; ; 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. @;Temple @PEDIAIMPROVE4 Up to two discontented citizens are made content. @;Marketplace @PEDIAIMPROVE5 Increases tax and luxury output by 50%. @;Library @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. @;Aqueduct @PEDIAIMPROVE9 Allows city to increase beyond size 8. @;Bank @PEDIAIMPROVE10 Increases tax and luxury output by an additional 50% (cumulative w/ Marketplace). @;Cathedral @PEDIAIMPROVE11 Makes four unhappy citizens content (Three after Communism). @;University @PEDIAIMPROVE12 Increases science output by an additional 50% (cumulative w/ Library). @;Mass Transit @PEDIAIMPROVE13 Eliminates pollution caused by population. @;Colosseum @PEDIAIMPROVE14 Three unhappy citizens are made content (four w/ Electronics). @;Factory @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. @;Stock Exchange @PEDIAIMPROVE22 Increases tax and luxuries output by an additional 50% (cumulative with Marketplace and Bank for a grand total of 150%). @;Sewer System @PEDIAIMPROVE23 Allows city to grow beyond size 12. @;Supermarket @PEDIAIMPROVE24 Allows squares in the city's radius with the "farmland" improvement (irrigated twice) to produce 50% more food. @;Superhighways @PEDIAIMPROVE25 All squares in the city's radius with roads (or railroads) produce 50% more trade. @;Research Lab @PEDIAIMPROVE26 Increases science output by an additional 50% (cumulative with Library and University 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. @;Coastal Fortress @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. @;Harbor @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. @;Port Facility @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. @;Pyramids @PEDIAIMPROVE39 Counts as a Granary in every one of your cities. @;Hanging Gardens @PEDIAIMPROVE40 One extra happy citizen in every city. @;Colossus @PEDIAIMPROVE41 City produces one extra trade arrow in each square that already produces one. @;Lighthouse @PEDIAIMPROVE42 Triremes can move across oceans w/o danger, and all other types of ship have their movement rate increased by one. Also, all new ships you produce receive veteran status. @;Great Library @PEDIAIMPROVE43 Civilization receives any civilization advance already discovered by two other civilizations. @;Oracle @PEDIAIMPROVE44 Doubles the effect of all of your temples. @;Great Wall @PEDIAIMPROVE45 Enemy civilizations must offer cease-fire/peace in negotiations. Combat strength doubled against barbarians. @;Sun Tzu's War Academy @PEDIAIMPROVE46 All new ground units produced gain Veteran status. Any unit which wins a combat gains Veteran status. @;King Richard's Crusade @PEDIAIMPROVE47 Every square in the city's radius produces an extra resource "shield". @;Marco Polo's Embassy @PEDIAIMPROVE48 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). @;Michelangelo's Chapel @PEDIAIMPROVE49 Counts as a Cathedral in each of your cities. @;Copernicus' Observatory @PEDIAIMPROVE50 Increases science output of city by 50%. @;Magellan's Expedition @PEDIAIMPROVE51 Movement rate of all ships is increased by two. @:Shakespeare's Theatre @PEDIAIMPROVE52 All unhappy citizens in city are content. @;Da Vinci's Workshop @PEDIAIMPROVE53 Whenever one of your units becomes obsolete because of a new technology you have discovered, it is immediately replaced by an equivalent modern unit. @;J.S. Bach's Cathedral @PEDIAIMPROVE54 Decreases unhappy citizens on same continent by 2 per city. @;Isaac Newton's College @PEDIAIMPROVE55 Doubles science output of city. @;Adam Smith's Trading Co. @PEDIAIMPROVE56 Pays the maintenance for all city improvements which ordinarily cost 1 gold per turn. City improvements requiring more than 1 gold per turn maintenance are not affected. @;Darwin's Voyage @PEDIAIMPROVE57 Two free civilization advances. @;The Statue of Liberty @PEDIAIMPROVE58 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. @;The Eiffel Tower @PEDIAIMPROVE59 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 for...
Honakura