; ; CIV-LIFE CIVILOPEDIA TEXT ; Copyright (c) 1997 by MicroProse Software ; ; Altering the contents of this file may have caused the ; game to malfunction. ; @PEDIAPICKCIV @width=540 @columns=3 @listbox @title=Civilopedia: Genetic Advances @PEDIACIV @width=480 @title=Genetic Advance ^^%STRING0 ^ @PEDIACIVFACTS ^Allows organizational form of same name. ^Allows settlers to build fortresses. ^Allows settlers to build hives. ^Allows settlers to build migration routes. ^Allows settlers to plant grasses. ^Increases the effect of Control Chemicals. ^Increases the effect of Nesting Sites. ^Worth bonus points in Civilization score. ^Increases marine movement rates by one. ^Improves Spaceship thrust by 25%. ^Free mutation for first to discover. ^Decreases the effect of Controlled growth. ^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 units. ^Can attack air units in flight. ^May be lost away from shore. ^Ignores Colony Walls. ^Can carry friendly air units. ^Can make spore drops. ^Treats all squares as path squares. ^Defense +50% versus units with a movement factor of 2. ^Only Hive Organisms can build. ^Destroyed after attacking. ^Defense +100% versus air units. ^Can spot enemy units camouflaged in adjacent squares. @PEDIAPICKGOVT @width=480 @listbox @title=Civilopedia: Organization @PEDIAPICKIMPROVE @width=540 @columns=3 @listbox @title=Civilopedia: Colony Improvements @PEDIAIMPROVE @width=480 @title=Colony Improvement ^^%STRING0 ^ @;Palace @PEDIAIMPROVE1 Eliminates parasites and waste in the colony, and decreases it in all nearby colonies. @;Barracks @PEDIAIMPROVE2 Colony produces Veteran ground units. Ground units can be completely healed in a single turn. @;Granary @PEDIAIMPROVE3 Only half of colony's food store is depleted when colony increases in size. @;Temple @PEDIAIMPROVE4 Up to two cancerous cells are made normal. @;Marketplace @PEDIAIMPROVE5 Increases glucose and antibody output by 50%. @;Library @PEDIAIMPROVE6 Increases science output by 50%. @;Courthouse @PEDIAIMPROVE7 Decreases parasites by 50%. Makes colony more resistant to infection by enemy tumors and viruses. Under Endothermy, one normal cell becomes T-cell. @;City Walls @PEDIAIMPROVE8 Units in colony are tripled on defense versus ground attacks. @;Aqueduct @PEDIAIMPROVE9 Allows colony to increase beyond size 5. @;Circulatory system @PEDIAIMPROVE10 Increases glucose and antibody output by an additional 50% (cumulative w/ Endoplasmic Reticulum). @;Cathedral @PEDIAIMPROVE11 Makes four cancerous cells normal (Three after Mutualism). @;Brain @PEDIAIMPROVE12 Increases science output by an additional 50% (cumulative w/ DNA Coding). @;Mass Transit @PEDIAIMPROVE13 Eliminates pollution caused by size. @;Nesting Site @PEDIAIMPROVE14 Three cancerous cells are made normal. (four w/ Symbiosis). @;Lycopod Swamp @PEDIAIMPROVE15 Increases resource production in colony by 50%. @;Tool Collection @PEDIAIMPROVE16 Increases resource production by an additional 50% (cumulative w/ Lycopod Swamp). @;SDI Defense @PEDIAIMPROVE17 Protects everything within three spaces of the colony from nuclear attack. @;Waste Eating Mushrooms @PEDIAIMPROVE18 Decreases the pollution caused by high production. @;Draft Animal @PEDIAIMPROVE19 Increases production output by 50%. @;Hydro Plant @PEDIAIMPROVE20 Increases production output by 50%. Cleaner than Power Plant, and generally safer than Nuclear Plant. @;Upland Forest @PEDIAIMPROVE21 Increases lycopod swamp output by 50%. Cleaner than Draft Animal (same as Rainforest), but there is a risk of forest fire unless you have discovered The Seed. @;Stock Exchange @PEDIAIMPROVE22 Increases glucose and antibody output by an additional 50% (cumulative with Endoplasmic Reticulum and Circulatory System for a grand total of 150%). @;Sewer System @PEDIAIMPROVE23 Allows colony to grow beyond size 12. @;Supermarket @PEDIAIMPROVE24 Allows squares in the colony's radius with