Civilization Wiki
Advertisement

Documentation for this module may be created at Module:Data/CivBE/RT/Concepts/doc

--[Field]                              [Type]
--Type                                 String
--Topic                                String
--Description                          String
--Summary                              String
--AdvisorQuestion                      String
--Advisor                              String
--CivilopediaPage                       Int64
--CivilopediaPageText                  String
--CivilopediaHeaderType                String
--InsertAfter                          String
--InsertBefore                         String

local data ={

CONCEPT_CITIES={
Type="CONCEPT_CITIES";
Topic=[=[Cities]=];
Description=[=[Cities]=];
Summary=[=[{{LinkBE|Cities}} are vital to your colony's success. They are the site to build {{LinkBE|Units}}, {{LinkBE|Buildings}} and {{LinkBE|Wonders}}. They allow you to {{LinkBE|research}} new technologies and gather wealth, expanding your borders as they do so. You cannot win Beyond Earth without at least one secure, well-situated city. As the number of cities in your colony grows, your colony’s {{LinkBE|Health}} declines.

In other words, a colony with two cities each of population 1 is less healthy than a colony with one city of population 2, even though you have the same total population.]=];
AdvisorQuestion=[=[What are cities?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_CITIES";};

CONCEPT_OUTPOSTS={
Type="CONCEPT_OUTPOSTS";
Topic=[=[Cities]=];
Description=[=[Outposts]=];
Summary=[=[An {{LinkBE|Outpost}} is, in a word, a proto-city: a small installation that is placed on the map and acquires territory like a city, but which does not yet have the advantages of a city. Outposts cannot produce {{LinkBE|Buildings}}, {{LinkBE|military}} {{LinkBE|Units}}, or {{LinkBE|Wonders}}, and cannot bombard enemy units. Outposts get exclusive rights to improve {{LinkBE|tiles}} within their territory, and to the yields those tiles produce, but Outpost territory does not restrict the {{LinkBE|movement}} of enemy military units.

Outposts have no {{LinkBE|ranged}} strike capabilities and a weak {{LinkBE|Combat Strength}}, and are destroyed rather than captured when they are overrun. Units may be garrisoned in them, and will conduct melee or {{LinkBE|ranged combat}} as usual.

The sole exception to the Outpost-phase of city creation is the player’s {{LinkBE|capital}} – the first city you build at the beginning of the game. The capital city is founded already complete; all subsequent “founding” actions produce Outposts.]=];
AdvisorQuestion=[=[What is an Outpost?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_CITIES";};

CONCEPT_WATER_CITIES={
Type="CONCEPT_WATER_CITIES";
Topic=[=[Cities]=];
Description=[=[Aquatic Cities]=];
Summary=[=[{{LinkBE|Aquatic cities}} work just like land {{LinkBE|cities}}, but with three key differences.

First, aquatic cities [COLOR_RED]do not grow with {{CultureIconBE}} {{LinkBE|Culture}}}}. They only claim the plots adjacent to the city when the city is founded. Instead, to claim new territory, aquatic cities require their second special ability:

{{ColorGreenBE|Aquatic cities can move.}} These cities float and can travel around the map. Whenever the city moves, it claims the {{LinkBE|tiles}} adjacent to its new location. This is how aquatic cities gain their territory. They can still buy plots with {{EnergyIconBE}} {{LinkBE|Energy}}, however.

Lastly, although aquatic cities do not grow with {{CultureIconBE}} Culture, they do produce 50% more {{CultureIconBE}} Culture towards unlocking new {{LinkBE|Virtues}}.]=];
AdvisorQuestion=[=[How do aquatic cities work?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_CITIES";};

CONCEPT_MOVING_WATER_CITIES={
Type="CONCEPT_MOVING_WATER_CITIES";
Topic=[=[Cities]=];
Description=[=[Moving Aquatic Cities]=];
Summary=[=[To move an aquatic city, select the [COLOR_YELLOW]{{LinkBE|Move City}}}} project from the city's {{ProductionIconBE}} {{LinkBE|Production}} list, then select the plot you wish to move to. When the Move City project is complete, the city will move to the plot you chose.

There are some restrictions on where {{LinkBE|aquatic cities}} can move:
  * You can only move to an adjacent plot. The plot must be shallow water ({{LinkBE|Coast}} {{LinkBE|terrain}}) until you {{LinkBE|research}} [COLOR_TECH_TEXT]{{LinkBE|Planetary Survey}}.}}
  * You cannot move closer than 2 plots away from another City or {{LinkBE|Outpost}}.
  * You cannot move onto an existing {{LinkBE|Station}} or Planetary {{LinkBE|Wonder}}.]=];
AdvisorQuestion=[=[How do aquatic cities move?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_CITIES";};

CONCEPT_FOUNDING_CITIES={
Type="CONCEPT_FOUNDING_CITIES";
Topic=[=[Cities]=];
Description=[=[How to Create More Cities]=];
Summary=[=[{{ColorPositiveBE|{{LinkBE|Cities}}}} come from {{LinkBE|building}} new {{ColorPositiveBE|{{LinkBE|Outposts}}}} and sheltering them until they grow into Cities.

Building an Outpost, the precursor to a City, is the sole action available to the {{LinkBE|Colonist}} {{LinkBE|unit}}. Building an Outpost consumes the Colonist. An Outpost may be founded anywhere on the map within these restrictions:

*The Outpost cannot be closer than 3 {{LinkBE|tiles}} to another City or Outpost
*The Outpost cannot be closer than 2 to a {{LinkBE|Station}}
*The Outpost cannot be established along the edge of the map

Once established, the Outpost starts with just one tile of claimed territory, selected from whichever unclaimed tiles adjacent to the Outpost’s location are judged most valuable. From its initial claimed tile, the Outpost will steadily claim all remaining, unclaimed tiles around it, similar to the way a land City’s {{LinkBE|Culture}} output will expand its territory. After all the tiles adjacent the Outpost are claimed -- whether by that Outpost or by another Outpost or City -- it will transform into a full City.]=];
AdvisorQuestion=[=[How can I found more cities?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_CITIES";};

CONCEPT_WHERE_TO_FOUND_CITIES={
Type="CONCEPT_WHERE_TO_FOUND_CITIES";
Topic=[=[Cities]=];
Description=[=[Where to Found Outposts]=];
Summary=[=[{{LinkBE|Outposts}} become {{LinkBE|cities}} (with luck), and thus you need to give some thought to where you will place them. Cities should be constructed in locations with plenty of {{LinkBE|food}} and {{LinkBE|production}} and with access to {{LinkBE|resources}}. When founding on land, it is often a good idea to build a city on a {{LinkBE|river}} or {{LinkBE|coastal}} hex. Cities constructed on {{LinkBE|hills}} gain a defensive bonus, making it harder for enemies to capture them. When founding on water, access to a land coast is likewise beneficial, while deep water represents a good place to expand to once the {{LinkBE|technology}} to move the city there is {{LinkBE|researched}}.]=];
AdvisorQuestion=[=[Where should Outposts be founded?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_CITIES";};

CONCEPT_CITY_BANNER={
Type="CONCEPT_CITY_BANNER";
Topic=[=[Cities]=];
Description=[=[The City Banner]=];
Summary=[=[{{LinkBE|The city banner}} displays the city’s name; the city’s {{LinkBE|Combat Strength}} is displayed above the name. Below the city’s name is shown the number of turns until border {{LinkBE|growth}} based on the city’s current rate of {{LinkBE|culture}}.
Note the arrows on the left and right edges of the banner. Click on these to close this city’s City Screen and move to another. You can rotate through all of your {{LinkBE|cities}} in the game using these arrows.]=];
AdvisorQuestion=[=[What is the city banner?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_CITIES";};

CONCEPT_CITY_SCREEN={
Type="CONCEPT_CITY_SCREEN";
Topic=[=[Cities]=];
Description=[=[The City Screen]=];
Summary=[=[Once your {{LinkBE|Outpost}} becomes a city, you will be able to manage and direct the affairs of the city through {{LinkBE|the City Screen}}. You can open the City Screen by clicking on {{LinkBE|the city banner}} on the Main Map. The City Screen allows you to “fine tune” your control over each city. It contains an {{LinkBE|array}} of information and options for all aspects of {{LinkBE|production}}, defense, working surrounding {{LinkBE|tiles}}, and the like.]=];
AdvisorQuestion=[=[What is the city screen?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_CITIES";};

CONCEPT_CITY_COMBATUNITS={
Type="CONCEPT_CITY_COMBATUNITS";
Topic=[=[Cities]=];
Description=[=[Combat Units]=];
Summary=[=[A city’s owner may “garrison” a {{LinkBE|military}} {{LinkBE|unit}} inside the city to bolster its defenses. A portion of the garrisoned unit’s {{LinkBE|Combat Strength}} is added to the city’s strength. The garrisoned unit will take no damage when the city is attacked; however, if the city is captured the garrisoned unit is destroyed.

Only one {{LinkBE|combat unit}} may occupy a city at a {{LinkBE|time}}. That military unit is said to “garrison” the city, and it adds a defensive bonus to the city. Additional {{LinkBE|combat}} units may move through the city, but they cannot end their turn there.]=];
AdvisorQuestion=[=[How do military units work with cities?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_CITIES";};

CONCEPT_CITY_CONSTRUCTION={
Type="CONCEPT_CITY_CONSTRUCTION";
Topic=[=[Cities]=];
Description=[=[Construction in Cities]=];
Summary=[=[You may construct {{LinkBE|buildings}}, {{LinkBE|wonders}}, or {{LinkBE|units}} in a city. Only one can be constructed at a {{LinkBE|time}}. When {{LinkBE|construction}} is complete, the “Choose {{LinkBE|Production}}” alert message will appear; click on this to access the “City Build Menu” and choose the next item to construct.]=];
AdvisorQuestion=[=[What things can a city construct?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_CITIES";};

CONCEPT_CITY_BUILD={
Type="CONCEPT_CITY_BUILD";
Topic=[=[Cities]=];
Description=[=[The City Build Menu]=];
Summary=[=[{{LinkBE|The City Build Menu}} displays all of the {{LinkBE|units}}, {{LinkBE|buildings}} and {{LinkBE|wonders}} that you can construct in that city at that {{LinkBE|time}}. As your {{LinkBE|technology}} increases new items will appear. Each entry tells you how many turns it will take until {{LinkBE|construction}} is complete. If an entry is greyed-out, then you are currently unable to construct the item. Roll your cursor over the entry to see what you’re missing.]=];
AdvisorQuestion=[=[How does the city build menu work?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_CITIES";};

CONCEPT_CITY_CHANGE_BUILD={
Type="CONCEPT_CITY_CHANGE_BUILD";
Topic=[=[Cities]=];
Description=[=[Changing Construction]=];
Summary=[=[If you wish to change what a city is constructing, you may do so on {{LinkBE|the City Screen}}. The {{LinkBE|production}} already expended on the original item is not applied to the new item; however, it remains “on the books” for a while and if you later order that city to resume {{LinkBE|construction}} on the original item, it may get the benefit of some or all of the earlier production. The longer the delay, the more production is lost.]=];
AdvisorQuestion=[=[How can you change what a city is constructing?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_CITIES";};

CONCEPT_CITY_PURCHASEITEM={
Type="CONCEPT_CITY_PURCHASEITEM";
Topic=[=[Cities]=];
Description=[=[Purchasing an Item]=];
Summary=[=[Click on “Purchase” to order the city to purchase an item. The Purchase Menu will appear; click on an item to purchase it. Note that the city isn’t purchasing the item it is presently working on; after the purchase the city will continue to construct the item (unless unable to do so).]=];
AdvisorQuestion=[=[How can I use Energy to purchase things in a City?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_CITIES";};

CONCEPT_CITY_CONSTRUCTING_UNITS={
Type="CONCEPT_CITY_CONSTRUCTING_UNITS";
Topic=[=[Cities]=];
Description=[=[Constructing Units]=];
Summary=[=[{{LinkBE|Units}} are built in {{LinkBE|cities}}. Each unit has a certain “{{LinkBE|Production}} Cost” which determines how many points of Production the city must expend to produce the unit. In addition, in order to construct a unit you must have {{LinkBE|knowledge}} of the requisite {{LinkBE|technology}} (you must know the “{{LinkBE|Physics}}” technology, for example, to construct a “{{LinkBE|Ranger}}” unit). Some units also require that your colony have access to certain {{LinkBE|resources}} to construct them (for instance, to build a “{{LinkBE|LEV Tank}}” you will need {{LinkBE|Floatstone}}).]=];
AdvisorQuestion=[=[How does constructing units at a city work?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_CITIES";};

CONCEPT_CITY_CONSTRUCTING_BUILDINGS={
Type="CONCEPT_CITY_CONSTRUCTING_BUILDINGS";
Topic=[=[Cities]=];
Description=[=[Constructing Buildings]=];
Summary=[=[Only one {{LinkBE|building}} of each kind may be constructed in a city: you cannot have duplicate buildings in the same city. Once you’ve constructed a building, that building will disappear from that city’s City Build Menu. (You can still build the same building in another city, of course.)]=];
AdvisorQuestion=[=[How does constructing buildings at a city work?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_CITIES";};

CONCEPT_CITY_CONSTRUCTING_WONDERS={
Type="CONCEPT_CITY_CONSTRUCTING_WONDERS";
Topic=[=[Cities]=];
Description=[=[Constructing Wonders]=];
Summary=[=[There are two types of {{LinkBE|Wonders}} in Beyond Earth: Great Wonders and Planetary Wonders. Only one of each Great Wonder may be constructed anywhere in the world: once one colony has constructed one, no other player may do so. Wonders will disappear from {{LinkBE|the City Build Menu}} once you can no longer construct them.

