; ; CIVILIZATION CIVILOPEDIA TEXT: Mars Scenario ; Copyright (c) 1997 by MicroProse Software ; ; Altering the contents of this file may cause the ; game to malfunction. So cut it out! ; @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 field scientists to build fortresses. ^Allows field scientists to build fuel depots. ^Allows field scientists to build railroads. ^Allows field scientists to improve farmland. ^Increases the effect of CO2 Laundries. ^Increases the effect of Showers. ^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 Libraries. ^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 drop from orbit. ^Treats all squares as road squares. ^Defense +50% versus units with a movement factor of 2. ^Only Militarist governments can build. ^Destroyed after attacking. ^Defense +100% versus air and missile units. ^Can spot enemy Protectors 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 ^ @;Hydrogen Storage @PEDIAIMPROVE1 Your hydrogen supply defines the center of your civilization, eliminates corruption and waste in the city, and decreases it in all nearby cities. @;Short Wave Station @PEDIAIMPROVE2 Communication and control is essential. The city produces Veteran ground units and repairs ground units in a single turn. @;Mushroom Farm @PEDIAIMPROVE3 Only half of city's food store is depleted when the city increases in size. @;CO2 Laundry @PEDIAIMPROVE4 Liquid carbon dioxide allows dry cleaning. Up to two discontented citizens are made content. @;Property Registry @PEDIAIMPROVE5 Increases tax and luxury output by 50%. @;Sabatier Reactor @PEDIAIMPROVE6 This age-old technology makes essential chemicals from Martian resources. Increases science output by 50%. @;Clinic @PEDIAIMPROVE7 Decreases corruption by 50%. Makes city more resistant to bribery by enemy diplomats and spies. Under Pantisocracy, one content citizen becomes happy. @;City Walls @PEDIAIMPROVE8 Units in the city have triple defense strength versus ground attacks. @;Vaulted Atrium @PEDIAIMPROVE9 Underground living spaces of Roman design allow the city to increase beyond size 8. @;Climate Station @PEDIAIMPROVE10 Weather forecasting makes commerce easier. Increases tax and luxury output by 50% (cumulative with Property Registry). @;Library @PEDIAIMPROVE11 A population of scientists finds pleasure in reading. Makes four unhappy citizens content (three after Technocracy is discovered). @;University @PEDIAIMPROVE12 Increases science output by 50% (cumulative with Sabatier Reactor). @;Central Elevator @PEDIAIMPROVE13 Eases travel between the levels of the city. Eliminates pollution caused by population. @;Showers @PEDIAIMPROVE14 Water is precious, but what a relief to be clean! Three unhappy citizens are made content (four if you've discovered Geothermal Power). @;Electrolysis Plant @PEDIAIMPROVE15 Electrolyzed water provides oxygen to breathe and hydrogen to prime the Sabatier Reaction. Increases resource production in city by 50%. @;Windmill @PEDIAIMPROVE16 Increases resource production by an additional 50% (cumulative with Electrolysis Plant). @;Satellite Defense Network @PEDIAIMPROVE17 Protects everything within three spaces of the city from MAV attack. @;Labor Union @PEDIAIMPROVE18 Increased efficiency and higher morale decreases the pollution caused by industry. @;Low Temp Fusion Reactor @PEDIAIMPROVE19 Meson catalyzed low temperature fusion increases industrial output by 50%. @;Zubrin Device @PEDIAIMPROVE20 Produces fuel from Martian resources (ISPP). Increases industrial output by 50% and is cleaner than an LTF Reactor. @;Accelerator @PEDIAIMPROVE21 Makes production of antimatter possible. Increases factory output by 50% and is cleaner than an LTF Reactor. @;Tree Farm @PEDIAIMPROVE22 Wood sales increase tax and luxuries output by 50% (cumulative with Property Registry and Climate Station). @;Central Heating System @PEDIAIMPROVE23 Mars is a cold place, but this keeps citizens toasty warm all day and all night. Allows the city to grow beyond size 12. @;Greenhouse @PEDIAIMPROVE24 Terraforming allows open agriculture. Farmed squares in the city radius (those irrigated twice) produce 50% more food. @;Radiation Baths @PEDIAIMPROVE25 Humans need small amounts of radiation to prevent hormesis and remain healthy. All squares in the city radius with roads (or RRs) produce 50% more trade. @;Research Lab @PEDIAIMPROVE26 Increases science output by 50% (cumulative with Sabatier Reactor and University). @;Radar Station @PEDIAIMPROVE27 Facilitates detection and tracking of incoming air units. Units in city are doubled on defense against air atack. @;Coastal Fortress @PEDIAIMPROVE28 Units in city are doubled on defense against shore bombardment by enemy ships. @;Advanced Windmill @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. @;Spaceport @PEDIAIMPROVE32 City produces veteran air units and repairs any air unit spending an entire turn in the city. @;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 @;Plastics Industry @PEDIAIMPROVE38 Clothing, bottles, lubricants, adhesives, tools, tableware, anasthetics, ripeners, and more. Converts all production into trade. @;Envronmental Info Net @PEDIAIMPROVE39 Provides superior climate data and efficient spread of this information. Has