the "grasses" improvement (planted twice) to produce 50% more food. @;4 Chamber Heart @PEDIAIMPROVE25 All squares in the colony's radius with paths (or migration routes) produce 50% more circulation. @;Memory cells @PEDIAIMPROVE26 Increases mutation output by an additional 50% (cumulative with DNA and The Brain for a grand total of 150%). @;SAM Missile Battery @PEDIAIMPROVE27 Units in colony are doubled on defense against air units and non-nuclear missile units. @;Barrier Reef @PEDIAIMPROVE28 Units in colony are doubled on defense against Marine units. @;C4 Photosynthesis @PEDIAIMPROVE29 Increases production output by 50%. More efficient than all other forms of production. @;Algae @PEDIAIMPROVE30 All ocean squares in the colony's radius produce one extra unit of food. @;Offshore Platform @PEDIAIMPROVE31 All ocean squares in the colony's radius produce one extra production unit. @;Airport @PEDIAIMPROVE32 Colony produces veteran air units. Any air unit spending its entire turn in the colony is completely repaired. @;Police Station @PEDIAIMPROVE33 Decreases sickness caused by units away from colony by 1. @;Port Facility @PEDIAIMPROVE34 Colony produces veteran naval units. Any ship spending its entire turn in the colony is completely repaired. @;SS Structural @PEDIAIMPROVE35 @;SS Component @PEDIAIMPROVE36 @;SS Module @PEDIAIMPROVE37 @;Capitalization @PEDIAIMPROVE38 Converts production into glucose. @;Pyramids @PEDIAIMPROVE39 Counts as a Vacuole in every one of your colonies. @;Hanging Gardens @PEDIAIMPROVE40 One extra T-cell in every colony. @;Colossus @PEDIAIMPROVE41 Colony produces one extra circulation arrow in each square that already produces one. @;Lighthouse @PEDIAIMPROVE42 Coastal units can move across oceans w/o danger, and all other types of marine units have their movement rate increased by one. Also, all new marine units you produce receive veteran status. @;Great Library @PEDIAIMPROVE43 Organism receives any genetic advance already discovered by two other organisms. @;Oracle @PEDIAIMPROVE44 Doubles the effect of all of your control chemicals. @;Great Wall @PEDIAIMPROVE45 Enemy organisms must offer cease-fire/peace in negotiations. Combat strength doubled against creationists. @;Tail Stingers @PEDIAIMPROVE46 All new ground units produced gain Veteran status. Any unit which wins a combat gains Veteran status. @;ATP Storehouse @PEDIAIMPROVE47 Every square in the colony's radius produces an extra resource "shield". @;Phermones @PEDIAIMPROVE48 You receive a free embassy with every rival life form (so your intelligence report will always be complete and you will receive updates when other life forms discover technologies). @;Steroid Hormones @PEDIAIMPROVE49 Counts as Controlled Growth in each of your colonies. @;Genetic Diversity @PEDIAIMPROVE50 Increases mutation output of colony by 50%. @;Streamlining @PEDIAIMPROVE51 Movement rate of all ships is increased by two. @:Living Fossil @PEDIAIMPROVE52 There are no cancer cells in this colony. @;Lamarkian Evolution @PEDIAIMPROVE53 Whenever one of your units becomes obsolete because of a new gene you have discovered, it is immediately replaced by an equivalent modern unit. @;Lymph System @PEDIAIMPROVE54 Decreases cancer cells on same continent by 2 per colony. @;Spinal Cord @PEDIAIMPROVE55 Doubles science output of colony. @;High Metabolic Rate. @PEDIAIMPROVE56 Pays the maintenance for all colony improvements which ordinarily cost 1 glucose per turn. Colony improvements requiring more than 1 glucose per turn maintenance are not affected. @;Burgess Shale @PEDIAIMPROVE57 Two free genetic advances. @;Impriting @PEDIAIMPROVE58 Eliminates the period of disorder between changing organization. Also allows any form of organization to be chosen, even if the proper advance has not been discovered. @;Propaganda @PEDIAIMPROVE59 When you first master Propaganda, Every