If another colony completes {{LinkBE|construction}} of a Great Wonder while you are {{LinkBE|building}} it, you will receive an {{LinkBE|Energy}} bonus as compensation, and you’ll have to begin construction on something else.]=];
AdvisorQuestion=[=[How does constructing wonders at a city work?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_CITIES";};

CONCEPT_CITY_WORKINGLAND={
Type="CONCEPT_CITY_WORKINGLAND";
Topic=[=[Cities]=];
Description=[=[Working the Tiles]=];
Summary=[=[{{LinkBE|Cities}} thrive due to the land around them. Their citizens “work” the land, harvesting {{LinkBE|Food}}, {{LinkBE|Energy}}, {{LinkBE|Production}} and {{LinkBE|Science}} from the {{LinkBE|tiles}}. Citizens can work tiles that are within three tiles’ distance from the city and that are within your colony’s borders. Only one city can work a single tile even if it’s within two tiles’ distance from more than one.]=];
AdvisorQuestion=[=[How does a city's population interact with the land?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_CITIES";};

CONCEPT_CITY_ASSIGNINGCITIZENS={
Type="CONCEPT_CITY_ASSIGNINGCITIZENS";
Topic=[=[Cities]=];
Description=[=[Assigning Citizens to Work the Land]=];
Summary=[=[As your city grows, it automatically assigns its citizens to work the lands around it. It seeks to provide a balanced amount of {{LinkBE|food}}, {{LinkBE|production}}, and {{LinkBE|Energy}}. You may order a city's citizens to work other {{LinkBE|tiles}}; for example: if you want a certain city to concentrate on {{LinkBE|generating Energy}}, food or production.]=];
AdvisorQuestion=[=[How can a city's citizens be assigned to work the land?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_CITIES";};

CONCEPT_CITY_IMPROVINGLAND={
Type="CONCEPT_CITY_IMPROVINGLAND";
Topic=[=[Cities]=];
Description=[=[Improving the Tiles]=];
Summary=[=[While certain {{LinkBE|tiles}} naturally provide good amounts of {{LinkBE|food}}, {{LinkBE|Energy}}, and so forth, many can be “improved” to provide even more, thus increasing a city’s {{LinkBE|growth}}, {{LinkBE|culture}}, productivity, or {{LinkBE|science}}. You need to build “{{LinkBE|Workers}}” to improve the lands. Once you have a Worker, you can order it to construct {{LinkBE|improvements}} – such as {{LinkBE|farms}}, {{LinkBE|mines}}, {{LinkBE|nodes}}, {{LinkBE|generators}} and so forth – that will make the land around your {{LinkBE|cities}} more productive.]=];
AdvisorQuestion=[=[How can the land around a city be improved?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_CITIES";};

CONCEPT_CITY_UNEMPLOYED_CITIZENS={
Type="CONCEPT_CITY_UNEMPLOYED_CITIZENS";
Topic=[=[Cities]=];
Description=[=[Unemployed Citizens]=];
Summary=[=[If a citizen is not assigned to work in the fields and is not a {{LinkBE|specialist}}, that citizen still provides a benefit of + 1 {{LinkBE|Production}} to the city.]=];
AdvisorQuestion=[=[What if a {{CitizenIconBE}} citizen is not working the fields or is not a specialist?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_CITIES";};

CONCEPT_CITY_COMBAT={
Type="CONCEPT_CITY_COMBAT";
Topic=[=[Cities]=];
Description=[=[City Combat]=];
Summary=[=[{{LinkBE|Cities}} may be attacked and captured by enemy {{LinkBE|units}}. Each city has a “{{LinkBE|Combat Strength}}” which is determined by the city’s location, its size, whether any {{LinkBE|military}} units are “garrisoned” in that city, and whether defensive {{LinkBE|buildings}} such as a {{LinkBE|Defense Perimeter}} have been constructed in the city. The higher the city’s defensive value, the harder it is to capture the city.

Cities are important targets, and if fortified and defended by other units, can be quite difficult to capture. However, doing so can reap rich rewards – in fact, the only way to knock another colony out of the game is to capture or destroy all of its cities. Do this to enough opponents and you can win the game.]=];
AdvisorQuestion=[=[How does city combat work?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_CITIES";};

CONCEPT_CITY_ATTACKING_MELEE={
Type="CONCEPT_CITY_ATTACKING_MELEE";
Topic=[=[Cities]=];
Description=[=[Attacking a City]=];
Summary=[=[When a {{LinkBE|unit}} engages in {{LinkBE|melee combat}} with a city, the city may take damage to its {{LinkBE|hit points}}, and the {{LinkBE|melee unit}} may suffer damage as well. No matter how few hit points the city has remaining, it always defends itself at its full strength.]=];
AdvisorQuestion=[=[How does attacking a city with melee units work?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_CITIES";};

CONCEPT_CITY_ATTACKING_RANGED={
Type="CONCEPT_CITY_ATTACKING_RANGED";
Topic=[=[Cities]=];
Description=[=[Attacking with Ranged Units]=];
Summary=[=[To target a city with a {{LinkBE|ranged unit}}, move the {{LinkBE|unit}} so that the city falls within the unit’s {{LinkBE|line of sight}} {{LinkBE|range}} and then {{LinkBE|right-click}} on the city. Depending upon the power behind the attack, the city’s {{LinkBE|hit points}} may be reduced by the attack. Note that a ranged attack cannot drop a city below 1 HP: the city must be captured by a {{LinkBE|melee unit}}.]=];
AdvisorQuestion=[=[How does attacking a city with ranged units work?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_CITIES";};

CONCEPT_CITY_DEFENDING={
Type="CONCEPT_CITY_DEFENDING";
Topic=[=[Cities]=];
Description=[=[Defending A City]=];
Summary=[=[{{LinkBE|Cities}} have a {{LinkBE|Combat Strength}}, just like {{LinkBE|units}}. The city’s Strength represents its {{LinkBE|Combat}} Strength and {{LinkBE|Ranged Combat Strength}}. During combat the city’s {{LinkBE|hit points}} may decline due to enemy attacks, but its Combat and {{LinkBE|Ranged Combat}} strengths remain equal to its initial strength — no matter how much damage the city has taken.]=];
AdvisorQuestion=[=[What can be done to help defend a city?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_CITIES";};

CONCEPT_CITY_CONQUERING={
Type="CONCEPT_CITY_CONQUERING";
Topic=[=[Cities]=];
Description=[=[Capturing A City]=];
Summary=[=[A fully-{{LinkBE|healthy}} city has 100 {{LinkBE|hit points}}. As it takes damage, the city’s hit points are reduced. When a city’s hit points reach “0,” an enemy {{LinkBE|unit}} may enter the city, regardless of any units already inside. When this occurs, the city is captured. The attacker usually has the option of destroying the city or adding the city to his colony, either as a puppet or directly through annexation.

When your unit enters an enemy city, you have three {{LinkBE|choices}}: you can raze the city, you can annex it and make it part of your colony, or you can make it into a puppet city. Each has its own benefits and costs.

If a city is captured, its {{LinkBE|buildings}} are captured as well, although these may not remain. The city’s {{LinkBE|culture}} and {{LinkBE|military}} buildings ({{LinkBE|defense perimeter}}, {{LinkBE|alien preserve}}, and so forth) are always destroyed when the city is taken. All other buildings have a 66% chance of being captured intact and remaining in play under your control.]=];
AdvisorQuestion=[=[How is a city captured?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_CITIES";};

CONCEPT_CITY_DESTROY={
Type="CONCEPT_CITY_DESTROY";
Topic=[=[Cities]=];
Description=[=[Razing the City]=];
Summary=[=[If you raze the city, it’s gone. Forever. All of its {{LinkBE|buildings}}, {{LinkBE|wonders}}, and citizens are no more. While there are some valid reasons for razing a city, mostly to do with your population’s {{LinkBE|health}}, this extreme behavior does have significant diplomatic consequences – i.e., other colonies may be less likely to ally with you if they think you’re a bloodthirsty conqueror. You can raze the city immediately upon capturing it or at any point after that.]=];
AdvisorQuestion=[=[How can a city be destroyed?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_CITIES";};

CONCEPT_CITY_INDESTRUCTABLE={
Type="CONCEPT_CITY_INDESTRUCTABLE";
Topic=[=[Cities]=];
Description=[=[Indestructible Cities]=];
Summary=[=[A {{LinkBE|capital}} cannot be destroyed by any means. It can be captured, but not destroyed. Remember that you can drive another colony out of the game by destroying or capturing all of its {{LinkBE|cities}}, so you can still wipe your foes off the map even if you can’t erase their capital from the face of the planet.]=];
AdvisorQuestion=[=[Why can some cities not be destroyed?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_CITIES";};

CONCEPT_CITY_ANNEX={
Type="CONCEPT_CITY_ANNEX";
Topic=[=[Cities]=];
Description=[=[Annexing the City]=];
Summary=[=[If you annex the city, you make it a part of your lands. You have control over the city, just as if you had constructed the city yourself. The downside to annexation is that doing so makes your colony less {{LinkBE|healthy}}, and you will be required to construct health-related {{LinkBE|buildings}}  (e.g. {{LinkBE|Pharmalab}}) or {{LinkBE|Wonders}} (e.g., {{LinkBE|Promethean}}) or connect to {{LinkBE|basic resources}} to {{LinkBE|counteract}} this decrease in overall health. Annexing too many {{LinkBE|cities}} too rapidly can bring about problems.]=];
AdvisorQuestion=[=[What does it mean to annex a city?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_CITIES";};

CONCEPT_CITY_PUPPET={
Type="CONCEPT_CITY_PUPPET";
Topic=[=[Cities]=];
Description=[=[Making the City a Puppet]=];
Summary=[=[If you make the conquered city a puppet, you gain the benefit of the city's {{LinkBE|research}} and its output of {{LinkBE|Energy}}, while taking a much smaller hit to your citizens' {{LinkBE|health}}. However, you do not control the city's {{LinkBE|production}}. It makes the {{LinkBE|buildings}} it chooses and it creates no new {{LinkBE|units}} or {{LinkBE|wonders}} at all. Thus you'll have to provide the {{LinkBE|military}} force for its defense, and if you want to make the city more efficient, you'll have to order your civ's {{LinkBE|Workers}} to improve its land.  You can annex a puppet city at any {{LinkBE|time}}. To do so, click on the city's banner.]=];
AdvisorQuestion=[=[What does it mean to make a city a puppet?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_CITIES";};

