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;
; CIVILIZATION CIVILOPEDIA TEXT- THE VIKINGS
; 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.
^
^Worth bonus points in Civilization score.
^Increases ship movement rates by one.
^
^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 units.
^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 invisible units 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
(Marketplace)
Increases tax and luxury output by 50%%.
@;Library
@PEDIAIMPROVE6
Increases science output by 50%%.
@;Courthouse
@PEDIAIMPROVE7
(Courthouse)
Decreases corruption by 50%%. Makes city more resistant
to bribery by enemy diplomats and spies.
@;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
(formerly Cathedral) Makes four unhappy citizens content
(Three after Empire).
@;University
@PEDIAIMPROVE12
Increases science output by an additional
50%% (cumulative w/ Library).
@;Mass Transit
@PEDIAIMPROVE13
This improvement has no practical purpose whatsoever.
It is merely to represent the great wealth saved by the
Church in Western Europe, available for looting.
@;Colosseum
@PEDIAIMPROVE14
(Colosseum)
Three unhappy citizens are made content.
@;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
(Stock Exchange)
Increases tax & luxuries output by an additional
50%% (cumulative with Marketplace and Monastery for
a grand total of 150%%).
@;Sewer System
@PEDIAIMPROVE23
Allows city to grow beyond size 12.
@;Supermarket
@PEDIAIMPROVE24
(Supermarket) One more food is produced per
city w/ improvement.
@;Superhighways
@PEDIAIMPROVE25
All squares in the city's radius with roads
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
(Port Facility)
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.
_______________________________________________
________ "Man fears time, but time fears the Pyramids".
@;Hanging Gardens
@PEDIAIMPROVE40
(Hanging Gardens)
Three extra happy citizens in city, plus
one extra happy citizen in every other city.
___________________________________
______________________ This religious shrine was built by
Muslims in the 7th century. Nevertheless control of it was
important for all the Meditteranean powers because it is
built on a very holy spot for Jews, Christians, and Muslims
alike.
@;Colossus
@PEDIAIMPROVE41
(Colossus)
City produces one extra trade arrow in each square that
already produces one. ______________________________
______________________________________________________
__ This update of Roman law by the greatest Byzantine
emperor became the basis for the modern legal code today.
@;Lighthouse
@PEDIAIMPROVE42
Triremes and Junks 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.
________________________________________________
__________ The only of the Seven Ancient Wonders with an actual
practical function, the Lighthouse worked as a real lighthouse, but
by the Viking Era the light in it was no longer maintained.
@;Great Library
@PEDIAIMPROVE43
Civilization receives any civilization advance
already discovered by two other civilizations.
________________________________________________
__________ It is said virtually every book made in the Western
Ancient world had a copy in the Great Library of Alexandria, but
it was callously burned down by the Arabs just before the dawn of
the Viking Era.
@;Oracle
@PEDIAIMPROVE44
(Oracle)
Doubles the effect of all of your temples.
__________________________________________
________________ This was one of the original Seven Wonders
of the Ancient World. An elaborate tomb for a
little known king, it was counted among the wonders
for its great beauty.
@;Great Wall
@PEDIAIMPROVE45
Enemy civilizations must offer cease-fire/peace
in negotiations. Combat strength doubled against
barbarians. _______________________________
_________________________
The greatest city walls ever built, these walls
made Constantinople all but invincible for over
a thousand years.
@;Sun Tzu's War Academy
@PEDIAIMPROVE46
(Sun Tzu's War Academy) All new ground units produced
gain Veteran status. Any unit which wins a combat gains
Veteran status. ____________________________
______________________________ The Church of the Holy Sepulchre
(the rotunda is shown here) supposedly holds the body of Jesus.
Built by the Byzantines, it has survived till today. Control
of this site was the main goal of the Crusades.
@;King Richard's Crusade
@PEDIAIMPROVE47
(King Richard's Crusade)
Every square in the city's radius produces an extra
resource "shield". __________________________________
_____________________________________________________
___ The Crusades provided a boost to the economies of Europe
by bringing Europeans into contact with the civilizations
of the Near East.
@;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).
__________________________________________________
______ Marco Polo's trip through Asia provided a valuable glimpse
into other cultures during a generally ignorant era.
@;Michelangelo's Chapel
@PEDIAIMPROVE49
(Michelangelo's Chapel)
Counts as a Cathedral in each of your cities.
________________________________________
________________ The Koran was and is the holiest
book for Muslims, the foundation of the Islamic faith.
@;Copernicus' Observatory
@PEDIAIMPROVE50
(Copernicus' Observatory)
Increases science output of city by 50%%.
______________________________________________
___________ Later ruined and forgetten by history, this was
one of the most impressive buildings in the world at the time.
It stood at the center of a vibrant intellectual community.
@;Magellan's Expedition
@PEDIAIMPROVE51
(Magellan's Expedition)
Movement rate of all ships is increased by two.