organism'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 organisms are also quicker to forget your past transgressions. @;Sequoia Trees @PEDIAIMPROVE61 Acts as a rainforest in every colony on every continent. @;Polar Adaption @PEDIAIMPROVE60 Counts as a winter coat in every one of your colonies. (Decreases sickness caused by units away from colony by 1). @;Manhattan Project @PEDIAIMPROVE62 Allows nuclear weapons to be built. @;Alpha Beast @PEDIAIMPROVE63 ^* Free embassy with every other form of life ^* Enemy life cannot refuse your peace treaties. ^* As an endotherm, you can declare war 50% of the time ^ (asserting dominance). @;Apollo Program @PEDIAIMPROVE64 Allows construction of spaceship improvements. @;Learning @PEDIAIMPROVE65 Counts as a memory cell in every one of your colonies; effectively doubles your science output. @;Milk-fed Antibodies @PEDIAIMPROVE66 One extra T-cell in each colony. @PEDIAGOVT @width=600 @title=Civ-Life: Organization The form of organization you choose for your strain of life will affect the way resources are distributed in your colonies, the rate at which your cells can produce and sustain new units and colony improvements, and the extent to which your cells can circulate nutrients. ^ Some forms of organization, such as Prokaryote, Eukaryote, and later Mutualism and Hive Organism, allow you to expand rapidly, to produce and sustain large numbers of aggresive units, and to control your affairs completely. ^ Heat Producer and Endothermy, on the other hand, give your cells the freedom to produce vast amounts of circulation and growth, which increases your sugar and mutations rapidly. On the other hand, your cells may grow unhappy when you send units out into the cold; also, your metabolism balk at committing to war. ^ To change your for of life's organization, you must have a Revolution--select "Revolution" from the Kingdom Menu. This will entail a brief period of disorganized life. @PEDIAGOVT0 @width=600 @title=Organizational State: None This is the lack of any organization. Anarchy occurs when your organization fails, or when you decide to have a Revolution. After a few turns of no organization, you will be able to reconstitute your organism. ^ This is similar to Prokaryote, except that the parasite rate is VERY HIGH (see entry for Prokaryote). However, no mutations or glucose is produced, but your colonies don't consume your sugar store either. @PEDIAGOVT1 @width=600 @title=Organizational State: Prokaryote ^UNIT SUPPORT Each unit above the colony size costs one shield per turn. Daughter cells eat one food per turn. ^ ^HEATH Up to three units in each colony will institute "martial law", each converting a cancer cell into a normal one. ^ ^PARASITES AND WASTE A Prokaryote has a HIGH rate of parasitism and waste. The number of parasites in a particular colony is based on its distance from your capital. ^ ^SPECIAL In a Prokaryote, none of the mutation/glucose/antibody rates may be set higher than 60%. ALSO, ANY SQUARE WHICH WOULD ORDINARILY PRODUCE THREE OR MORE OF A RESOURCE (FOOD, SHIELDS, CIRCULATION) PRODUCES ONE LESS. ^ ^HINTS Because of a Prokaryote's high rate of parasitism, it is almost always an inferior form of government. Try to switch to a Eukaryote as soon as possible. @PEDIAGOVT2 @width=600 @title=Organizational State: Eukaryote ^UNIT SUPPORT Each unit beyond the third costs one shield per turn. Daughter Cells eat one food per turn. ^ ^HEALTH Up to three units in each colony will institute "martial law", converting an cancer cell into a normal cell. ^ ^PARASITES AND WASTE Eukaryote has a MODERATE rate of parasitism and waste. The number of parasites in a particular colony is based on its distance from your capital. ^ ^SPECIAL Under a Eukaryote, none of the mutation/glucose/antibody rates may be set higher than 70%. ^ ^HINTS Eukaryote is an excellent form of organisation for a young form of life. @PEDIAGOVT3 @width=600 @title=Organizational State: Mutualism ^UNIT SUPPORT Each unit beyond the third costs one shield per turn. Daughter Cells eat two food per turn. ^ ^HEALTH Up to three units in each colony will institute "martial law", converting *TWO* cancer cells into normal cells (so a total of SIX cancer cells can be suppressed). ^ ^PARASITES AND WASTE Under Mutualism, commensal relationships eliminate parasitism. Your colonies, therefore, experience no parasites. ^ ^SPECIAL All Tumor units produced in mutual organisation are given VETERAN status. Under Mutualism, none of the mutation/glucose/antibody rates may be set higher than 80%. ^ ^HINTS Mutualism is best for large, far-flung ecosystems which need to maintain a large military. Use your powerful spies to steal technology from the warm-blooded pigs. @PEDIAGOVT4 @width=600 @title=Organizational State: Hive Organism ^UNIT SUPPORT Can support up to TEN units for free; additional units cost one shield each. Daughter Cells eat two food per turn. ONLY Hive Organisms may produce wasp units. ^ ^HAPPINESS Under Hive Organism, NO CELL IS EVER CANCEROUS! They are all deadicated to the betterment of the hive. ^ ^PARASITES AND WASTE Hive Organism has a LOW rate of parasitism. However, Hive Organism has the special disadvantage that all MUTATIONS are HALVED. ^ ^SPECIAL Improvements which convert cancer cells to normal cells (control chemicals, etc.) produce "honey" with glucose equal to the number of cells they would otherwise convert. They also require no maintenance. The diplomatic penalties for subversive actions committed by your tumors and viruses are reduced. Under Hive Organism, none of the mutation/glucose/antibody rates may be set higher than 80%. ^ ^HINTS The Hive eliminates all sickness problems and provides lots of sugar. Mutations are suppressed. @PEDIAGOVT5 @width=600 @title=Organizational State: Heat Producer ^UNIT SUPPORT Each unit costs one shield per turn. Daughter Cells eat TWO food per turn. ^ ^HAPPINESS Each military unit AFTER THE FIRST which is not in a friendly colony (or a fortress within 3 spaces of a friendly colony) causes one cell in its home colony to become sick due to exposure. ^ ^PARASITES AND WASTE The Heat Producer has a LOW rate of parasites and waste. The level of corruption in a particular colony is based on its distance from your capital. ^ ^SPECIAL Under a Heat Producer, each square which ordinarily produces at least one unit of circulation produces an extra one. None of the mutation/glucose/antibody rates may be set higher than 80%. ^ ^HINTS Switching to a Heat Producer can give an astounding boost to your mutation and glucose production, although you'll probably have to divert some of your circulation to antibodies. It becomes more difficult (and expensive) to keep an army in the field, but building the Polar Adaption wonder can help with this problem. @PEDIAGOVT6 @width=600 @title=Organizational State: Endotherm ^UNIT SUPPORT Each unit costs one shield per turn. Daughter Cells eat TWO food per turn. ^ ^HAPPINESS Each unit which is not in a friendly colony (or a fortress within 3 spaces of a friendly colony) causes TWO cells in its home colony to become sick due to exposure. ^ ^PARASITES AND WASTE Endotherms experience NO parasitism or waste. ^ ^SPECIAL In an Endotherm, each square which ordinarily produces at least one unit of circulation produces an extra one. The units and colonies of a Endotherm are immune to BRIBERY of all forms. The mutation/glucose/antibody rates may be set to any level desired. ^ ^HINTS Democracies can produce spectacular amounts sugar and mutations. However, because of the severe happiness restrictions on military units, this form of organization tends to be viable only for large, advanced forms of life. Increasing your antibody rate and building Wonders can help alleviate this problem. @;This line must remain at the end of this file!