CONCEPT_CITY_MARTIAL_LAW={
Type="CONCEPT_CITY_MARTIAL_LAW";
Topic=[=[Cities]=];
Description=[=[Martial Law]=];
Summary=[=[{{LinkBE|Martial Law}} occurs immediately after conquest, regardless of whether the player chooses to Puppet or Annex the city. While in Martial Law, the city has drastically reduced or wholly ineffectual yield output, cannot build or buy {{LinkBE|tiles}}, and cannot use {{LinkBE|ranged}} strikes. Martial Law remains in effect for a set number of turns – the exact number is based on a minimum value plus the city’s population.]=];
AdvisorQuestion=[=[What is Martial Law?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_CITIES";};

CONCEPT_CITY_RESISTANCE={
Type="CONCEPT_CITY_RESISTANCE";
Topic=[=[Cities]=];
Description=[=[Resistance]=];
Summary=[=[{{LinkBE|Resistance}} occurs only after the player chooses to Annex a conquered city. While in Resistance, the city decreases the colony's {{LinkBE|health}} significantly. Resistance is in effect for a set number of turns, based on the city’s population. Resistance can be in effect at the same {{LinkBE|time}} as {{LinkBE|Martial Law}} if the player conquers a city and chooses to annex either immediately or on any subsequent turn before the Martial Law effect expires.]=];
AdvisorQuestion=[=[What is Resistance?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_CITIES";};

CONCEPT_COMBAT={
Type="CONCEPT_COMBAT";
Topic=[=[Combat]=];
Description=[=[Combat]=];
Summary=[=[{{LinkBE|Combat}} occurs between two opposing {{LinkBE|units}}. A colony may be at war with another colony, leading to combat between the colonial units. In addition, you may always attack (and be attacked by) an {{LinkBE|alien unit}}, although doing so may have consequences. There are two major forms of combat: melee and {{LinkBE|ranged}}.]=];
AdvisorQuestion=[=[What are the basics of combat?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_DECLARE_WAR_DIPLOMATICALLY={
Type="CONCEPT_COMBAT_DECLARE_WAR_DIPLOMATICALLY";
Topic=[=[Combat]=];
Description=[=[Diplomatically Declaring War]=];
Summary=[=[You may declare War on a civilization through the {{LinkBE|Diplomacy}} Overview; hostilities begin immediately, so it may be best to declare War diplomatically during your turn only.]=];
AdvisorQuestion=[=[How do you declare war diplomatically?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_DECLARE_WAR_ATTACK_UNIT={
Type="CONCEPT_COMBAT_DECLARE_WAR_ATTACK_UNIT";
Topic=[=[Combat]=];
Description=[=[Attacking Another Unit]=];
Summary=[=[You can simply order one of your {{LinkBE|units}} to attack another colony’s unit. If you’re not currently at war with the colony you’re attacking, a pop-up message will appear asking if you want to declare war on that player; if you choose to do so, the attack occurs and a war is underway. If you decline, the attack is aborted and you remain at peace.]=];
AdvisorQuestion=[=[Can you declare war by simply attacking a unit?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_DECLARE_WAR_ENTER_TERRITORY={
Type="CONCEPT_COMBAT_DECLARE_WAR_ENTER_TERRITORY";
Topic=[=[Combat]=];
Description=[=[Entering a Colony’s Territory]=];
Summary=[=[It is also an act of war to enter a colony’s territory if you don’t have an “Open Borders” {{LinkBE|agreement}} with that colony. A pop-up will appear and ask you to confirm your move. If you elect to continue the move, a war is underway.]=];
AdvisorQuestion=[=[Can you declare war by walking into another civ's territory?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_DECLARE_WAR_RECEIVED={
Type="CONCEPT_COMBAT_DECLARE_WAR_RECEIVED";
Topic=[=[Combat]=];
Description=[=[An Enemy Declaration of War]=];
Summary=[=[At any {{LinkBE|time}} another colony may declare war on you. If so, you’ll be informed by an unpleasant notification message. Getting out of war isn't always easy, so even when defending you must prepare for a potentially long conflict.]=];
AdvisorQuestion=[=[Can other civs declare war on me?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_END_WAR={
Type="CONCEPT_COMBAT_END_WAR";
Topic=[=[Combat]=];
Description=[=[Ending a War]=];
Summary=[=[Wars end automatically when one side has been destroyed because it has lost its last city. Or the {{LinkBE|combatants}} may agree to halt hostilities short of this eventuality through diplomatic negotiations. You or your opponent may choose to initiate such discussions.]=];
AdvisorQuestion=[=[How can a war be ended?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_WHICH_UNITS_CAN_FIGHT={
Type="CONCEPT_COMBAT_WHICH_UNITS_CAN_FIGHT";
Topic=[=[Combat]=];
Description=[=[Which Units Can Fight]=];
Summary=[=[A {{LinkBE|combat unit}} is any {{LinkBE|unit}} able to attack in melee or {{LinkBE|ranged combat}}. The attack may be directed at another {{LinkBE|combat}} unit, a {{LinkBE|non-combat unit}}, or a city or {{LinkBE|outpost}}. Non-{{LinkBE|military}} units such as {{LinkBE|Workers}}, {{LinkBE|Colonists}} or {{LinkBE|Trade Convoys}} may not initiate an attack. Only certain {{LinkBE|orbital units}} may initiate combat. All {{LinkBE|aliens}} are considered combat units.]=];
AdvisorQuestion=[=[Which units can fight?]=];
Advisor="MILITARY";
CivilopediaPage=4;
CivilopediaPageText=[=[Unit List]=];
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_UNIT_STATS={
Type="CONCEPT_COMBAT_UNIT_STATS";
Topic=[=[Combat]=];
Description=[=[Unit Combat Statistics]=];
Summary=[=[A {{LinkBE|military}} {{LinkBE|unit}}’s {{LinkBE|combat}} abilities are determined by its combat values. There are four basic combat stats: {{LinkBE|Combat Strength}}, {{LinkBE|Ranged Combat Strength}}, {{LinkBE|Range}}, and {{LinkBE|Hit Points}}.]=];
AdvisorQuestion=[=[What are the unit combat statistics?]=];
Advisor="MILITARY";
CivilopediaPage=4;
CivilopediaPageText=[=[Unit List]=];
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_UNIT_STATS_RANGED_COMBAT_STRENGTH={
Type="CONCEPT_COMBAT_UNIT_STATS_RANGED_COMBAT_STRENGTH";
Topic=[=[Combat]=];
Description=[=[Ranged Combat Strength]=];
Summary=[=[Only {{LinkBE|units}} able to engage in "{{LinkBE|Ranged Combat}}" have this stat. It is the {{LinkBE|ranged unit}}'s {{LinkBE|Combat Strength}} when it is attacking.]=];
AdvisorQuestion=[=[How does the Ranged Combat Strength unit stat work?]=];
Advisor="MILITARY";
CivilopediaPage=4;
CivilopediaPageText=[=[Unit List]=];
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_UNIT_STATS_RANGE={
Type="CONCEPT_COMBAT_UNIT_STATS_RANGE";
Topic=[=[Combat]=];
Description=[=[Range]=];
Summary=[=[The {{LinkBE|unit}}'s "{{LinkBE|range}}" stat determines the distance at which a unit can launch a ranged attack. A range of "2" means that the target can be in an adjacent {{LinkBE|tile}} or one tile distant. A range of "1" means that the target has to be adjacent to the attacker.]=];
AdvisorQuestion=[=[How does the range unit stat work?]=];
Advisor="MILITARY";
CivilopediaPage=4;
CivilopediaPageText=[=[Unit List]=];
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_UNIT_STATS_COMBAT_STRENGTH={
Type="CONCEPT_COMBAT_UNIT_STATS_COMBAT_STRENGTH";
Topic=[=[Combat]=];
Description=[=[Combat Strength]=];
Summary=[=[All {{LinkBE|military}} {{LinkBE|units}} have this value. {{LinkBE|Melee units}} use their {{LinkBE|Combat Strength}} when attacking or defending. {{LinkBE|Ranged units}} use their {{LinkBE|Combat}} Strength when defending.]=];
AdvisorQuestion=[=[How does the Combat Strength unit stat work?]=];
Advisor="MILITARY";
CivilopediaPage=4;
CivilopediaPageText=[=[Unit List]=];
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_UNIT_STATS_HIT_POINTS={
Type="CONCEPT_COMBAT_UNIT_STATS_HIT_POINTS";
Topic=[=[Combat]=];
Description=[=[Hit Points]=];
Summary=[=[A {{LinkBE|unit}}’s {{LinkBE|health}} is measured in “{{LinkBE|Hit Points}}.” When fully healthy, all {{LinkBE|combat units}} have 100 hit points. As a unit takes damage, it loses hit points. When a unit’s hit points reach 0, it is destroyed.]=];
AdvisorQuestion=[=[How does the hit point unit stat work?]=];
Advisor="MILITARY";
CivilopediaPage=4;
CivilopediaPageText=[=[Unit List]=];
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_MELEE_COMBAT={
Type="CONCEPT_COMBAT_MELEE_COMBAT";
Topic=[=[Combat]=];
Description=[=[Melee Combat]=];
Summary=[=[{{LinkBE|Melee combat}} occurs when a {{LinkBE|melee unit}} (any {{LinkBE|military}} {{LinkBE|unit}} which doesn’t have the {{LinkBE|Ranged Combat}} ability) attacks an enemy unit or city. It does not matter if the defender has {{LinkBE|Ranged}} {{LinkBE|Combat}}; so long as the attacker doesn’t have Ranged Combat, the resulting battle will be melee.]=];
AdvisorQuestion=[=[How does melee combat work?]=];
Advisor="MILITARY";
CivilopediaPage=4;
CivilopediaPageText=[=[Unit List]=];
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_MELEE_COMBAT_RESOLVE={
Type="CONCEPT_COMBAT_MELEE_COMBAT_RESOLVE";
Topic=[=[Combat]=];
Description=[=[Resolving Melee Combat]=];
Summary=[=[When two {{LinkBE|units}} engage in {{LinkBE|melee combat}}, the result is determined by the relative {{LinkBE|Combat Strengths}} of the two units – e.g., if a powerful unit fights a weak one, the powerful unit is likely to do more damage to its enemy, possibly destroying it altogether.
However many different factors may affect a unit’s strength in battle. A unit may receive “defensive bonuses” that will increase its melee strength when it is attacked while occupying {{LinkBE|forests}} or {{LinkBE|hills}}, or are fortified. Also, a unit’s damage may reduce its current {{LinkBE|Combat}} Strength.]=];
AdvisorQuestion=[=[How is melee combat resolved?]=];
Advisor="MILITARY";
CivilopediaPage=4;
CivilopediaPageText=[=[Unit List]=];
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_MELEE_MULTIPLE_UNITS={
Type="CONCEPT_COMBAT_MELEE_MULTIPLE_UNITS";
Topic=[=[Combat]=];
Description=[=[Multiple Units in Combat]=];
Summary=[=[{{LinkBE|Units}} receive a “flanking” attack bonus of 10% for each unit adjacent to the target unit. Some promotions and {{LinkBE|Virtues}} may give an attacking unit additional bonuses beyond the basic flanking bonus. These bonuses can be incredibly powerful when enough units are involved.]=];
AdvisorQuestion=[=[How do other units effect melee attacks?]=];
Advisor="MILITARY";
CivilopediaPage=4;
CivilopediaPageText=[=[Unit List]=];
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_COMBAT_INFORMATION_TABLE={
Type="CONCEPT_COMBAT_COMBAT_INFORMATION_TABLE";
Topic=[=[Combat]=];
Description=[=[Combat Information Table]=];
Summary=[=[When one of your {{LinkBE|units}} is active, place the cursor over an enemy unit to bring up the “{{LinkBE|Combat Information Table}}” and learn the probable {{LinkBE|outcome}} of any battle between the two units. This table shows your unit’s modified {{LinkBE|Combat Strength}} on the left and your enemy’s on the right. The box at the center top of the screen tells you the likely outcome of the battle, and the bars in the center of the box tell you how much damage each side will take if {{LinkBE|combat}} occurs.]=];
AdvisorQuestion=[=[How can I see what will likely happen in combat without starting a battle?]=];
Advisor="MILITARY";
CivilopediaPage=4;
CivilopediaPageText=[=[Unit List]=];
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_MELEE_INITIATING_COMBAT={
Type="CONCEPT_COMBAT_MELEE_INITIATING_COMBAT";
Topic=[=[Combat]=];
Description=[=[Initiating Melee Combat]=];
Summary=[=[The attacking {{LinkBE|unit}} initiates the melee by attempting to move into the {{LinkBE|tile}} an enemy unit is occupying. The attacker cannot engage in melee unless it can enter the defender's tile. To order an active unit to attack, {{LinkBE|right-click}} on the target. The active unit will initiate the {{LinkBE|combat}}.]=];
AdvisorQuestion=[=[How can I initiate melee combat?]=];
Advisor="MILITARY";
CivilopediaPage=4;
CivilopediaPageText=[=[Unit List]=];
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_MELEE_RESULTS={
Type="CONCEPT_COMBAT_MELEE_RESULTS";
Topic=[=[Combat]=];
Description=[=[Melee Combat Results]=];
Summary=[=[{{LinkBE|Units}} use up all of their {{LinkBE|movement}} when attacking in melee. Their turn ends upon launching the attack.
A melee attack will result in a variable number of lost {{LinkBE|hit points}} to each side, deducted from the current total a unit has. If the hit point value reaches 0, the unit is eliminated. If the defending unit is eliminated, the attacker occupies its {{LinkBE|tile}}. If the attacker is eliminated, the defending unit remains in place.]=];
AdvisorQuestion=[=[How can I tell what happened after melee combat?]=];
Advisor="MILITARY";
CivilopediaPage=4;
CivilopediaPageText=[=[Unit List]=];
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_RANGED_COMBAT={
Type="CONCEPT_COMBAT_RANGED_COMBAT";
Topic=[=[Combat]=];
Description=[=[Ranged Combat]=];
Summary=[=[Some {{LinkBE|units}} such as {{LinkBE|Rangers}}, {{LinkBE|Missile Rovers}} and {{LinkBE|Gunboats}} engage in {{LinkBE|Ranged Combat}} (that is, they shoot various things at enemy units) when attacking rather than engaging in {{LinkBE|melee combat}}. Such units have two distinct advantages over {{LinkBE|melee units}}: first, they can attack enemy units that are not adjacent to them, and second, they cannot take damage when they attack.]=];
AdvisorQuestion=[=[How does ranged combat work?]=];
Advisor="MILITARY";
CivilopediaPage=4;
CivilopediaPageText=[=[Unit List]=];
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_RANGED_COMBAT_STRENGTH={
Type="CONCEPT_COMBAT_RANGED_COMBAT_STRENGTH";
Topic=[=[Combat]=];
Description=[=[Ranged Combat Strength]=];
Summary=[=[Only {{LinkBE|units}} able to engage in “{{LinkBE|Ranged Combat}}” have this value. It is the {{LinkBE|ranged unit}}’s {{LinkBE|Combat Strength}} when it is attacking indirectly.]=];
AdvisorQuestion=[=[What is a pointless question?]=];
Advisor="MILITARY";
CivilopediaPage=4;
CivilopediaPageText=[=[Unit List]=];
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_RANGED_COMBAT_RANGE={
Type="CONCEPT_COMBAT_RANGED_COMBAT_RANGE";
Topic=[=[Combat]=];
Description=[=[Range]=];
Summary=[=[Only {{LinkBE|ranged combat}} {{LinkBE|units}} have this value. It is the distance, in {{LinkBE|tiles}}, within which the {{LinkBE|ranged}} {{LinkBE|combat unit}} can attack the enemy.]=];
AdvisorQuestion=[=[How does the range unit stat work?]=];
Advisor="MILITARY";
CivilopediaPage=4;
CivilopediaPageText=[=[Unit List]=];
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_RANGED_LINE_OF_SIGHT={
Type="CONCEPT_COMBAT_RANGED_LINE_OF_SIGHT";
Topic=[=[Combat]=];
Description=[=[Line of Sight]=];
Summary=[=[Generally, a {{LinkBE|ranged unit}} must be able to “see” its target in order to be able to fire at it. A {{LinkBE|unit}} cannot see a target if a blocking {{LinkBE|terrain type}} of {{LinkBE|feature}} is between the two – a {{LinkBE|mountain}} or {{LinkBE|hill}}, for example, or a {{LinkBE|tile}} with a {{LinkBE|forest}}. A unit can always see into a tile, even if it contains blocking {{LinkBE|terrain}}, but it cannot see objects in tiles past the blocking terrain.]=];
AdvisorQuestion=[=[How does line of sight work with ranged units?]=];
Advisor="MILITARY";
CivilopediaPage=4;
CivilopediaPageText=[=[Unit List]=];
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_RANGED_INITIATING_COMBAT={
Type="CONCEPT_COMBAT_RANGED_INITIATING_COMBAT";
Topic=[=[Combat]=];
Description=[=[Initiating Ranged Combat]=];
Summary=[=[Any {{LinkBE|unit}} that can engage in {{LinkBE|ranged combat}} has a {{LinkBE|Ranged Combat Strength}} value. This number is compared with the target’s {{LinkBE|Combat Strength}} to determine the results of the attack. With the {{LinkBE|ranged unit}} active, {{LinkBE|right-click}} on the target, and a red arrow will appear. Confirm the attack by clicking on the target again.
To see the potential effects of a {{LinkBE|ranged}} attack, with the attacking unit active hover the cursor over the potential target. The “{{LinkBE|Combat Information Table}}” will appear, showing you the losses (if any) the target will take from a ranged attack by your active unit.]=];
AdvisorQuestion=[=[How can I initiate ranged combat?]=];
Advisor="MILITARY";
CivilopediaPage=4;
CivilopediaPageText=[=[Unit List]=];
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_RANGED_RESULTS={
Type="CONCEPT_COMBAT_RANGED_RESULTS";
Topic=[=[Combat]=];
Description=[=[Ranged Combat Results]=];
Summary=[=[At the end of {{LinkBE|ranged combat}}, the target {{LinkBE|unit}} may have sustained no damage, some damage, or it may have been destroyed. Remember that the attacking unit will never suffer any damage during {{LinkBE|ranged}} {{LinkBE|combat}}.