the same effect as a Mushroom Farm in every one of your cities. @;Poor Robert's Dust Storm Almanac @PEDIAIMPROVE40 "Prediction allows preparation." One extra happy citizen in every city. @;Microrover Fleet @PEDIAIMPROVE41 Thousands of miniscule, robotic rovers roam the city radius collecting observations and samples. The result is +1 trade from each square already producing trade. @;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. @;Mars Aerial Photoreconnaisance @PEDIAIMPROVE43 Balloon-borne cameras survey the entire globe. The MAP controller receives any advance already discovered by two other civilizations. @;689 day Calendar @PEDIAIMPROVE44 Doubles the effect of all of your CO2 Laundries. It helps if you know when laundry day is... @;Early Warning System @PEDIAIMPROVE45 Counts as a City Wall in every city. Enemies must offer a cease-fire or peace in negotiations. Combat strength doubled against barbarians. @;Parker Academy @PEDIAIMPROVE46 "Lead by example. Follow by choice." All new ground units produced are Veterans. Any unit that wins a combat gains Veteran status. @;Pyrolysis Plant @PEDIAIMPROVE47 Every square in the city radius gives one extra production (shield). @;Reactivated Orbiter @PEDIAIMPROVE48 You establish an embassy with every other civilization. (Intelligence report is always complete and you're alerted to other civilizations' discoveries). @;Bradbury's Arbor @PEDIAIMPROVE49 "Find something you love and do it." Has the same effect as a Library in each of your cities. @;Giordano Bruno College @PEDIAIMPROVE50 Increases the science output of the city by 50%. @;Magellan's Expedition @PEDIAIMPROVE51 Movement rate of all ships is increased by two. @:Hospital @PEDIAIMPROVE52 All unhappy citizens in city are content. @;Goddard'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. @;Castle of Aristarchus @PEDIAIMPROVE54 Simply a monument to the progress of science. Decreases unhappy citizens on same continent by 2 per city. @;Galileo Observatory @PEDIAIMPROVE55 "...and yet it moves." Doubles the science output of the city. @;Orbital Mirror @PEDIAIMPROVE56 Reflected sunlight warms the regolith, causing outgassing. Pays the maintenance for all city improvements with a 1 gold per turn cost. Those requiring more than 1 aren't affected. @;Burroughs Machine @PEDIAIMPROVE57 Gives two free civilization advances. @;Statue of Equality @PEDIAIMPROVE58 Eliminates the period of unrest between governments. Allows any form of government, even if the requisite advance has not been discovered. @;Proof of Ancient Life @PEDIAIMPROVE59 Paleontologists discover proof of ancient Martian life! Every civilization's attitude toward you shifts in your favor. Their attitudes continue to improve gradually over time. @;Captured Asteroid @PEDIAIMPROVE61 A great part of most asteroids is water ice. Capturing one from the asteroid belt is like having a Zubrin Device in every city. @;Fuller Tensegrity Ring Bridge @PEDIAIMPROVE60 This stable orbiting ring around the entire planet is both a space station and visible evidence of a civilization's greatness. Decreases unhappiness caused by troops away from the city by 1. @;Martian Way @PEDIAIMPROVE62 This represents the renegade spirit of all Martian colonists. @;Comm Sat Network @PEDIAIMPROVE63 More like a network of spy satellites... Free embassy with every other civilization, enemies cannot refuse a peace offer. In a pantisocracy, leader can declare war successfully half of the time. @;Apollo Program @PEDIAIMPROVE64 Allows construction of spaceship improvements. @;Patents Registry @PEDIAIMPROVE65 Assurance of recognition spurs invention. It's like having a research lab in every one of your cities; effectively doubles your science output. @;Artesian Hot Baths @PEDIAIMPROVE66 Do you know how long the colonists have been waiting for a nice, hot bath? 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 forms of government, such as Mission, Oligarchy, Technocracy, and Militarism, allow you to expand rapidly, to produce and sustain large numbers of military units, and to control your affairs completely. ^ Pantisocracy and Social Democracy, on the other hand, give your citizens the freedom to produce vast amounts of trade, which increases your wealth and knowledge rapidly. On the other hand, your citizens may grow unhappy when you send military units out of your cities; also, your Senate may try to interfere in your conduct of foreign affairs. ^ To change your civilization's government, you must have a Revolution--select "Revolution" from the Kingdom Menu. This will entail a brief period of Anarchy. @PEDIAGOVT0 @width=600 @title=Civilization Government: Anarchy Anarchy represents not so much a government type as the lack of any stable government. Anarchy occurs when your civilization's government falls, or when you decide to have a Revolution. After a few turns of Anarchy, you will be able to reconstitute your government. ^ Anarchy is similar to Mission, except that the corruption rate is VERY HIGH (see entry for Mission). However, no taxes are collected during a period of Anarchy, and no scientific research is conducted. @PEDIAGOVT1 @width=600 @title=Civilization Government: Mission Command Structure ^UNIT