;
;
;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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38,			; (Capitalization)
-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
0,	; 
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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,			; Pile of Shit
2,			; Shitdom
3,			; Scumpire
4,			; Holy Scumpire
5,			; High Shitdom
6,			; High Scumpire
-2,			; MUST BE HERE! TERMINATOR!

@@Anarchy
It is not a Government in this way but an Scumpires Error.
Was the Government too weak and broken or is the Scumpire
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.

@@Pile of Shit
A small and weak Pile of Shit. Research and Production are small.

Corruption is great. Townshits far away from Xapital are totally unloyal.

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

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

Corruption is huge. Townshits far away from Xapital are a bit unloyal.

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

@@Scumpire
Pure strength and highly producing.

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

@@Holy Scumpire
A fanatic Age of Warfare without Unhappyness.
Shadows 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
*Shadows normal. Fundamentalism.

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

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

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

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

Every Unit not in town radius forces the Xapital 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
;




@@A SHIT


Crato, Cratoar, Cradar, Cradmoar. Heavy Beasts of Hell.

In the early Days of the Xnorxian Xulture, the Xnorxians
didnt have Scumpires, nor Townshits with Walls.
The only Way to prevent these heavy Beasts of Hell,
from Attacking, was Xnorxian... Shit, huge Piles of.

So, the first bigger "Town", was a Pile of Shit.
And the first bigger "Land", was called a Pile of Shit,
and its growing Towns were called Townshits.

Nowadays, to prevent the Townshits from Pestilence,
the Shit goes down the Sewer Systems, and the Townshits
have Walls. Just civilized. But the Names remained.

Like to call the "cultivated Land", a Pile of Shit.
Like to call the "bigger Town", a Townshit.
Like to call a Castle, a Fortress, a bigger Settlement,
just a Shit. Lucky to live as a lucky Shittyzen at a Shit,
to not die by Crato, Cratoar, Cradar, Cradmoar Attack!




@@BLOOD AND ASHES


WELCOME!

I spared some Text in my Events.txt. So that i can create
the Jewelry of my Scenario. The final Hammer of War.
I have no Victory Conditions, just the Game itself.
But i have my Hammers of War, dont i?
So why to waste my spared Heap in my Events.txt,
just to write that whole Text into my Events.txt?

WELCOME!

Hope you had a hard Fun Warhammer Game?
You had? You survived that Insanity, o Shaman?
Very well! Do you know the most famous Bombabada,
called Xrtrixrt? He is totally insane, and he
has built four little Presents, four Bombs.

You should have conquered four Townshits,
hopefully far before the Year 260, and its brutal
Sound plays, or the four Xapitals of Xella, Xerxia,
Xarthage and Zome, will end up in a huge

BOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOM!

Every of these following four Townshits conquered,
BY ANY FACTION, no matter, just conquered,
will rescue one famous Xapital from that huge

BOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOM!

Rescue the Zoman Zapital Zome by conquering:
The Xeltix Xurdixala.

Rescue the Xarthaginian Xapital Xarthage by:
The Xerxian Xandaria.

Rescue the Xerxian Xapital Xerxia by:
The Xreex Xarta.

Rescue the Maxedonian Xapital Xella by:
The Xerxian Babylox.

Or just let these famous Townshits end
by preventing any Factions from conquering
their Saviors - be cruel or victorious!

Or just let, as the Xeltix or Xerxians,
the Xreex conquer or not conquer these
Townshits, to - be cruel or victorious!

And have Fun - but: These Boooms will make
their Booom, JUST SOMETIME before the Year 260.

So hurry and have Fun!
And love or hate the Blood and Ashes!




@@DEATH THINGS


The Xreex are damned powerful. They are just the Enemy.
I created that Game to being able to play the Zomans,
Xarthaginians and Maxedonians hard as possible (!).

And by one Events.txt for all playable Factions, the AI
would not rise as these Scumpires. Just the Human Player
would rise Step by Step by a hard Fun Game.

I had the Choice to do Zomans, Xarthaginians and
Maxedonians huge and mighty at the Beginning, to give
them huge Armies to march on, but i decided to make
them small, struggling, small, with less Armies,
for the Joy of the Human Player, just one .SCN,
just one Events.txt to create a whole Fun Game.

So the mighty Xreex, Xeltix, Numixians and Xerxians,
spend huge Powers to attack. You can capture Xreex
Troopers or get other Troopers by conquering Townshits.

You can advance your Armies (Army Development System ADS),
and you will get heaviest Counter Attacks versus you,
by conquering delicate Townshits (Conquering Aggressive
Reactions CAR). And the TRO and GRO Orders (see Chapter
Hard Game anyway) will do the Rest.




@@HARD GAME


Perhaps my Art of Modding seems to be a bit weired.