If the target is destroyed, the attacking unit does not enter the now-vacant {{LinkBE|tile}} (as usually happens during {{LinkBE|melee combat}}), but you may send another unit into the empty space if you’ve got one with the {{LinkBE|movement points}} available that has not yet moved.]=];
AdvisorQuestion=[=[How can I determine the results of ranged combat?]=];
Advisor="MILITARY";
CivilopediaPage=4;
CivilopediaPageText=[=[Unit List]=];
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_BONUSES={
Type="CONCEPT_COMBAT_BONUSES";
Topic=[=[Combat]=];
Description=[=[Combat Bonuses]=];
Summary=[=[{{LinkBE|Units}} receive a variety of benefits during {{LinkBE|combat}}, some from the unit’s location, others from its defensive posture, and others from a variety of special circumstances. Some bonuses apply only to an attacking unit, some only to a defending unit, and some {{LinkBE|might}} apply to both. The most common bonuses come from the {{LinkBE|terrain}} the unit occupies, and whether the defending unit is “fortified.”]=];
AdvisorQuestion=[=[How do combat bonuses work?]=];
Advisor="MILITARY";
CivilopediaPage=4;
CivilopediaPageText=[=[Unit List]=];
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_BONUSES_TERRAIN={
Type="CONCEPT_COMBAT_BONUSES_TERRAIN";
Topic=[=[Combat]=];
Description=[=[Terrain Bonuses]=];
Summary=[=[Defending {{LinkBE|units}} get valuable bonuses for occupying {{LinkBE|forest}} or {{LinkBE|hill}} {{LinkBE|tiles}}. Attacking {{LinkBE|melee units}} are penalized if they attack an enemy across a {{LinkBE|river}}. Attacking units get bonuses when attacking from a hill.]=];
AdvisorQuestion=[=[How do terrain bonuses work?]=];
Advisor="MILITARY";
CivilopediaPage=12;
CivilopediaPageText=[=[Terrain and Feature List]=];
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_FORTIFICATION_EXPLANATION={
Type="CONCEPT_COMBAT_FORTIFICATION_EXPLANATION";
Topic=[=[Combat]=];
Description=[=[Fortification]=];
Summary=[=[Many {{LinkBE|units}} have the ability to “fortify.” This means that the unit “digs in” and creates defensive works in its current location. This gives the unit defensive bonuses, making it much tougher to attack. However, {{LinkBE|fortifications}} are strictly defensive: if the unit moves or attacks, the fortifications are destroyed.
While fortified, a unit will not activate. It will remain inactive until you manually activate it by clicking on the unit.]=];
AdvisorQuestion=[=[How does fortification work?]=];
Advisor="MILITARY";
CivilopediaPage=4;
CivilopediaPageText=[=[Unit List]=];
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_FORTIFICATION_WHICH_UNITS_CAN_FORTIFY={
Type="CONCEPT_COMBAT_FORTIFICATION_WHICH_UNITS_CAN_FORTIFY";
Topic=[=[Combat]=];
Description=[=[Which Units Can Fortify]=];
Summary=[=[Most melee and {{LinkBE|ranged units}} can fortify. Non-{{LinkBE|military}}, Naval and {{LinkBE|Air Units}} cannot fortify. These latter {{LinkBE|units}} can “Sleep,” which means that they will remain inactive until attacked or you manually activate them, but they do not receive the defensive bonus.
The amount of the bonus depends upon the length of {{LinkBE|time}} the unit has been fortified. The unit receives a 25% defensive bonus on the first turn it is fortified and a 50% bonus during all subsequent turns.]=];
AdvisorQuestion=[=[Which units can fortify?]=];
Advisor="MILITARY";
CivilopediaPage=4;
CivilopediaPageText=[=[Unit List]=];
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_BONUSES_FORTIFICATION={
Type="CONCEPT_COMBAT_BONUSES_FORTIFICATION";
Topic=[=[Combat]=];
Description=[=[Fortification Bonuses]=];
Summary=[=[The amount of the bonus depends upon the length of {{LinkBE|time}} the {{LinkBE|unit}} has been fortified. The unit receives a 25% defensive bonus on the first turn it is fortified, and a 50% bonus during all subsequent turns.]=];
AdvisorQuestion=[=[How does fortification effect combat results?]=];
Advisor="MILITARY";
CivilopediaPage=4;
CivilopediaPageText=[=[Unit List]=];
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_ALERT={
Type="CONCEPT_COMBAT_ALERT";
Topic=[=[Combat]=];
Description=[=[The "Alert" Order]=];
Summary=[=[The “alert” order is similar to “fortify,” except that the {{LinkBE|unit}} will “wake up” when it sees a nearby enemy unit. The wakened unit retains the {{LinkBE|fortification}} bonus as long as it doesn’t move or attack (so if you order it to go into alert mode again or to pass its turn it keeps the bonus).]=];
AdvisorQuestion=[=[How does the alert order work?]=];
Advisor="MILITARY";
CivilopediaPage=4;
CivilopediaPageText=[=[Unit List]=];
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_NAVAL={
Type="CONCEPT_COMBAT_NAVAL";
Topic=[=[Combat]=];
Description=[=[Naval Combat]=];
Summary=[=[Naval {{LinkBE|military}} {{LinkBE|units}} include melee, {{LinkBE|ranged}}, {{LinkBE|submarine}}, and aircraft {{LinkBE|carrier}} units. They can be very powerful individually or in fleets, and composing and using a naval army demands just as much care and planning as a land army. 

