE text file in the ;original Civilopedia. (French and German versions are .PDF and .PDG respectively.)
;
; The index is a mapping to the rules file. The labels to the right are the entries, IN ORDER,
; that are in the rules.txt file. The number to the left is the description below that
; corresponds to the rules entry, but adjusted by NUM_IMPROVEMENTS.
; For example, Adam Smith's Trading Co. will be the 0'th (remember,
; the list is zero based)(INDEX - NUM_INPROVEMENTS) description below begining with @@.
; Only ONE entry per line, number MUST BE TERMINATED WITH A COMMA.
; The list must terminate with a -2. A -1 indicates no desription, do not list or index.
;
@@WONDER_INDEX
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-2,			; MUST BE HERE! TERMINATOR!

@@
;

@@
;

@UNIT_DESCRIPTIONS
;
;Translation Note: The text in this section comes, verbatim, from the UNITS.PDE and UNITS2.PDE text ;files in the original Civilopedia, strung together to make one contiguous section. (French and German ;versions are .PDF and .PDG respectively.)
;
; The index is a mapping to the rules file. The labels to the right are the entries, IN ORDER,
; that are in the rules.txt file. The number to the left is the description below that
; corresponds to the rules entry. For example, Settlers will be the 50'th (remember,
; the list is zero based) description below begining with @@.
; Only ONE entry per line, number MUST BE TERMINATED WITH A COMMA.
; The list must terminate with a -2. A -1 indicates no desription, do not list or index.
;
@@UNIT_INDEX
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-2,			; MUST BE HERE! TERMINATOR!

@@
; 

@TERRAIN_AND_RESOURCE_DESCRIPTIONS
;
;Translation Note: The text in this section comes, verbatim, from the TERRAIN.PDE text file in the ;original Civilopedia. (French and German versions are .PDF and .PDG respectively.)
;
; The index is a mapping to the rules file. The labels to the right are the entries, IN ORDER,
; that are in the rules.txt file. The number to the left is the description below that
; corresponds to the rules entry. For example, Settlers will be the 50'th (remember,
; the list is zero based) description below begining with @@.
; Only ONE entry per line, number MUST BE TERMINATED WITH A COMMA.
; The list must terminate with a -2. A -1 indicates no desription, do not list or index.
;
@@TERRAIN_INDEX
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-2,			; MUST BE HERE! TERMINATOR!

;Terrain Types

@@
;

@@
;

@GOVERNMENT_DESCRIPTIONS
;
;Translation Note: The text in this section comes, verbatim, from the GOVERN.PDE text file in the ;original Civilopedia. (French and German versions are .PDF and .PDG respectively.)
;
; The index is a mapping to the rules file. The labels to the right are the entries, IN ORDER,
; that are in the rules.txt file. The number to the left is the description below that
; corresponds to the rules entry. For example, Fundamentalism will be the 5'th (remember,
; the list is zero based) description below begining with @@.
; Only ONE entry per line, number MUST BE TERMINATED WITH A COMMA.
; The list must terminate with a -2. A -1 indicates no desription, do not list or index.
;
@@GOVERNMENT_INDEX
0,			; Anarchy
1,			; Principality
2,			; Kingdom
3,			; Empire
4,			; Holy Empire
5,			; Republic
6,			; High Empire
-2,			; MUST BE HERE! TERMINATOR!

@@Anarchy
It is not a Government in this way but an Empires Error.
Was the Government too weak and broken or is the Empire
in Revolution, this way of Non-Government hits.
After a few Turns the Leader will get a new Chance of
Government to force its Strength.

Corruption is great. Tax and Research are dead at all.
Try to get a strong Government. Anarchy.

@@Kingdom
A small and weak Kingdom. Research and Production are small.

Corruption is great. Towns far away from Capital are totally unloyal.

*until 3 units in town getting one citizen happy
*rate tax, lux, research max 60 %
*terrains producing 3+ of resource food, shield, trade, producing 1-
*corruption is great. Despotism.

@@Early Republic
A great and strong Early Republic. Research and Production increase.

Corruption is huge. Towns far away from Capital are a bit unloyal.

*until 3 units in town getting one citizen happy
*rate tax, lux, research max 70 %
*great government for younger empires. Monarchy.

@@Empire
Pure strength and highly producing.

*Spies Veterans
*until 3 units in town getting two citizens happy
*rate tax, lux, research max 80 %
*no corruption
*great government for great armies. Comunism.

@@Holy Empire
A fanatic Age of Warfare without Unhappyness.
Spies everywhere, in Awe and endless Fear.