Once, in the Ancient Times, they fought for Food or
Resources, a tough Fight for Life or being crucified.
Even Carthage had Problems to pay for its Armies vs
Rome, and even Rome had Zalenz Problems all the Time.

They never had enough Zalenz and People, to solve all
these Problems, so i want my Scumprovements expensive,
and my Troopers too. That should not be an easy Going.

I just like the Idea of planning a War by the Troopers
to build up, instead of just rushing and conquering
easily, of planning which Townshits to build up by
Terrain Culturing, i call it, by building Scumprovements
just in the biggest Townshits to improve the Scumpire.

But i as a Modder think, the AI is just stupid.
AI will never face the Human Player without cheating.

If Scumprovements and Troopers are expensive,
the AI wont have a Chance vs Human Player, so i
cheat Counter Troopers. Every Conqueror will create
by conquering Townshits, Rebells and Resisters.

(Townshit Resisters Order TRO
General Resisters Order GRO)

That might seem weired, that i rather cheat, but i
want a tough Game, expensive, hard, so i have to
support the AI Enemies and the losing Faction
(and that Faction might be YOU! I want these
Sea and Sky Monsters just as terrible MONSTERS,
and my Game is NOT a Concept of an uuu i lost
one Townshit i have to cry Thing but a damned
i just WILL lose Townshits but i conquer them back!).

Zalenz and People, Monsters and Losses,
that all will be a Problem, and i want it to be!

Six Things to do for Zalenz:
1. Change the Terrain. You can change every single
Square into every other Terrain! Do that.
2. Build Crato Traders to increase your Zalenz.
3. Change Government to increase your Zalenz.
4. Build Scumprovements for Zalenz.
5. Build special Scumprovements for more Zalenz.
6. Conquer Townshits and capture other Units.

One Thing to do for Troopers:
1. Conquer Townshits and capture other/Xreex Units.

I like to create an expensive and hard as possible
Game so that it is hard and Fun. So i have to
support the AI Enemies by Cheating, but i also like
to be generous, spending some Presents and Stuff.
So search for the better Stuff, and youll find it.




@@MODDER NOTATIONS


I had that Scenario almost done, from 22.9. til 6.10.2014.
A 50 x 100 = 5.000 Squares Western Mediterranean World with
140 Townshits, all done, Armies, Rules.txt, .SCN, "just"
missing Coordinates in Events.txt, and Game.txt and
Describe.txt to work out. Then i "just" did my Army Concept
new, a 100 x 100 = 10.000 Squares whole Mediterranean World
with full 255 Townshits, Rules.txt, new .SCN, til 20.10.,
and now, today, 22.10., it seems done. Rules.txt, Events.txt,
Game.txt, Describe.txt (right here), nearly fully loaded.

Fully loaded, Events.txt done. I had a 1.0 Testgame yesterday,
Xarthaginians, just much Fun. Now i will have a 1.1 Testgame
today, 22.10.2014, and it will be just awesome, hopefully!!!



Made my four Happy Flags to finalize my Events.txt... that
was an Idea from the Beginning to do a little Maprect, to
blast a Hole into the Map as a Townshit Conquer Counter.
But thought, how could Ancient People blast a Hole?

Warhammer People just CAN. I spared much Text, cut, cut,
cut, to finalize my Events.txt, tweaked my .SCN Troopers
in Townshits, and today, 24.10.2014, i perhaps begin a
new Testgame, Xarthaginians, or... Maxedonians!



The Maxedonians act like the most brutal Faction, the
Crown of playable Warhammer/Fantasy/Hard Fun Game.

They are not created to make a Unicorns Dance right into
the Xerxian awaiting Virgin, they are created to face a
hardest possible, brutal Fight to Death, and i am looking
forward to play that hardest Faction. Or, i play just
my current Testgame along. Own two Cradmoar in my Sky Fleet,
succeeded almost in connecting Xiol with Xarthage with
Magna Xeptis, and Xingis with Xartaxena, by Road, yes.

The Joy of a Modder is, when its just working, and you
can tweak a little and enjoy. Yes i think, the 1.2 is done!



Ever other little Tweaks which occur. The Delight of me
is now, that i find little Problems occurring, here and
there some little Tweaks, 25.10.2014 and my 1.2 grows
better and better... it is growing Perfection i hope!

And my Reward for an outstanding Success of a Fantasy
and Fun Work over more than a Month! The next Testgame
should work nearly perfectly, so that i can play the
Xarthaginians finally, like i always wanted to do!

26.10.2014 - Tweaks Tweaks Tweaks! Some really Minors,
but i always "fear", if i would begin another "Testgame",
and there would be any bigger Changes, the whole Effort
of Investment into a hard Fun Play would turn obsolete...

I want to wait with a new "Testgame", til all is done,
but i have to do a new "Testgame"... even if not, what
i cannot know til there... aaaaarg! Got it? :)
Really, i think, today, it is DONE! :)

28.10.2014 - I call that fine enough and thats it.




