;
;   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 workers to build fortresses.
^Allows workers to build battlefields.
^Allows workers to build railroads.
^Allows workers to improve farming.
^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
^2Square Sight.
^Ignore EnemyZones.
^CoastAttack.
^NoCoastAttack.
^FlightAttack.
^Landnear Ship.
^Ignore Walls.
^Carry.
^Hero.
^Street Square.
^x2vs Troops.
^Fundamentalism.
^Explodes by Attacking.
^x2vs Flights.
^Invisible Sight.


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


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

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

@;Palace
@PEDIAIMPROVE1
Capital of the Empire.
Glory of all nearer Towns.
Damned expensive in Maintenance.

@;Barracks
@PEDIAIMPROVE2
Town builds Veterans.
Faster healed.

@;Granary
@PEDIAIMPROVE3
A growing Town needs less of Food.

@;Temple
@PEDIAIMPROVE4
Two Citizens less nervous.

@;Marketplace
@PEDIAIMPROVE5
Gold and Luxury +50 %.

@;Library
@PEDIAIMPROVE6
Research +50 %.

@;Courthouse
@PEDIAIMPROVE7
Corruption -50 %.
Empire one Citizen less nervous.

@;City Walls
@PEDIAIMPROVE8
Stronger Defense.
Damned expensive in Maintenance.

@;Aqueduct
@PEDIAIMPROVE9
Growth +8.

@;Bank
@PEDIAIMPROVE10
Gold and Luxury +50 % (Market upper).

@;Cathedral
@PEDIAIMPROVE11
Three or four Citizens less nervous.

@;University
@PEDIAIMPROVE12
Research +50 % (Library upper).

@;Mass Transit
@PEDIAIMPROVE13
Eliminates Pollution caused by Population.

@;Colosseum
@PEDIAIMPROVE14
Three or four Citizens less nervous.

@;Factory
@PEDIAIMPROVE15
Production +50 %.

@;Mfg. Plant
@PEDIAIMPROVE16
Production +50 % (Manufacture upper).
If Guild built you can and should still build
Blacksmith/ Guildhouse/ Moloch/ Facility
to increase the Production Power of Town.

@;SDI Defense
@PEDIAIMPROVE17
No.

@;Recycling Center
@PEDIAIMPROVE18
Decreases Pollution caused by Factories.

@;Power Plant
@PEDIAIMPROVE19
Production of Manufactures +50 %.
Not very clean. If Blacksmith built you could
still build Guildhouse/ Moloch/ Facility,
but it wouldnt increase Production anymore.
ONLY ONE OUT OF FOUR NEEDED!

@;Hydro Plant
@PEDIAIMPROVE20
Production of Manufactures +50 %.
Not very clean. If Guildhouse built you could
still build Facility/ you cannot/
dont need to build Blacksmith/ Moloch,
but it wouldnt increase Production anymore.
ONLY ONE OUT OF FOUR NEEDED!

@;Nuclear Plant
@PEDIAIMPROVE21
Production of Manufactures +50 %.
Not very clean and unsave. (Military Academy for Safety).
If Moloch built you could still build Guildhouse/
Facility/ you cannot/ dont need to build Blacksmith,
but it wouldnt increase Production anymore.
ONLY ONE OUT OF FOUR NEEDED!

@;Stock Exchange
@PEDIAIMPROVE22
Gold and Luxury +50 % (Market +Treasury upper 150 %).

@;Sewer System
@PEDIAIMPROVE23
Growth +12.

@;Supermarket
@PEDIAIMPROVE24
Town Radius with "Great Farm" (Better Farming) +50 % Food.

@;Superhighways
@PEDIAIMPROVE25
Town Radius with Streets Trade +50 %.

@;Research Lab
@PEDIAIMPROVE26
Research +50 % (Library +Alchemistry upper 150 %).

@;SAM Missile Battery
@PEDIAIMPROVE27
Imperial Treasury will bring much Talents.

@;Coastal Fortress
@PEDIAIMPROVE28
Better Defense versus Sea.

@;Solar Plant
@PEDIAIMPROVE29
Production of Manufactures +50 %.
Very clean and save. Decreases Pollution.
If Facility built you cannot/
dont need to build Blacksmith/ Guildhouse/
Moloch anymore, it wouldnt increase Production.
ONLY ONE OUT OF FOUR NEEDED!

@;Harbor
@PEDIAIMPROVE30
Town Ocean Radius +1 Food.

@;Offshore Platform
@PEDIAIMPROVE31
Town Ocean Radius +1 Tool.