*never unhappy
*no corruption
*rate tax, lux, research max 80 %
*research - x % and research max by Game or Scenario Rules
*spies normal. Fundamentalism.

@@High Republic
War makes unhappy. Expensive Armies. A great Research and Production.

Every Unit not in town radius forces the capital to getting unhappier.
Corruption normal. Towns far away from Capital are a bit unloyal.

*rate tax, lux, research max 80 %
*Senate could force peace
*great research and trade but unhappy
*expensive armies. Republic.

@@High Empire
War makes unhappy. Expensive Armies. A great Research and Production.

Every Unit not in town radius forces the capital to getting unhappier.

*no corruption
*rate tax, lux, research max 100 %
*Senate could force peace
*great research and trade but unhappy
*cant buy off. Democracy.

@CONCEPT_DESCRIPTIONS
;

@@Special Troopers
By killing some Raging Units, you will get them as
your new Auxiliaries. By destroying Fortresses,
you will get some new Volunteers.
By being bustling and prying, there will be Options
to get some Auxiliaries and Reinforcements.

@@Terrain Defense
No Terrain, even Mountains not, have a 4 Defense Factor.
The usual Factor is 2, that means 100 Percent of that
Units Defense Power are on Defense. The only higher Factor
is 3, that means 150 Percent of Units Defense Power:
Hills, Forest, Mountains, Palms, Manufacture, Facility.

@@Terrain Fortress
To use a Maximum of 3 Defense Factor for every Terrain,
is necessary. To give a 4 Defense Factor will cause a too
high Defense, so that every smart General will send his
Troopers ontop, and wait. The AI will kill itself, or any
Attack will be insane, so a 4 Defense Factor kills the Game.

To build Fortresses will cause an Increase of Defense Power,
and to build a Fortress ontop of a 4 Defense Factor Terrain,
that makes any Attack simply senseless, so i dont use the 4.
See Chapter Terrain Defense for further Information.
To get a 3 Defense Factor plus Fortress plus Veteran is enough.

@@Terrain Changes
You should know, that you can change every single Terrain
into another. That costs Time and Workers, but is worthy.
Workers are slowly, but Oxdrawn Carts have Engineer Ability,
and can transform. So do it. There is Terrain like Manufacture,
Facility, for more Tools. Farmland, Cultivation, for more Food.

You should use all these nice Terrains to increase MUCH! your
Towns Strength. The Improvements in Game are VERY expensive,
but to improve Terrain much, to research another Government,
and to get rich Terrain, rich Towns and working Governments,
and to capture Towns and Ships and Caravans, will make it
possible quite easily, to dominate Taxes and Goods.
See Chapter Oxdrawn Cultivations. Talents Talents Talents.

@@Oxdrawn Cultivations
Only the Oxdrawn Cart can do Transformation of the Lands.
Land like Prair, Farmland and Cultivation as Food-Lands can get
by i-Order their Irrigations/Farming. Land like Desert, Hill,
Mountain, Manufacture, Facility as Tool-Lands can get by m-Order
their Minings. The Workers can cultivate the Land, by using the
i- or m-Orders as usual or as Counter-Orders.

That means, Prair for Example, gets by i-Order its Farming,
by m-Order its Cultivation to Farmland. Farmland for Example,
gets by i-Order its Farming, by m-Order to Cultivation.
To reach Manufacture, Oxdrawn Cart ONLY can transform Prair to.

The Food-Lands get Farming by i-Order, and cultivate to another
Lands by m-Order. The Tool-Lands get Mining by m-Order, and
cultivate to another Lands by m-Order. The Transformation o-Order
allows the Oxdrawn Cart to build up Manufacture out of Prair,
or some other Changes back to Business. Oxdrawn Cart is faster,
in Moving and Working, - and can do the special Jobs.
See Chapter Advanced Orders o f e.

@@Advanced Orders o f e
The Secret of Oxdrawn Cart gives the o Order to transform Terrain.
See Chapter Oxdrawn Cultivations.
The Secret of Fortress gives the f Order for Fortresses.
The Secret of Building gives the e Order for Villages.
Fortresses and Villages prevent many Troopers on the same Square
from dying all together by one single Defeat. But the Fortress
increases the Defense Strength, the Village not.

e Order for Villages is deleted. Village/Airbase in Original Game,
would cause to prevent the Air Units/Catastrophes from Attacking.

@@City Takens
If a City is taken, the Loser gets Troopers by Events Cheats.
He gets Basic Troopers in Capital as Resisters. And his greatest
TOWNS get FREE Resisters, to perhaps conquer the Town back.
I wrote only one City Takens into Events.txt for all Empires,
so the Loser includes every Party: AI and the Human Player,
that means, the Human Player also will get Troopers by being
conquered, that means, that he perhaps might lose on Purpose.