SUPPORT Each unit above the city size costs one shield per turn. Field Scientists eat one food per turn. ^ ^HAPPINESS Up to three military units in each city will institute "martial law", converting an unhappy citizen into a content citizen. ^ ^CORRUPTION AND WASTE Mission has a HIGH rate of corruption and waste. The level of corruption in a particular city is based on its distance from your capital. ^ ^SPECIAL Under a Mission Command, none of the science/tax/luxury rates may be set higher than 60%. ALSO, ANY SQUARE WHICH WOULD ORDINARILY PRODUCE THREE OR MORE OF A RESOURCE (FOOD, SHIELDS, TRADE) PRODUCES ONE LESS. ^ ^HINTS Because of Mission's high rate of corruption, it is almost always an inferior form of government. Try to switch to a different government as soon as possible. @PEDIAGOVT2 @width=600 @title=Civilization Government: Oligarchy ^UNIT SUPPORT Each unit beyond the third costs one shield per turn. Field Scientists eat one food per turn. ^ ^HAPPINESS Up to three military units in each city will institute "martial law", converting an unhappy citizen into a content citizen. ^ ^CORRUPTION AND WASTE Oligarchy has a MODERATE rate of corruption and waste. The level of corruption in a particular city is based on its distance from your capital. ^ ^SPECIAL Under an Oligarchy, none of the science/tax/luxury rates may be set higher than 70%. ^ ^HINTS Oligarchy is an excellent form of government for a young civilization. @PEDIAGOVT3 @width=600 @title=Civilization Government: Technocracy ^UNIT SUPPORT Each unit beyond the third costs one shield per turn. Field Scientists eat one food per turn. ^ ^HAPPINESS Up to three military units in each city will institute "martial law", converting *TWO* unhappy citizens into content citizens (so a total of SIX unhappy citizens can be suppressed). ^ ^CORRUPTION AND WASTE Under Technocracy, state control of the economy eliminates organized crime. Your cities, therefore, experience no corruption. ^ ^SPECIAL All SPY units produced under Technocratic governments are given VETERAN status. Under Technocracy, none of the science/tax/luxury rates may be set higher than 80%. ^ ^HINTS Technocracy is best for large, far-flung empires which need to maintain a large military. Use your powerful spies to steal technology. @PEDIAGOVT4 @width=600 @title=Civilization Government: Militarism ^UNIT SUPPORT Can support up to TEN units for free; additional units cost one shield each. Field Scientists eat one food per turn. ^ ^HAPPINESS Under Militarism, NO CITIZEN IS ALLOWED TO BE UNHAPPY! ^ ^CORRUPTION AND WASTE Militarism has a LOW rate of corruption. However, Militarism has the special disadvantage that all SCIENCE is HALVED. ^ ^SPECIAL Improvements which convert unhappy citizens to content citizens (showers, etc.) produce "tithes" equal to the number of citizens they would otherwise convert. They also require no maintenance. The diplomatic penalties for "terrorist acts" committed by your Mechanics are reduced. Under Militarism, none of the science/tax/luxury rates may be set higher than 80%. ^ ^HINTS Militarism eliminates all happiness problems and provides an excellent revenue. Scientific research tends to languish. @PEDIAGOVT5 @width=600 @title=Civilization Government: Social Democracy ^UNIT SUPPORT Each unit costs one shield per turn. Field Scientists eat TWO food per turn. ^ ^HAPPINESS Each military unit AFTER THE FIRST which is not in a friendly city (or a fortress within 3 spaces of a friendly city) causes one citizen in its home city to become unhappy. ^ ^CORRUPTION AND WASTE A Social Democracy has a LOW rate of corruption and waste. The level of corruption in a particular city is based on its distance from your capital. ^ ^SPECIAL Under a Social Democracy, each square which ordinarily produces at least one unit of trade produces an extra unit. None of the science/tax/luxury rates may be set higher than 80%. ^ ^HINTS Switching to a Social Democracy can give an astounding boost to your science and tax revenues, although you'll probably have to divert some of your trade to luxuries. It becomes more difficult (and expensive) to keep an army in the field, but improvements and wonders can help with this problem. @PEDIAGOVT6 @width=600 @title=Civilization Government: Pantisocracy ^UNIT SUPPORT Each unit costs one shield per turn. Field Scientists eat TWO food per turn. ^ ^HAPPINESS Each unit which is not in a friendly city (or a fortress within 3 spaces of a friendly city) causes TWO citizens in its home city to become unhappy. ^ ^CORRUPTION AND WASTE Pantisocracies experience NO corruption or waste. ^ ^SPECIAL Under a Pantisocracy, each square which ordinarily produces at least one unit of trade produces an extra unit. The units and cities of a Pantisocracy are immune to BRIBERY of all types. The science/tax/luxury rates may be set to any level. ^ ^HINTS Pantisocracies can produce spectacular amounts of revenue and scientific research. However, because of the severe happiness restrictions on military units, this form of government tends to be viable only for large, advanced civilizations. Increasing your luxuries rate and building Wonders can help alleviate this problem. @;This line must remain at the end of this file!