______________________________________
____________________ It is now accepted Leif
Erikkson "discovered" America long before Columbus.
@:Shakespeare's Theatre
@PEDIAIMPROVE52
(Shakespeare's Theatre)
All unhappy citizens in city are content.
______________________________________
____________________ The second largest church in the
world, behind only the Vatican. It was the spiritual center of the
Eastern Orthodox Church.
@;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
(J.S. Bach's Cathedral)
Decreases unhappy citizens on same continent by 2 per city.
_________________________________________
_________________________________________
_______________ The spiritual center of the Catholic Church, and the
residence of the Pope.
@;Isaac Newton's College
@PEDIAIMPROVE55
(Isaac Newton's College)
Doubles science output of city.
_____________________________________
_____________________ After the fall of Rome, Constantinople
became the repository of Roman knowledge and traditions, providing
a constant source of inspiration for Byzantine scholars.
@;Adam Smith's Trading Co.
@PEDIAIMPROVE56
(Adam Smith's Trading Co.)
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.
__________________________________
______________________ The Theme System was a vital government
reform that allowed farmers a remarkable amount of freedom and
independence for the era. It also doubled the amount of taxes
collected overnight.
@;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 first obtained, 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
The entire world (cities and terrain) becomes visable.
@;SETI Program
@PEDIAIMPROVE65
Counts as a research lab in every one of your cities; effectively
doubles your science output.
@;Cure for Cancer
@PEDIAIMPROVE66
(Cure for Cancer) One extra happy citizen in each city.
_________________________________
_______________________ For a few centuries the Abbasid capital was
moved from Baghdad to Samarra. This mosque was the center of the
new city and the largest mosque in the world.
@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 Despotism, Monarchy, and
later Communism and Fundamentalism, allow you to expand
rapidly, to produce and sustain large numbers of military
units, and to control your affairs completely.
^
Democracy and the Republic, 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 Despotism, except that the corruption
rate is VERY HIGH (see entry for Despotism). However, no
taxes are collected during a period of Anarchy, and no
scientific research is conducted.
@PEDIAGOVT1
@width=600
@title=Civilization Government: Despotism
^UNIT SUPPORT
Each unit above the city size costs one shield per turn.
Settlers 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
Despotism 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 Despotism, 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 Despotism's high rate of corruption, it is almost
always an inferior form of government. Try to switch to a
Monarchy as soon as possible.
@PEDIAGOVT2
@width=600
@title=Civilization Government: Monarchy
^UNIT SUPPORT
Each unit beyond the third costs one shield per turn.
Settlers eat two 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
Monarchy 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 a Monarchy, none of the science/tax/luxury rates may
be set higher than 70%%.
^
^HINTS
Monarchy is an excellent form of government for a young
civilization.
@PEDIAGOVT3
@width=600
@title=Civilization Government: Communism
^UNIT SUPPORT
Each unit beyond the third costs one shield per turn.
Settlers eat two 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 EMPIRE, state control of the economy eliminates
organized crime. Your cities, therefore, experience no
corruption.
^
^SPECIAL
All SPY units produced under Empire governments are
given VETERAN status. Under Empire, none of the
science/tax/luxury rates may be set higher than 80%%.
^
^HINTS
Empire is in fact Communism renamed for earlier times.
Empire is best for large, far-flung empires which need
to maintain a large military.
@PEDIAGOVT4
@width=600
@title=Civilization Government: Fundamentalism
^UNIT SUPPORT
Can support up to TEN units for free; additional
units cost one shield each. Settlers eat one
food per turn. ONLY Fundamentalisms may produce
FANATIC units.
^
^HAPPINESS
Under Fundamentalism, NO CITIZEN IS EVER UNHAPPY!
^
^CORRUPTION AND WASTE
Fundamentalism has a LOW rate of corruption.
However, Fundamentalism has the special disadvantage that
all SCIENCE is HALVED.
^
^SPECIAL
Improvements which convert unhappy citizens to
content citizens (Temples, 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 Diplomats and Spies are reduced.
Under Fundamentalism, none of the science/tax/luxury rates may
be set higher than 80%%.
^
^HINTS
Fundamentalism eliminates all happiness problems and provides
an excellent revenue. Scientific research tends to languish.
@PEDIAGOVT5
@width=600
@title=Civilization Government: Republic
^UNIT SUPPORT
Each unit costs one shield per turn. Settlers 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
The Republic 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 Republic, 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 Republic 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
building the Womens Suffrage wonder can help with this
problem.
@PEDIAGOVT6
@width=600
@title=Civilization Government: Democracy
^UNIT SUPPORT
Each unit costs one shield per turn. Settlers 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
Democracies experience NO corruption or waste.
^
^SPECIAL
Under a Democracy, each square which ordinarily produces at
least one unit of trade produces an extra unit.
The units and cities of a Democracy are immune to BRIBERY
of all forms.
The science/tax/luxury rates may be set to any level
desired.
^
^HINTS
Democracies 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!