@@TERRAIN/TAXES/RESEARCH


You can, by your Workers and Tabrlal, change every single
Terrain to another! Either Food or Shields, or even both,
by a Market, better Defense, everything. Build your Townshits!
(Advanced Lands Cultivation ALC)

Everything is expensive: Terrain Changes. Taxes. Research.
But to combine the Cultivation, the Research, the
Scumprovements, the Governments, the Conquering by Troopers,
will make everything possible: Huge Townshits, better Taxes,
much better Research, Scumprovements, Troopers. All, the
Game is about, is expensive to gain, but worthy.


IT IS POSSIBLE!


My Terrain Defense is ever 2 or 3. Cause Fortresses,
Townshits, Townshit Walls and Xeteran Troopers will bring
a huge Boost of Defense, and i wanted to force the Factions
to attack by a higher Offense and many Troopers.


It is quite difficult to research! The Xreex are fast, yes.
And all the others should do the following Things:

1. Conquer much Towns
2. Let them grow
3. Research Archive
4. Build Archives
5. Research Arad and Zrod Legro
6. Research Shitdom
7. Change to Shitdom

I dont want, anyway, to get Secrets fast. All the Troopers
out there, are there from the Beginning, and all is possible
all the Time. Secrets are just a Matter of a Bonus, you want
to gain, it should not be easy to gain, it should be a Bonus,
you achieved, and should be a worthy Prize. The Game itself
works anyway, the Rest is just an expensive Prize.




@@THE XREEX


I thought about to make the Xreex just to a dark mighty
Wall of Enemy, with a Talker Negotiation in Events.txt
to make just War and never the Chance of Negotiation.

But me as a Modder, i like to include every Possibility.
A Game works within its modest Paths, and nothing else.
To cut all that away would cause, just a worse Game.

So you CAN negotiate with the dark Wall Xreex, and you
could be able to make a Cease Fire or even Peace!

But think about that: They are the by far biggest
Faction, and they get an Events.txt Boost Support!

And they will come every 12 Months to rage that Hell!
They will fast become much stronger to hunt all down.

So you CAN negotiate with the dark Wall Xreex, and you
could be able to make a Cease Fire or even Peace.

But every 12 Months they will try to overwhelm you,
and it will NOT grow easier the longer you wait to
crush them... cause by the way: All these Xreex
Beasts and Troopers, could be captured to fight
by your own Side, so, you CAN negotiate, YES.

But dont think to NOT fight them, or youll be dead.




@@TOWNSHIT WALLS


Sometimes the best Way to mod a Game, is to smash
it into the Garbage and go fuckin.
The most Engines act like stupid Idiots and there
is just no Way to get it to work.

I had the Problem, that the AI wont attack Townshits
with Walls, no matter which Values i gave, no matter
which Troopers, just-no-matter. And i saw that often,
in all of my Games, that the AI just wont attack
Townshits with Walls, and just leaves. It seems,
that the Calculation for an Attack is such bad,
that the AI just-no-matter-the-fuck-what, dont attacks.

A fuckin Wonder, cause i play that Game for 15 Years,
hm, and usually win, i never saw that Problem before.
I dont want to tweak and tweak until i am dead and
burried, so all Troopers will ignore Townshit Walls,
to just attack. Townshit Walls act like a prevent
Shittyzens from being killed by Attack Thing and not
like a prevent any Enemies from Attacking damned Thing.

I remember. Wanted to get a hard Fight, and made my
Defenders strong. In all of my Scenarios, the AI
just left, and did not attack, no matter how many
how good Troopers around! Thought it might be a
Defenders too strong Problem, but its a Calculation
for an Attack is too bad Problem. I want a Rush
to kill you down! Not a Circumvent the whole Attack.

I want a Rush of Enemies in the Terrain, there already
hard enough to face a Death, and in the Town, they
might get too hard then. I dont want to argue with
a damned Thing, so i might go fuckin. Perhaps the AI
was too stupid to act like a clever Attacker, so they
made the Calculation too restrictive to spare a Rush of
just dead dead dead AI Troopers, and so they attack
just nearly never by Calculation and thats quite Lack.

Just like Hannibal versus Rome... just no Attack.
Thats not a Trooper Values Problem, or a Mapsize too
huge Problem, but a simple Calculation Lack.
Fortresses and Townshit Walls will prevent from Stack
Kills or Shittyzens Kills, so get your damned
Troopers ontop of any Mountains and fight to the Death!




@@UNSINKABLES


The Secret of Hells Ships makes them one Square faster.
The Secret of Hells Navigation makes them unsinkable
by Storm far from Coast.
The Wonders of Sea Maps and Daemon of the Seas,
make them unsinkable by Storm far from Coast, faster,
and perhaps built in Townshit, Xeteran.




@This must be here to terminate search!!!