There are also non-military {{LinkBE|naval units}}, suck as {{LinkBE|Workers}} and {{LinkBE|Colonists}}. These civilians serve the same role they do on land, and are vulnerable to attack or capture if caught in a war. “Embarked” {{LinkBE|Land Units}} are considered non-military units as well, and they are weak and easily destroyed when attacked by {{LinkBE|naval combat}} units.]=];
AdvisorQuestion=[=[How does naval combat work?]=];
Advisor="MILITARY";
CivilopediaPage=4;
CivilopediaPageText=[=[Unit List]=];
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_CITY_COMBAT_STRENGTH={
Type="CONCEPT_COMBAT_CITY_COMBAT_STRENGTH";
Topic=[=[Combat]=];
Description=[=[City Combat]=];
Summary=[=[{{LinkBE|Cities}} may be attacked and captured by enemy {{LinkBE|units}}. Each city has a “{{LinkBE|Combat Strength}}” which is determined by the city’s location, its size, whether any {{LinkBE|military}} units are “garrisoned” in that city, and whether defensive {{LinkBE|buildings}} such as a {{LinkBE|Defense Perimeter}} have been constructed in the city. The higher the city’s defensive value, the harder it is to capture the city.

Cities are important targets, and if fortified and defended by other units, can be quite difficult to capture. However, doing so can reap rich rewards – in fact, the only way to knock another colony out of the game is to capture or destroy all of its cities. Do this to enough opponents and you can win the game.]=];
AdvisorQuestion=[=[How does Combat Strength work for cities?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_CITY_HIT_POINTS={
Type="CONCEPT_COMBAT_CITY_HIT_POINTS";
Topic=[=[Combat]=];
Description=[=[City Hit Points]=];
Summary=[=[A fully-{{LinkBE|healthy}} city has 100 {{LinkBE|hit points}}. As it takes damage, the city’s hit points are reduced. When a city’s hit points reach “0,” an enemy {{LinkBE|unit}} may enter the city, regardless of any units already inside. When this occurs, the city is captured. The attacker usually has the option of destroying the city or adding the city to his empire, either as a puppet or directly through annexation.]=];
AdvisorQuestion=[=[How do hit points work with a city?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_CITY_ATTACKING_WITH_RANGED_UNITS={
Type="CONCEPT_COMBAT_CITY_ATTACKING_WITH_RANGED_UNITS";
Topic=[=[Combat]=];
Description=[=[Attacking Cities with Ranged Units]=];
Summary=[=[To target a city with a {{LinkBE|ranged unit}}, move the {{LinkBE|unit}} so that the city falls within the unit’s {{LinkBE|line of sight}} {{LinkBE|range}} and then {{LinkBE|right-click}} on the city. Depending upon the power behind the attack, the city’s {{LinkBE|hit points}} may be reduced by the attack. Note that a ranged attack cannot drop a city below 1 HP: the city must be captured by a {{LinkBE|melee unit}}.]=];
AdvisorQuestion=[=[How do I attack cities with ranged units?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_CITY_ATTACKING_WITH_MELEE_UNITS={
Type="CONCEPT_COMBAT_CITY_ATTACKING_WITH_MELEE_UNITS";
Topic=[=[Combat]=];
Description=[=[Attacking Cities with Melee Combat]=];
Summary=[=[When a {{LinkBE|unit}} engages in {{LinkBE|melee combat}} with a city, the city may take damage to its {{LinkBE|hit points}}, and the {{LinkBE|melee unit}} may suffer damage as well. No matter how few hit points the city has remaining, it always defends itself at its full {{LinkBE|Combat Strength}}.]=];
AdvisorQuestion=[=[When a unit engages in melee combat with a city, the city may take damage to its hit points, and the melee unit may suffer damage as well. No matter how few hit points the city has remaining, it always defends itself at its full Combat Strength.]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_CITY_GARRISON={
Type="CONCEPT_COMBAT_CITY_GARRISON";
Topic=[=[Combat]=];
Description=[=[Garrison Units in Cities]=];
Summary=[=[{TXT_KEY_{{LinkBE|CITIES}}_{{LinkBE|COMBATUNITS}}_HEADING3_BODY}]=];
AdvisorQuestion=[=[What does garrisoning a unit in a city do?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_CITY_BOMBARD={
Type="CONCEPT_COMBAT_CITY_BOMBARD";
Topic=[=[Combat]=];
Description=[=[Cities Firing at Attackers]=];
Summary=[=[A city has a {{LinkBE|Ranged Combat Strength}} equal to its full Strength at the start of {{LinkBE|combat}}, and it has a {{LinkBE|range}} of 2. It may attack any one enemy {{LinkBE|unit}} within that range. Note that the city's Ranged {{LinkBE|Combat Strength}} doesn't decline as the city takes damage; it remains equal to the city's initial Strength until the city is captured.]=];
AdvisorQuestion=[=[How does the city bombard work?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_CITY_HEALING_DAMAGE={
Type="CONCEPT_COMBAT_CITY_HEALING_DAMAGE";
Topic=[=[Combat]=];
Description=[=[Healing Damage to Cities]=];
Summary=[=[A city heals at least one point of damage every turn, even during turns it is attacked. Therefore to capture a city the attacker must do more than one point of damage per turn (and usually much more than that).]=];
AdvisorQuestion=[=[How can a city repair damage it has taken?]=];
Advisor="MILITARY";};

CONCEPT_COMBAT_CITY_CAPTURE={
Type="CONCEPT_COMBAT_CITY_CAPTURE";
Topic=[=[Combat]=];
Description=[=[Capturing Cities]=];
Summary=[=[A fully-{{LinkBE|healthy}} city has 100 {{LinkBE|hit points}}. As it takes damage, the city’s hit points are reduced. When a city’s hit points reach “0,” an enemy {{LinkBE|unit}} may enter the city, regardless of any units already inside. When this occurs, the city is captured. The attacker usually has the option of destroying the city or adding the city to his empire, either as a puppet or directly through annexation.]=];
AdvisorQuestion=[=[How can a city be captured?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_SIEGE={
Type="CONCEPT_COMBAT_SIEGE";
Topic=[=[Combat]=];
Description=[=[Siege Units]=];
Summary=[=[Certain {{LinkBE|Ranged Units}} are classified as "{{LinkBE|Siege Units}}". These {{LinkBE|units}} get {{LinkBE|combat bonuses}} when attacking enemy {{LinkBE|cities}}. They are extremely vulnerable to {{LinkBE|melee combat}}, and should be accompanied by {{LinkBE|Melee Units}} to fend off enemy assault.

Most Siege Units have to be disassembled to move around the map. When they have reached their destination, they must expend a {{LinkBE|movement point}} to "set up." They cannot attack until they have done so.

Siege Units are important. It's really difficult to capture a well-defended city without them!]=];
AdvisorQuestion=[=[How do Siege Units work?]=];
Advisor="MILITARY";
CivilopediaPage=4;
CivilopediaPageText=[=[Unit List]=];
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_UNIT_COMBAT_DAMAGE={
Type="CONCEPT_COMBAT_UNIT_COMBAT_DAMAGE";
Topic=[=[Combat]=];
Description=[=[Combat Damage]=];
Summary=[=[A fully {{LinkBE|healthy}} {{LinkBE|unit}} has 100 “{{LinkBE|hit points}}.” When a unit takes damage during {{LinkBE|combat}} it loses HPs, and if it reaches 0 HPs, it is destroyed. A unit that has taken damage is weaker than a healthy unit, and it is closer to destruction.
A damaged unit is less effective when attacking than a fully-healed unit. The more damaged the unit, the less its attack – melee or {{LinkBE|ranged}} – will damage an opponent. The actual formula is more complex than this, but as a general rule a unit’s damage output is reduced by half the percentage of hit points that it has lost. In other words, a unit that has lost 50 hit points (50%) has the amount of damage it does reduced by 25%, and the damage a unit that has lost 90 hit points (90%) inflicts, is reduced by 45%.]=];
AdvisorQuestion=[=[How does unit combat damage work?]=];
Advisor="MILITARY";
CivilopediaPage=4;
CivilopediaPageText=[=[Unit List]=];
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_UNIT_GROUND_HEALING_DAMAGE={
Type="CONCEPT_COMBAT_UNIT_GROUND_HEALING_DAMAGE";
Topic=[=[Combat]=];
Description=[=[Healing Damage to Cities]=];
Summary=[=[A city heals at least one point of damage every turn, even during turns it is attacked. Therefore to capture a city the attacker must do more than one point of damage per turn (and usually much more than that).]=];
AdvisorQuestion=[=[How can a city repair damage it has taken?]=];
Advisor="MILITARY";
CivilopediaPage=4;
CivilopediaPageText=[=[Unit List]=];
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_UNIT_NAVAL_HEALING_DAMAGE={
Type="CONCEPT_COMBAT_UNIT_NAVAL_HEALING_DAMAGE";
Topic=[=[Combat]=];
Description=[=[Naval Units Healing Damage]=];
Summary=[=[{{LinkBE|Naval units}} cannot heal unless in friendly waters, where they heal 20 {{LinkBE|hit points}} per turn, or a friendly city.]=];
AdvisorQuestion=[=[How can a naval unit heal damage it's suffered?]=];
Advisor="MILITARY";
CivilopediaPage=4;
CivilopediaPageText=[=[Unit List]=];
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_FORTIFY_UNTIL_HEALED={
Type="CONCEPT_COMBAT_FORTIFY_UNTIL_HEALED";
Topic=[=[Combat]=];
Description=[=[Fortify or Anchor Until Healed]=];
Summary=[=[If a {{LinkBE|unit}} is damaged, the “Fortify Until Healed” button -- or "Anchor Until Healed" for {{LinkBE|naval units}} -- appears in its Action buttons. If you click on this button, the unit will remain in its present location until it is fully healed.

In the case of {{LinkBE|land units}}, they will Fortify during this {{LinkBE|time}}, increasing their defense against attacks. The amount of damage ({{LinkBE|hit points}} or HP) that a unit heals depends upon the unit’s location.
In a City: A unit heals 30 HPs per turn.
In Friendly Territory: 20 HPs per turn.
In {{LinkBE|Neutral}} or Enemy Territory: 10 HP per turn.

Note that certain {{LinkBE|upgrades}}, {{LinkBE|buildings}} and {{LinkBE|improvements}} may accelerate a unit’s healing rate.]=];
AdvisorQuestion=[=[How does Fortifying or Anchoring Until Healed work?]=];
Advisor="MILITARY";
CivilopediaPage=4;
CivilopediaPageText=[=[Unit List]=];
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_EXPERIENCE_AND_PROMOTIONS={
Type="CONCEPT_COMBAT_EXPERIENCE_AND_PROMOTIONS";
Topic=[=[Combat]=];
Description=[=[Experience Points and Promotions]=];
Summary=[=[A {{LinkBE|unit}} that survives {{LinkBE|combat}} will gain “experience points” (XPs). Once the unit has acquired enough XPs, you may expend them to acquire “{{LinkBE|Veterancy}}” for that unit, small benefits that apply only to that specific unit.]=];
AdvisorQuestion=[=[How do experience points and promotions work?]=];
Advisor="MILITARY";
CivilopediaPage=5;
CivilopediaPageText=[=[Promotion List]=];
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_EXPERIENCE_ACCUMULATING_COMBAT={
Type="CONCEPT_COMBAT_EXPERIENCE_ACCUMULATING_COMBAT";
Topic=[=[Combat]=];
Description=[=[Acquiring XPs Through Combat]=];
Summary=[=[A {{LinkBE|unit}} gains XPs for surviving a round of {{LinkBE|combat}}. The unit doesn't have to win the combat or destroy the enemy to get the experience; it accrues each round that the unit lives through.