The greatest Towns FREE Resisters will come, to conquer the
Town back, as Free Peoples! And every Empire which loses a Town,
will have empty Treasury (-5000), for this plus 2 Years,
-5000 Talents per Year, as a Rumor within the Empire itself.
So think twice what you will do, Great King. Reason for that:

I want the Empires to lose Improvements, to struggle and fall.
To fear a Conquering, and not to lose on Purpose for Resisters.
And why should an Empire not react, against being conquered?
It would build up new Troopers, Resisters, Volunteers, free
and brave Hearts of its new Generation to survive, to stay free,
like all Human Lands, all Humans did, and will do, ever.

It would struggle as a Government, as a System, as human Morale.
So new Troopers are given by Events Cheats, to show the Will
to survive. So Talents are taken, to show the Struggle and Fall.
That is War versus the Death of an Empire, the Death of mortal
Humans, Mothers, Fathers, Children. They care, they struggle.

Civ2 Test of Time as a strategic Game acts, or reacts, too
faceless i think. You lose Troopers, you lose Towns, and all
goes on and on. But there must be Riot in the House of Death!
So first, an Empire gets new Troopers to show the Will to survive.
And loses Talents to show the Riot, the Suffer and Despair.

The Human Player would lose on Purpose, as i told above,
knowing he will get new Troopers by losing any of his small
and unimportant small Villages, for any of them and ever and
ever again. The only Way to prevent from that Exploitation,
is to hurt by Talents, and it will hurt much, as it should.

The last Reason for me, to make Improvements VERY expensive,
and to make an Empire lose Talents for being conquered, is,
that an Empire falls to Ruins, Kill by Kill, Death by Death.
The High Palace, Town Walls, Aquaeduct, Sewer System, and
even Barracks, are VERY expensive to maintain.

A small Land cannot afford, even a High Palace. To lose,
for being conquered, not Towns only, but Talents to the
empty Treasury, you will lose Improvements too. The Empire
struggles, becomes weaker and weaker, important Buildings
become Ruins, the Citizens use all, to survive.

Until even a huge Town like Hattusa, falls to a derelict Barn,
to a faceless, forgotten Ruin. So every Empire, which Towns
are being conquered Kill by Kill, will get Resisters, will
get its Resistance, as it should be, but will get its Dusk,
by bleeding and bleeding. To lose Towns, and the Control
over your Government, over your Empire, by Struggling and
trying to resist, by falling and becoming weak, thats it.

@@Talents Talents Talents
You can change the Government. The Terrain Resources are very
rich by Production and Taxes, if cultivated. See Chapter Oxdrawn
Cultivations. You will earn a lot of Talents by conquering Towns
or capturing Ships and Caravans. You can establish Trade Routes
as usual. Four very rich Options to give you much much Talents.
But Improvements are VERY expensive, and have a high Maintenance.

Troopers are VERY expensive, too, and if you lose a Town you will
pay this Year 5000 Talents, and the next 2 Years 5000 Talents,
to stabilize your struggling Empire. See Chapter City Takens.
There could be much Talents, but you could lose much Talents also,
so be careful, and invest wise!
See the Chapters Terrain Changes. Imperial Treasury.

@@Imperial Treasury
To build Imperial Treasury will bring Talents by Events,
and by selling it. To build Military Academy will bring
Troopers by Events, and Talents by selling it. That is
another Option to increase the Income of the Empire. Use it.

@@Army Development
I know, that many Modders create one single Branch of Units,
for every Empire a few Units, and all the others are Enemies at all.
I hate it, if i cannot get new Troopers, the Option to research
better Siege Machines, or better Weaponry or -simply- new Troopers.
Got by Events, or never got. Making War with three or four more
or less senseless weak Troopers, that is boring and annoying.

I like that, to being able to research more and more, -perhaps you
wont reach EVER, that Secrets, but they would be there-, to being
able to choose out of many different Options your Way to succeed
or die, your Way of Warfare and Wealth of an Empire. The Art of
Development of an Empire, of an Army, of a World.

@@Art of Modding
I know, that many Modders create cheap Improvements and Units,
and many Towns near by near, to get a fast and hot rushing Game.
The AI builds up, if researched, in every single Town, huge or not,
Improvements, if War or not, if necessary or not. So, expensive
Improvements will cause a huge Lack of AI Unit Buildings, and to
make it cheap will cause a huge Rush of AI Units. I know.