@;Airport
@PEDIAIMPROVE32
No.

@;Police Station
@PEDIAIMPROVE33
Saver Town. Armies must hold it less.

@;Port Facility
@PEDIAIMPROVE34
Town builds Veteran Ships.
Faster healed.

@;Transporter
@PEDIAIMPROVE35
Military Academy brings Troopers and Safety in Town.

@;SS Structural
@PEDIAIMPROVE36
No.

@;SS Component
@PEDIAIMPROVE37
No.

@;SS Module
@PEDIAIMPROVE38
No.

@;Capitalization
@PEDIAIMPROVE39
Production into Talents.

@;Pyramids
@PEDIAIMPROVE40
Every Town a Granary.

@;Hanging Gardens
@PEDIAIMPROVE41
Citizens in whole Empire less nervous and happy.

@;Colossus
@PEDIAIMPROVE42
A very productive Town.
You can and should still build Blacksmith/
Guildhouse/ Moloch to increase
the Production Power of Town.

@;Lighthouse
@PEDIAIMPROVE43
Coast-near Ships dont sink anymore.
Veterans. Non-Coast-near Ships one
Square faster. Dont exist in Scenario.

@;Great Library
@PEDIAIMPROVE44
Gives Tec two Empires have.

@;Oracle
@PEDIAIMPROVE45
Doubles the Effect of Temples.

@;Great Wall
@PEDIAIMPROVE46
Diplomacy is great.
Every Town a Wall.

@;Sun Tzu's War Academy
@PEDIAIMPROVE47
All built Troopers Veterans.
All Winners Veterans.

@;King Richard's Crusade
@PEDIAIMPROVE48
The Town is very busy and a bit uncleaner.
You can and should still build Blacksmith/
Guildhouse/ Moloch and Manufacture to increase
the Production Power of Town.

@;Marco Polo's Embassy
@PEDIAIMPROVE49
Embassies everywhere. How beautiful.

@;Michelangelo's Chapel
@PEDIAIMPROVE50
Citizens in whole Empire less nervous and happy.

@;Copernicus' Observatory
@PEDIAIMPROVE51
The Town is very wise.

@;Magellan's Expedition
@PEDIAIMPROVE52
Coast-near Ships dont sink anymore.
Ships two Squares faster.

@:Shakespeare's Theatre
@PEDIAIMPROVE53
Citizens in this Town less nervous and happy.

@;Da Vinci's Workshop
@PEDIAIMPROVE54
Old Units getting better Units.

@;J.S. Bach's Cathedral
@PEDIAIMPROVE55
On the same Continent two Citizens
are getting happier in every Town.

@;Isaac Newton's College
@PEDIAIMPROVE56
All the Wisemen research better.

@;Adam Smith's Trading Co.
@PEDIAIMPROVE57
All Improvements Maintenance 1 are payed
AND by Type F5 out of Maintenance Costs.

@;Darwin's Voyage
@PEDIAIMPROVE58
Two free Tecs.

@;The Statue of Liberty
@PEDIAIMPROVE59
All Governments free selectable, even if
these Governments are not researched.

@;The Eiffel Tower
@PEDIAIMPROVE60
Empires are peaceful and less nervous.

@;Women's Suffrage
@PEDIAIMPROVE61
Prefecture in all Towns.

@;Hoover Dam
@PEDIAIMPROVE62
All Towns Molochs and more Production.
You cannot and dont need to build
Blacksmith/ Guildhouse/ Moloch anymore.
All that is built by the Great Moloch.

@;Manhattan Project
@PEDIAIMPROVE63
Earthquake.

@;United Nations
@PEDIAIMPROVE64
The pure Diplomatic Strength.

@;Apollo Program
@PEDIAIMPROVE65
Nice View of whole World.

@;SETI Program
@PEDIAIMPROVE66
Research in all Towns.

@;Cure for Cancer
@PEDIAIMPROVE67
Citizens in whole Empire less nervous and happy.

@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.

@PEDIAGOVT0
@width=600
@title=Civilization Government: 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.

@PEDIAGOVT1
@width=600
@title=Civilization Government: 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.

@PEDIAGOVT2
@width=600
@title=Civilization Government: 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.

@PEDIAGOVT3
@width=600
@title=Civilization Government: 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.

@PEDIAGOVT4
@width=600
@title=Civilization Government: 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.

@PEDIAGOVT5
@width=600
@title=Civilization Government: 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.

@PEDIAGOVT6
@width=600
@title=Civilization Government: 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.

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