The amount of XPs the unit gets depends upon the circumstances of the combat. Generally, units get more XPs for attacking than defending, and more for engaging in {{LinkBE|melee combat}} than for other types. Here are some numbers (see the Charts and Tables section for a complete list):
An Attacking {{LinkBE|Melee Unit}}: 5 XPs
Defending Against a Melee Attack: 4 XPs
An Attacking {{LinkBE|Ranged Unit}}: 2 XPs
Being Attacked by a {{LinkBE|Ranged}} Unit: 2 XPs
{{LinkBE|Alien}} Limitations: Once a unit has gotten 30 XPs, it no longer gets any additional XPs for fighting {{LinkBE|alien lifeforms}}.]=];
AdvisorQuestion=[=[How is experience accumulated during combat?]=];
Advisor="MILITARY";
CivilopediaPage=5;
CivilopediaPageText=[=[Promotion List]=];
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_EXPERIENCE_SPENDING={
Type="CONCEPT_COMBAT_EXPERIENCE_SPENDING";
Topic=[=[Combat]=];
Description=[=[Expending XPs]=];
Summary=[=[Once a {{LinkBE|unit}} has acquired enough experience points (XPs), the “Promote Unit” button will flash every {{LinkBE|time}} the unit is active. If you click on that button, a list of {{LinkBE|Veterancy}} benefits available to the unit is displayed. Click on one to choose it. The XPs are expended and the unit acquires the benefit immediately. Any available XP for Veterancy should be spent prior to ending the turn.]=];
AdvisorQuestion=[=[How and when can I use experience to gain promotions?]=];
Advisor="MILITARY";
CivilopediaPage=5;
CivilopediaPageText=[=[Promotion List]=];
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_PROMOTIONS={
Type="CONCEPT_COMBAT_PROMOTIONS";
Topic=[=[Combat]=];
Description=[=[Upgrades]=];
Summary=[=[{{LinkBE|Upgrades}} are organized in tiers. The player must choose an upgrade in a tier before being able to choose one in the next tier. Upgrades are only unlocked when their {{LinkBE|Affinity}} level requirements are met. Once a player selects an upgrade, they are asked to choose one of two unique {{LinkBE|combat}} perks. Once chosen, the {{LinkBE|unit}}'s appearance changes and gets the perk for the remainder of the game. The player can only choose one upgrade per tier.]=];
AdvisorQuestion=[=[How do upgrades work?]=];
Advisor="MILITARY";
CivilopediaPage=5;
CivilopediaPageText=[=[Promotion List]=];
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_TERRAIN={
Type="CONCEPT_TERRAIN";
Topic=[=[Terrain]=];
Description=[=[Terrain]=];
Summary=[=[In Civilization: Beyond Earth, the {{LinkBE|alien}} world is made up of hexagonally-shaped “{{LinkBE|tiles}}.” These tiles come in a variety of “{{LinkBE|terrain types}}”: {{LinkBE|desert}}, {{LinkBE|plains}}, {{LinkBE|grassland}}, {{LinkBE|hills}} and so forth – and many include “{{LinkBE|features}}” like {{LinkBE|forests}} or {{LinkBE|marshes}}. These help determine the tile’s usefulness to a nearby city as well as how easy or difficult it is to move through the tile. A tile’s {{LinkBE|terrain}} and features may have important effects upon any {{LinkBE|combat}} occurring there.]=];
AdvisorQuestion=[=[How does terrain effect things?]=];
Advisor="SCIENCE";
CivilopediaPage=12;
CivilopediaPageText=[=[Terrain and Feature List]=];
CivilopediaHeaderType="HEADER_TERRAIN";};

CONCEPT_TERRAIN_RESOURCES={
Type="CONCEPT_TERRAIN_RESOURCES";
Topic=[=[Terrain]=];
Description=[=[Resources]=];
Summary=[=[The {{LinkBE|tiles}} may also contain {{LinkBE|resources}} that offer benefits when “{{LinkBE|improvements}}” are constructed in the tile; resources are sources of {{FoodIconBE}}{{LinkBE|Food}}, {{EnergyIconBE}}{{LinkBE|Energy}}, {{ProductionIconBE}}{{LinkBE|Production}}, {{ScienceIconBE}}{{LinkBE|Science}}, or {{CultureIconBE}}{{LinkBE|Culture}}, or they provide other special bonuses to a colony.]=];
AdvisorQuestion=[=[What are resources?]=];
Advisor="SCIENCE";
CivilopediaPage=12;
CivilopediaPageText=[=[Terrain and Feature List]=];
CivilopediaHeaderType="HEADER_TERRAIN";};

CONCEPT_TERRAIN_TABLES={
Type="CONCEPT_TERRAIN_TABLES";
Topic=[=[Terrain]=];
Description=[=[The Terrain Tables]=];
Summary=[=[{{LinkBE|The Terrain tables}} are incredibly useful for all of the various {{LinkBE|terrain}}, {{LinkBE|features}} and {{LinkBE|resources}} in the game, and their effects upon play. These tables can be found at the end of the game manual.]=];
AdvisorQuestion=[=[Is there a way to see all the terrain effects in a table?]=];
Advisor="SCIENCE";
CivilopediaPage=12;
CivilopediaPageText=[=[Terrain and Feature List]=];
CivilopediaHeaderType="HEADER_TERRAIN";};

CONCEPT_TERRAIN_TYPES={
Type="CONCEPT_TERRAIN_TYPES";
Topic=[=[Terrain]=];
Description=[=[Terrain Types]=];
Summary=[=[There are ten basic {{LinkBE|terrain types}} in the game; in addition, groupings of one to ten hexes of water {{LinkBE|terrain}} are termed “{{LinkBE|lakes}}.” However, you may not see all ten types in a given game.]=];
AdvisorQuestion=[=[What kinds of terrain are there?]=];
Advisor="SCIENCE";
CivilopediaPage=12;
CivilopediaPageText=[=[Terrain and Feature List]=];
CivilopediaHeaderType="HEADER_TERRAIN";};

CONCEPT_TERRAIN_VALUES={
Type="CONCEPT_TERRAIN_VALUES";
Topic=[=[Terrain]=];
Description=[=[Explanation of Terrain Values]=];
Summary=[=[Yield: This is how much {{LinkBE|Food}}, {{LinkBE|Energy}} or {{LinkBE|Production}} a nearby city will receive from an unimproved {{LinkBE|tile}} of that type if a citizen is assigned to work it.

{{LinkBE|Movement}} Cost: The cost, in {{LinkBE|movement points}}, to enter the tile type.

{{LinkBE|Combat}} Modifier: The change in attack or defense strength of a {{LinkBE|unit}} occupying that tile type.]=];
AdvisorQuestion=[=[What do the terrain values mean?]=];
Advisor="SCIENCE";
CivilopediaPage=12;
CivilopediaPageText=[=[Terrain and Feature List]=];
CivilopediaHeaderType="HEADER_TERRAIN";};

CONCEPT_TERRAIN_COAST={
Type="CONCEPT_TERRAIN_COAST";
Topic=[=[Terrain]=];
Description=[=[Coast]=];
Summary=[=[{{LinkBE|Coast}} hexes are the most shallow of {{LinkBE|ocean}} hexes. They provide {{LinkBE|Food}} and {{LinkBE|Production}} to a nearby city. Only {{LinkBE|naval units}}, air and {{LinkBE|hover units}}, and “embarked” {{LinkBE|land units}} may enter coastal hexes.

City Yield: 1 Food, 1 Production
{{LinkBE|Movement}} Cost: 1
{{LinkBE|Combat}} Modifier: none]=];
AdvisorQuestion=[=[What can you tell me about coasts?]=];
Advisor="SCIENCE";
CivilopediaPage=12;
CivilopediaPageText=[=[Terrain and Feature List]=];
CivilopediaHeaderType="HEADER_TERRAIN";};

CONCEPT_TERRAIN_DESERT={
Type="CONCEPT_TERRAIN_DESERT";
Topic=[=[Terrain]=];
Description=[=[Desert]=];
Summary=[=[In general, {{LinkBE|desert}} {{LinkBE|tiles}} are barren. They provide no benefits to nearby {{LinkBE|cities}} (unless the desert contains a {{LinkBE|river}} or {{LinkBE|resource}}, of course) and {{LinkBE|units}} occupying them receive a defensive penalty in {{LinkBE|combat}}.

City Yield: none
{{LinkBE|Movement}} Cost: 1
Combat Modifier: 10% defensive combat penalty]=];
AdvisorQuestion=[=[What can you tell me about deserts?]=];
Advisor="SCIENCE";
CivilopediaPage=12;
CivilopediaPageText=[=[Terrain and Feature List]=];
CivilopediaHeaderType="HEADER_TERRAIN";};

CONCEPT_TERRAIN_GRASSLAND={
Type="CONCEPT_TERRAIN_GRASSLAND";
Topic=[=[Terrain]=];
Description=[=[Grassland]=];
Summary=[=[{{LinkBE|Grassland}} produces the most {{LinkBE|food}} of any {{LinkBE|terrain type}}. {{LinkBE|Cities}} constructed near grasslands will tend to grow faster than cities built elsewhere. This {{LinkBE|tile}}’s major drawback is the defensive penalty that an unprepared {{LinkBE|unit}} {{LinkBE|might}} have if attacked.

City Yield: 2 food
{{LinkBE|Movement}} Cost: 1
{{LinkBE|Combat}} Modifier: 10% defensive combat penalty]=];
AdvisorQuestion=[=[What can you tell me about grasslands?]=];
Advisor="SCIENCE";
CivilopediaPage=12;
CivilopediaPageText=[=[Terrain and Feature List]=];
CivilopediaHeaderType="HEADER_TERRAIN";};

CONCEPT_TERRAIN_HILLS={
Type="CONCEPT_TERRAIN_HILLS";
Topic=[=[Terrain]=];
Description=[=[Hills]=];
Summary=[=[{{LinkBE|Hills}} are difficult to improve and hard to move through, but they provide good defensive bonuses and many different {{LinkBE|resources}} can be found there. In addition, {{LinkBE|units}} atop hills can see over “blocking {{LinkBE|terrain}}.” Hills provide increased productivity to any nearby city, as well as important {{LinkBE|combat bonuses}}.

City Yield: 2 {{LinkBE|production}}
{{LinkBE|Movement}} Cost: 2
{{LinkBE|Combat}} Modifier: 25% defensive combat bonus to unit on a hill]=];
AdvisorQuestion=[=[What can you tell me about hills?]=];
Advisor="SCIENCE";
CivilopediaPage=12;
CivilopediaPageText=[=[Terrain and Feature List]=];
CivilopediaHeaderType="HEADER_TERRAIN";};

CONCEPT_TERRAIN_MOUNTAINS={
Type="CONCEPT_TERRAIN_MOUNTAINS";
Topic=[=[Terrain]=];
Description=[=[Mountains and Craters]=];
Summary=[=[{{LinkBE|Mountains}} are upthrusts of {{LinkBE|terrain}}, impossible for non-flying {{LinkBE|units}} to move through. {{LinkBE|Craters}} are the result of meteor strikes on the surface of the planet. Neither is particularly helpful to your colony, save as a barrier to {{LinkBE|movement}} by enemy units.

City Yield: none
Movement Cost: impassable
{{LinkBE|Combat}} Modifier: 25% defensive combat bonus]=];
AdvisorQuestion=[=[What can you tell me about mountains and craters?]=];
Advisor="SCIENCE";
CivilopediaPage=12;
CivilopediaPageText=[=[Terrain and Feature List]=];
CivilopediaHeaderType="HEADER_TERRAIN";};

CONCEPT_TERRAIN_OCEANS={
Type="CONCEPT_TERRAIN_OCEANS";
Topic=[=[Terrain]=];
Description=[=[Ocean]=];
Summary=[=[{{LinkBE|Ocean}} hexes are deep-water hexes. They provide {{LinkBE|Food}} and {{LinkBE|Energy}} to a city.