But in my Mind, lives the Joy of satisfying by expensive
Improvements and Units, to make it worth building up precious
Improvements, developing Invasion Armies out of Research and
Reorganizing the Frontier Lines, and building up aimed Armies
in huge Towns. I like that, to being proud of Improvements,
which ARE Improvements in Fact, and not a senseless, worthless Rush.

You have to plan Improvements and Armies, you have to deserve it,
while you try to research, change Government, cultivate Land,
establish Trade Routes, build up Armies and Fleets to capture
Towns and Ships and Caravans. It IS expensive, but there are
many Ways to succeed and to develop an Empire. See the Chapters
Imperial Treasury. Army Development. Terrain Changes.

@@Catastrophes
I tried to implement 9 Catastrophes for CRADLE OF BLOOD.
-Earthquake. A Nuclear Bomb in Original Game,
now an Earthquake killing a whole Town down.
-Pestilence. A Missile in Original Game,
now a Pestilence killing a whole Troop down.
-Drought. An attacking Unit with Submarine Disadvantage,
so a besieging Unit killing Foods down. (off the Game)
-Raging Hordes. An attacking Horde.
-Enemies. The usual Enemies.
-The usual Civil War, much more heavy cause
-The usual Starvation, non-cultivated Lands are very poor.
-Rebellions. Every ~ 50 Years a whole Succession Conflict,
while Outer Enemies rise. A Raging Hordes Super Incident.
-Hattusa. Every 200 Years becomes Desert.

@@Pollution
I dont want to delete Pollution in Game. The two Improvements
of Dumps, and Streets, would be useless, and would have to be
used like the other 2 Improvements the Game already includes
for Special Talents and Special Troopers, Imperial Treasury,
and Military Academy. I like Pollution as a sweet little Element
of Town Sabotage. Problem: It could destroy the Game by melting
Icecaps. You NEED to build Dumps at least, in Towns with the
Improvement Manufacture or the Terrain Manufacture, or you will
get a dead End in Game. Build Dumps in huge Towns.
And fear the Earthquake. See Chapter Catastrophes.

@@The 28 Wonders
All 28 Wonders, await the glorious Empire.

@@Improvements
I am very sorry, but Improvements are DAMNED EXPENSIVE to
build and to maintain. Build your Armies and thank for a few
huge Towns. Not every Town can/needs to maintain a Wall!
Improve your Terrain, to get rich, then much is possible.
See the Chapters Talents Talents Talents. Terrain Changes.

@@Difficulty Great King
Since i made my own Scenarios i learned to play
Civ2 Test of Time heavily. To use all Civ2 Tools and to
be able to modify it quite well. The Improvements are VERY
expensive to build and DAMNED EXPENSIVE to maintain.

The Basic Idea is, that only huge Towns can afford Things
like Walls, and not every small Village. Small Villages
would need much much Time, cause not cultivated*, not huge
enough*, and that all would kill the Taxes FAST. So only huge
Towns should get huge Buildings, and that is expensive enough.

*The Basic Terrain, Prair and Hills, give a small Village
the Minimum, and nothing more. Only to cultivate the Lands
to Food-Lands Farmland and Cultivation, to Tool-Lands
Manufacture and Facility, gives Towns a Chance to grow,
and to getting mighty and rich. Cultivate ONLY, makes rich.
See the Chapter Oxdrawn Cultivations.

Build your Empire to march on. Cultivate the important Land,
build up the important Towns. Not every Town needs a Wall,
and not every Town can build and maintain a Wall, Aquaeduct
or Sewer System. The most Towns will be Supporters of
huge Towns and War. See the Chapter Talents Talents Talents.

@@The Game itself
This Game is created to enjoy Hundreds of Years of
Empires Development while everything is growing fine,
while everything is struggling and fearing Destruction
and Conquer. This Game is created to enjoy the Game itself.
No Victory Condition. No History Cheating Events.

I wanted to create a totally free playable FUN GAME,
playable for every of the seven Empires, free Change
of Governments (if researched!), free Cultivation of
any Terrain to increase dramatically Tools and Food,
free Research, free Army Development, and a free World.
Improvements and Units are VERY expensive, so take your
Time to develop your Empire, and to enjoy.

This Game includes the Town Resisters Order, TRO, and the
General Resisters Order, GRO. The Army Development System,
ADS, the Advanced Lands Cultivation, ALC, and the Conquering
Aggressive Reactions, CAR, which all are Systems, i, perhaps,
invented, and am very proud of. See Chapter Resisters Orders.

@@Ship Building
It is a funny Thing, that Ships are able to sink.
All Ships in Game. I wanted to make Seafare
to the dangerous Art, it is. ALL SHIPS will sink, if
they dont reach Coast at the End of their Movement.