City Yield: 1 food, 1 Energy
{{LinkBE|Movement}} Cost: 1
{{LinkBE|Combat}} Modifier: none]=];
AdvisorQuestion=[=[What can you tell me about oceans?]=];
Advisor="SCIENCE";
CivilopediaPage=12;
CivilopediaPageText=[=[Terrain and Feature List]=];
CivilopediaHeaderType="HEADER_TERRAIN";};

CONCEPT_TERRAIN_TRENCHES={
Type="CONCEPT_TERRAIN_TRENCHES";
Topic=[=[Terrain]=];
Description=[=[Trenches]=];
Summary=[=[Occasionally you will come across parts of the {{LinkBE|ocean}} that are so deep that nothing will grow there, {{LinkBE|resources}} cannot be found there, and {{LinkBE|Aquatic Cities}} cannot exist safely above them. These virtual dead zones should be avoided.]=];
AdvisorQuestion=[=[What are Trenches?]=];
Advisor="SCIENCE";
CivilopediaPage=12;
CivilopediaPageText=[=[Terrain and Feature List]=];
CivilopediaHeaderType="HEADER_TERRAIN";};

CONCEPT_TERRAIN_PLAINS={
Type="CONCEPT_TERRAIN_PLAINS";
Topic=[=[Terrain]=];
Description=[=[Plains]=];
Summary=[=[{{LinkBE|Plains}} provide a mix of {{LinkBE|food}} and {{LinkBE|production}} to a nearby city. A city surrounded by plains will grow more slowly than one in {{LinkBE|grassland}}, but it will be far more productive. 

City Yield: 1 food, 1 production
{{LinkBE|Movement}} Cost: 1
{{LinkBE|Combat}} Modifier: 10% defensive combat penalty]=];
AdvisorQuestion=[=[What can you tell me about plains?]=];
Advisor="SCIENCE";
CivilopediaPage=12;
CivilopediaPageText=[=[Terrain and Feature List]=];
CivilopediaHeaderType="HEADER_TERRAIN";};

CONCEPT_TERRAIN_SNOW={
Type="CONCEPT_TERRAIN_SNOW";
Topic=[=[Terrain]=];
Description=[=[Snow]=];
Summary=[=[{{LinkBE|Snow}} is relatively unproductive, with no {{LinkBE|food}} or {{LinkBE|production}} benefit to a nearby city. Of course a snow hex {{LinkBE|might}} contain a useful {{LinkBE|resource}}, but otherwise they’re just cold and barren.

City Yield: none
{{LinkBE|Movement}} Cost: 1
{{LinkBE|Combat}} Modifier: 10% defensive combat penalty]=];
AdvisorQuestion=[=[What can you tell me about snow?]=];
Advisor="SCIENCE";
CivilopediaPage=12;
CivilopediaPageText=[=[Terrain and Feature List]=];
CivilopediaHeaderType="HEADER_TERRAIN";};

CONCEPT_TERRAIN_TUNDRA={
Type="CONCEPT_TERRAIN_TUNDRA";
Topic=[=[Terrain]=];
Description=[=[Tundra]=];
Summary=[=[{{LinkBE|Tundra}} is the semi-frozen land found in the planet’s colder climates. It is less useful than {{LinkBE|plains}} or {{LinkBE|grassland}}, but slightly better than {{LinkBE|desert}} and {{LinkBE|snow}}. Nobody will build {{LinkBE|cities}} in the tundra unless they’re desperate for {{LinkBE|resources}} found nearby.

City Yield: 1 {{LinkBE|food}}
{{LinkBE|Movement}} Cost: 1
{{LinkBE|Combat}} Modifier: 10% defensive combat penalty]=];
AdvisorQuestion=[=[What can you tell me about tundra?]=];
Advisor="SCIENCE";
CivilopediaPage=12;
CivilopediaPageText=[=[Terrain and Feature List]=];
CivilopediaHeaderType="HEADER_TERRAIN";};

CONCEPT_TERRAIN_CANYONS={
Type="CONCEPT_TERRAIN_CANYONS";
Topic=[=[Terrain]=];
Description=[=[Canyons]=];
Summary=[=[{{LinkBE|Canyons}} are deep chasms in the surface of this {{LinkBE|alien}} planet, impossible for non-flying {{LinkBE|units}} to move across. They’re not particularly helpful to a city, except as barriers to approach, although certain {{LinkBE|buildings}} may improve their yield.

City Yield: none
{{LinkBE|Movement}} Cost: Impassable (save to air and {{LinkBE|hover units}})
{{LinkBE|Combat}} Modifiers: +25%]=];
AdvisorQuestion=[=[What can you tell me about canyons?]=];
Advisor="SCIENCE";
CivilopediaPage=12;
CivilopediaPageText=[=[Terrain and Feature List]=];
CivilopediaHeaderType="HEADER_TERRAIN";};

CONCEPT_TERRAIN_FEATURES={
Type="CONCEPT_TERRAIN_FEATURES";
Topic=[=[Terrain]=];
Description=[=[Features]=];
Summary=[=[{{LinkBE|Features}} are elements of {{LinkBE|terrain}} or vegetation that appear in a hex, atop the hex's terrain. (A {{LinkBE|grassland}} hex {{LinkBE|might}} have {{LinkBE|forest}} or {{LinkBE|marsh}} on it as well, for example.) Features modify a hex's productivity and might also alter the amount of "{{LinkBE|movement points}}" (MP) a {{LinkBE|unit}} expends when entering the hex. Features may also provide defensive {{LinkBE|combat bonuses}} or penalties to a unit occupying the hex.]=];
AdvisorQuestion=[=[What are features?]=];
Advisor="SCIENCE";
CivilopediaPage=12;
CivilopediaPageText=[=[Terrain and Feature List]=];
CivilopediaHeaderType="HEADER_TERRAIN";};

CONCEPT_TERRAIN_FEATURE_VALUES={
Type="CONCEPT_TERRAIN_FEATURE_VALUES";
Topic=[=[Terrain]=];
Description=[=[Feature Values]=];
Summary=[=[Like {{LinkBE|terrain}}, {{LinkBE|features}} also have values for city yield, {{LinkBE|movement}}, and {{LinkBE|combat}}.]=];
AdvisorQuestion=[=[What do features effect?]=];
Advisor="SCIENCE";
CivilopediaPage=12;
CivilopediaPageText=[=[Terrain and Feature List]=];
CivilopediaHeaderType="HEADER_TERRAIN";};

CONCEPT_TERRAIN_FEATURE_FLOOD_PLAINS={
Type="CONCEPT_TERRAIN_FEATURE_FLOOD_PLAINS";
Topic=[=[Terrain]=];
Description=[=[Flood Plains]=];
Summary=[=[{{LinkBE|Flood plains}} are low-lying areas adjacent to {{LinkBE|rivers}}. Each year the river floods, thus providing natural irrigation and rich nutrients to the adjacent land. This makes flood {{LinkBE|plains}} fertile and the most productive {{LinkBE|farmland}} on the planet.

City Yield: 2 {{LinkBE|food}}, 2 {{LinkBE|Energy}}
{{LinkBE|Movement}} Cost: 1
{{LinkBE|Combat}} Modifier: 10% defensive combat penalty]=];
AdvisorQuestion=[=[What can you tell me about flood plains?]=];
Advisor="SCIENCE";
CivilopediaPage=12;
CivilopediaPageText=[=[Terrain and Feature List]=];
CivilopediaHeaderType="HEADER_TERRAIN";};

CONCEPT_TERRAIN_FEATURE_FORESTS={
Type="CONCEPT_TERRAIN_FEATURE_FORESTS";
Topic=[=[Terrain]=];
Description=[=[Forest]=];
Summary=[=[{{LinkBE|Forests}} supply {{LinkBE|food}} and {{LinkBE|raw materials}} for {{LinkBE|production}}. As your city grows there will be a temptation to cut down the forests for {{LinkBE|farmland}}, but a wise leader {{LinkBE|might}} want to leave some standing — for productivity and defensive purposes. {{LinkBE|Military}} {{LinkBE|units}} {{LinkBE|stationed}} in forests receive a significant defensive bonus.

Remember that forest {{LinkBE|tiles}}' yield is always 1 food and 1 production, no matter the {{LinkBE|terrain type}} or if the tile is {{LinkBE|hilly}}.

City Yield: 1 food, 1 production
{{LinkBE|Movement}} Cost: 2
{{LinkBE|Combat}} Modifier: 25% defensive bonus]=];
AdvisorQuestion=[=[What can you tell me about forests?]=];
Advisor="SCIENCE";
CivilopediaPage=12;
CivilopediaPageText=[=[Terrain and Feature List]=];
CivilopediaHeaderType="HEADER_TERRAIN";};

CONCEPT_TERRAIN_FEATURE_ICE={
Type="CONCEPT_TERRAIN_FEATURE_ICE";
Topic=[=[Terrain]=];
Description=[=[Ice]=];
Summary=[=[{{LinkBE|Ice}} is just ice. It’s almost entirely useless to civilization. It is impassable (except to air and {{LinkBE|hover units}}) and provides no benefits. Stay away from ice unless you are just passing through the {{LinkBE|tile}}.

City Yield: none
{{LinkBE|Movement}} Cost: impassable
{{LinkBE|Combat}} Modifier: none]=];
AdvisorQuestion=[=[What can you tell me about ice?]=];
Advisor="SCIENCE";
CivilopediaPage=12;
CivilopediaPageText=[=[Terrain and Feature List]=];
CivilopediaHeaderType="HEADER_TERRAIN";};

CONCEPT_TERRAIN_FEATURE_MARSH={
Type="CONCEPT_TERRAIN_FEATURE_MARSH";
Topic=[=[Terrain]=];
Description=[=[Marsh]=];
Summary=[=[Although rich in biodiversity, {{LinkBE|marshes}} have little to offer a growing colony. Marshes can be {{LinkBE|drained}} or {{LinkBE|farmed}} to increase their yield. They are difficult to move through. Note that {{LinkBE|military}} {{LinkBE|units}} in marshes receive a significant penalty when attacked.

City Yield: 1 {{LinkBE|food}}
{{LinkBE|Movement}} Cost: 2
{{LinkBE|Combat}} Modifier: 15% defensive combat penalty]=];
AdvisorQuestion=[=[What can you tell me about marshes?]=];
Advisor="SCIENCE";
CivilopediaPage=12;
CivilopediaPageText=[=[Terrain and Feature List]=];
CivilopediaHeaderType="HEADER_TERRAIN";};

CONCEPT_TERRAIN_FEATURE_MIASMA={
Type="CONCEPT_TERRAIN_FEATURE_MIASMA";
Topic=[=[Terrain]=];
Description=[=[Miasma]=];
Summary=[=[{{LinkBE|Miasma}} is an infestation of {{LinkBE|fungal}} spores and {{LinkBE|alien}} microorganisms that are hazardous to {{LinkBE|units}} should they end the turn there. Note that any units therein will automatically suffer damage each turn they end in a miasma-infested {{LinkBE|tile}}.

City Yield: none
{{LinkBE|Movement}} Cost: 0
{{LinkBE|Combat}} Modifiers: none]=];
AdvisorQuestion=[=[What can you tell me about miasma?]=];
Advisor="SCIENCE";
CivilopediaPage=12;
CivilopediaPageText=[=[Terrain and Feature List]=];
CivilopediaHeaderType="HEADER_TERRAIN";};

CONCEPT_TERRAIN_RIVERS={
Type="CONCEPT_TERRAIN_RIVERS";
Topic=[=[Terrain]=];
Description=[=[Rivers]=];
Summary=[=[Traditionally, {{LinkBE|cities}} have been built along {{LinkBE|rivers}}, and for good reason. Rivers provide irrigation, improving the {{LinkBE|farmland}} around the city, and they serve to protect a city, as it is difficult to mount an assault against a city across a river.

Unlike other {{LinkBE|features}}, rivers run along the sides of the {{LinkBE|tiles}} rather than through them, so rivers provide their benefits to all tiles/{{LinkBE|units}} adjacent to them.