The Secret of High Seafare, will spend more Safety.
The Secret of Deep Sea Navigation ONLY, prevents
any Ships from Sinking. I hope you enjoy the Fleets,
the Wars and the Captures, the Trades and Invasions,
the earning Talents, and the having Fun by Explore.

The Wonder Great Seafare, would prevent any Ships
from Sinking, Veteran Ships.
The Wonder High Seafare, would prevent any Ships
from Sinking, 2 Squares faster.

The Secret of Library seems to make the Ships one Square
faster... thought, why? In Original Game the Tec NP is
Nuclear Power. Thought to change NP from Library to
perhaps Seafare, Ship Building, anything better than...

Library, BUT: The Carthaginians for Example, or the
Portuguese, made a holy Secret out of Trade Routes,
Ship Routes, and had special, and Top Secret Maps for
their Captains. It is in Fact, realistic, that the

Library, makes Ships faster, cause in some Top Secret
Maps, the Captains can find, much better Trade Routes!
So the Library will be another secret Secret in Game,
which will make happy, the glorious Explorer. Have Fun!

@@The Use of All
I am very proud, looking at my actual Scenario Modding.
It looks like becoming a Civ2 Test of Time Masterpiece.
My Masterpiece, and the Game i ever wanted to play.

One of the most amazing Parts of all that, actually
writing in, is called Describe.txt, for Civilopedia.
That Civilopedia will include almost every Information,
every Hint and every Thought of mine. And if ever,
a Guy will read this, have Fun, and read along.

One of the most important Thoughts of my Modding Art is,
that every Part must have its Right to be.
Example: The Troopers. Why should i waste a Unit Slot,
creating a senseless Unit no General ever would build?
If that Unit exists, it exists, cause its Right to be.

If a Bowman exists, he does, cause he can kill Enemies.
If he wouldnt be able to kill Enemies, he would not be.
So, every single Unit must be able, and should be worth
being built by General, otherwise i would have made a
Mistake, and would have better made, a better Unit instead.

The same with every other Part. Why should i make a
Barrack cheap? Is a Barrack an Improvement, you dont like?
Has a Barrack no Ability for the General, the Great King,
being worth to being built? Barracks are important, and
it would be a Waste, to make it cheap and worthless.

If every single Town could have one, it would be nothing.
So, to use everything, what Civ2 Test of Time provides,
offers as a Possibility, is the Modders first Duty.
Different Governments. Terrain Changes. Army Development.
Expensive Improvements and Units. All Units worthy.

Different Units. Possibility to research more and more.
I use simply, what Civ2 Test of Time offers, and try
to fulfill every single Part to its planned Perfection.
The Blood Skin. The Sound. All these Graphics.

All these Txts like this Describe.txt, Rules.txt, and
the Events.txt. My HTML README. My 64bit BATCH.
My Unit Sprites for different Empire Colours. My Icons.
That wonderful Title.gif. The Use of almost every Civ2 Tool.
My Giant Map. My Empires. Free Choose in a totally
free Fun Game. All that i think, is done quite well.

And especially, that complete Civilopedia in Game. :)

@@Secret Secrets
Congratulations for being right here, Great King.

I decided to cover the whole Map. Three Possibilities:
Cover the whole Map, so that the Great King could explore.
Reveal the whole Map, so that... Barbarian Activity will
waste your Time, and it is not interesting anymore, to
capture the Truth. Or, to hack one by another, revealed
Squares into the Game, for every single Empire an
enlighted Area... explore, Great King, Knowledge is Power.

I decided to not give any History Cheating Events (HCEs).
You make your War, you make your Peace.
BUT: For conquering special Towns, you will enable some
Punishment by the Enemy, see Chapter Resisters Orders.

@@Resisters Orders
The evil Modder invented three special Moves:
The Town Resisters Order, TRO, the
General Resisters Order, GRO, the
Conquering Aggressive Reactions, CAR.
 
The General Resisters Order, see Chapter
City Takens, cheats for any City taken,
the losing Empire Resisters in Capital,
AND takes Talents, 3 Times 5000 Talents,
to prevent to give Resisters for free.

The Town Resisters Order cheats some huge
Towns special Resisters in the nearby Area.

The Conquering Aggressive Reactions cheat some
huge Armies for special Towns in the nearby Area.

@@Watch out
You have to explore the Lands, and to succeed in
many different Ways, to being surprised by a lively
written Events.txt, conquering Towns, capturing
Special Troopers and getting Talents out of the
Business of CRADLE OF BLOOD. Everything is expensive,
but everything spends many different Things.

Have Fun!

@This must be here to terminate search!!!