City Yield: +1 {{LinkBE|Energy}} to adjacent tiles.
{{LinkBE|Movement}} Cost: Crossing consumes all remaining {{LinkBE|movement points}} unless a bridge is present.
{{LinkBE|Combat}} Modifier: 20% penalty when attacking across a river.]=];
AdvisorQuestion=[=[What do I need to know about rivers?]=];
Advisor="SCIENCE";
CivilopediaPage=12;
CivilopediaPageText=[=[Terrain and Feature List]=];
CivilopediaHeaderType="HEADER_TERRAIN";};

CONCEPT_TERRAIN_RIVERS_TILES={
Type="CONCEPT_TERRAIN_RIVERS_TILES";
Topic=[=[Terrain]=];
Description=[=[River Locations]=];
Summary=[=[Unlike other {{LinkBE|features}}, {{LinkBE|rivers}} run along the sides of the {{LinkBE|tiles}} rather than in them, so rivers provide their benefits to the tiles/{{LinkBE|units}} adjacent to them.]=];
AdvisorQuestion=[=[How do rivers interact with tiles?]=];
Advisor="SCIENCE";
CivilopediaPage=12;
CivilopediaPageText=[=[Terrain and Feature List]=];
CivilopediaHeaderType="HEADER_TERRAIN";};

CONCEPT_MIASMA={
Type="CONCEPT_MIASMA";
Topic=[=[Terrain]=];
Description=[=[Miasma]=];
Summary=[=[{{LinkBE|Miasma}} is a {{LinkBE|terrain}} {{LinkBE|feature}} that can appear on any {{LinkBE|tile}} except those with water, {{LinkBE|ice}}, {{LinkBE|mountains}}, or settlements like {{LinkBE|Cities}}. This is an “infestation” of the tile with virulent spores that are actively hazardous to humans and their machines until it is removed or certain {{LinkBE|technology}} is adopted.]=];
AdvisorQuestion=[=[What is miasma?]=];
Advisor="SCIENCE";
CivilopediaPage=12;
CivilopediaPageText=[=[Terrain and Feature List]=];
CivilopediaHeaderType="HEADER_TERRAIN";};

CONCEPT_RESOURCES={
Type="CONCEPT_RESOURCES";
Topic=[=[Resources]=];
Description=[=[Resources]=];
Summary=[=[{{LinkBE|Resources}} are sources of {{FoodIconBE}}{{LinkBE|Food}}, {{EnergyIconBE}}{{LinkBE|Energy}}, {{ProductionIconBE}}{{LinkBE|Production}}, {{ScienceIconBE}}{{LinkBE|Science}}, or {{CultureIconBE}}{{LinkBE|Culture}}, or they provide other special bonuses. To a large degree your colony’s wealth and power will be determined by the number and variety of resources you control. To utilize a resource, it must be within your colonial borders and you must construct the appropriate “{{LinkBE|improvement}}” in that hex. (For example, you must construct the “{{LinkBE|Plantation}}” improvement to get the benefit from a “{{LinkBE|Fiber}}” resource.)]=];
AdvisorQuestion=[=[What are resources?]=];
Advisor="ECONOMIC";
CivilopediaPage=13;
CivilopediaPageText=[=[Resource List]=];
CivilopediaHeaderType="HEADER_RESOURCES";};

CONCEPT_RESOURCES_BONUS={
Type="CONCEPT_RESOURCES_BONUS";
Topic=[=[Resources]=];
Description=[=[Basic Resources]=];
Summary=[=[{{LinkBE|Basic Resources}} provide yield to the city that works them. Their main importance is to facilitate city specialization and {{LinkBE|improvement}}. Basic {{LinkBE|resources}} must be improved to provide a yield bonus.]=];
AdvisorQuestion=[=[What are basic resources?]=];
Advisor="ECONOMIC";
CivilopediaPage=13;
CivilopediaPageText=[=[Resource List]=];
CivilopediaHeaderType="HEADER_RESOURCES";};

CONCEPT_RESOURCES_STRATEGIC={
Type="CONCEPT_RESOURCES_STRATEGIC";
Topic=[=[Resources]=];
Description=[=[Strategic Resources]=];
Summary=[=[{{LinkBE|Strategic Resources}} are required to produce and supply certain {{LinkBE|units}}, and are constrained by doing so. Their main role is in {{LinkBE|building}} and maintaining an advanced {{LinkBE|military}}. The number of specialized units is limited by the quantity of the improved {{LinkBE|resource}}. Strategic Resources must always be improved to be {{LinkBE|counted}} towards the global supply of their type of resource.]=];
AdvisorQuestion=[=[What are strategic resources?]=];
Advisor="ECONOMIC";
CivilopediaPage=13;
CivilopediaPageText=[=[Resource List]=];
CivilopediaHeaderType="HEADER_RESOURCES";};

CONCEPT_RESOURCES_OWNING={
Type="CONCEPT_RESOURCES_OWNING";
Topic=[=[Resources]=];
Description=[=[Owning Resources]=];
Summary=[=[Any {{LinkBE|resource}} must be within your territory, free of enemy {{LinkBE|units}}, and worked by a city to provide its benefit.]=];
AdvisorQuestion=[=[How do you own a resource?]=];
Advisor="ECONOMIC";
CivilopediaPage=13;
CivilopediaPageText=[=[Resource List]=];
CivilopediaHeaderType="HEADER_RESOURCES";};

CONCEPT_RESOURCES_IMPROVING={
Type="CONCEPT_RESOURCES_IMPROVING";
Topic=[=[Resources]=];
Description=[=[Improving Resources]=];
Summary=[=[You need to build “{{LinkBE|Workers}}” to improve the lands. Once you have a Worker, you can order it to construct {{LinkBE|improvements}} that will make the {{LinkBE|resources}} available to you. All {{LinkBE|Strategic Resources}} must be improved before you can utilize these for constructing special {{LinkBE|units}} or {{LinkBE|buildings}}.]=];
AdvisorQuestion=[=[How do you improve a resource?]=];
Advisor="ECONOMIC";
CivilopediaPage=13;
CivilopediaPageText=[=[Resource List]=];
CivilopediaHeaderType="HEADER_RESOURCES";};

CONCEPT_RESOURCES_TRADING={
Type="CONCEPT_RESOURCES_TRADING";
Topic=[=[Resources]=];
Description=[=[Trading Resources]=];
Summary=[=[While you may not have access to every kind of {{LinkBE|Strategic Resource}} within your own borders, you can can gain them through {{LinkBE|Trade Routes}}. If another colony has a surplus of a Strategic {{LinkBE|Resource}}, creating an international {{LinkBE|Trade}} Route to one of their {{LinkBE|Cities}} will create copies of that resource for your colony. Your Diplomatic {{LinkBE|Relationship}} with that colony must be {{LinkBE|Cooperative}} or better for resources to be tradeable. At Cooperative, up to 1 {{LinkBE|unit}} of the resource will be traded per Trade Route. If you are Allied, up to 3 units will be traded. You can never gain more units of the resource than the other colony has in its surplus.

{{LinkBE|Basic Resources}} are not stored by colonies and cannot be traded.]=];
AdvisorQuestion=[=[Can you trade resources?]=];
Advisor="ECONOMIC";
CivilopediaPage=13;
CivilopediaPageText=[=[Resource List]=];
CivilopediaHeaderType="HEADER_RESOURCES";};

CONCEPT_WORKERS={
Type="CONCEPT_WORKERS";
Topic=[=[Workers and Improvements]=];
Description=[=[Workers and Improvements]=];
Summary=[=[{{LinkBE|Workers}} represent the men and women who build your colony. They clear the {{LinkBE|Forests}} and build the {{LinkBE|Farms}} which feed your {{LinkBE|Cities}}. They dig the {{LinkBE|Mines}} that provide you with {{LinkBE|Minerals}}, {{LinkBE|Titanium}} and {{LinkBE|Firaxite}}. They lay the {{LinkBE|Roads}} which connect your Cities. Although they are not {{LinkBE|Military}} {{LinkBE|Units}}, Workers are crucial to your {{LinkBE|victory}}.]=];
AdvisorQuestion=[=[What do Workers and Improvements do?]=];
Advisor="ECONOMIC";
CivilopediaPage=14;
CivilopediaPageText=[=[Improvement List]=];
CivilopediaHeaderType="HEADER_IMPROVEMENTS";};

CONCEPT_WORKERS_CREATING={
Type="CONCEPT_WORKERS_CREATING";
Topic=[=[Workers and Improvements]=];
Description=[=[Creating Workers]=];
Summary=[=[{{LinkBE|Workers}} are built or purchased in {{LinkBE|cities}}, just like other {{LinkBE|units}}.]=];
AdvisorQuestion=[=[How do you construct a worker?]=];
Advisor="ECONOMIC";
CivilopediaPage=14;
CivilopediaPageText=[=[Improvement List]=];
CivilopediaHeaderType="HEADER_IMPROVEMENTS";};

CONCEPT_WORKERS_COMBAT={
Type="CONCEPT_WORKERS_COMBAT";
Topic=[=[Workers and Improvements]=];
Description=[=[Workers in Combat]=];
Summary=[=[{{LinkBE|Workers}} are {{LinkBE|non-combat units}}. They are captured when an enemy {{LinkBE|unit}} enters their {{LinkBE|tile}}, and they can be damaged by {{LinkBE|ranged}} attacks as well (they heal like other units, but they do not gain experience or receive {{LinkBE|veterancy}}). Workers cannot attack or damage any other unit.]=];
AdvisorQuestion=[=[What happens when workers are attacked?]=];
Advisor="ECONOMIC";
CivilopediaPage=14;
CivilopediaPageText=[=[Improvement List]=];
CivilopediaHeaderType="HEADER_IMPROVEMENTS";};

CONCEPT_WORKERS_ACTION_PANEL={
Type="CONCEPT_WORKERS_ACTION_PANEL";
Topic=[=[Workers and Improvements]=];
Description=[=[The Worker Action Panel]=];
Summary=[=[When an active {{LinkBE|Worker}} {{LinkBE|unit}} is in a location where it can do something – say construct a {{LinkBE|road}}, build an {{LinkBE|improvement}}, or clear land – {{LinkBE|the Worker Action Panel}} is {{LinkBE|visible}}. This panel displays all actions available to that worker at that location. Click on an action to order the Worker to start {{LinkBE|building}}. Worker actions take {{LinkBE|time}}; hover the cursor over the action to see how long it will take the Worker to complete that action.]=];
AdvisorQuestion=[=[How does the worker user interface work?]=];
Advisor="ECONOMIC";
CivilopediaPage=14;
CivilopediaPageText=[=[Improvement List]=];
CivilopediaHeaderType="HEADER_IMPROVEMENTS";};

CONCEPT_WORKERS_CLEARINGLAND={
Type="CONCEPT_WORKERS_CLEARINGLAND";
Topic=[=[Workers and Improvements]=];
Description=[=[Clearing Land]=];
Summary=[=[{{LinkBE|Workers}} can remove {{LinkBE|forests}} and {{LinkBE|marshes}} from {{LinkBE|tiles}}. Once these {{LinkBE|features}} are removed, they are gone forever.]=];
AdvisorQuestion=[=[How does clearing land work?]=];
Advisor="ECONOMIC";
CivilopediaPage=14;
CivilopediaPageText=[=[Improvement List]=];
CivilopediaHeaderType="HEADER_IMPROVEMENTS";};

CONCEPT_WORKERS_ROADS={
Type="CONCEPT_WORKERS_ROADS";
Topic=[=[Workers and Improvements]=];
Description=[=[Constructing Roads and Magrails]=];
Summary=[=[{{LinkBE|Workers}} can construct {{LinkBE|roads}} and {{LinkBE|magrails}} in friendly or {{LinkBE|neutral}} territory. Roads/magrails can be constructed in {{LinkBE|tiles}} with {{LinkBE|resources}} and/or {{LinkBE|improvements}}. They may also be built in any {{LinkBE|terrain}} and across any {{LinkBE|features}} except for {{LinkBE|mountains}}, {{LinkBE|canyons}}, {{LinkBE|ice}}, {{LinkBE|coasts}}, {{LinkBE|lakes}}, or {{LinkBE|oceans}}.]=];
AdvisorQuestion=[=[How are roads and magrails built?]=];
Advisor="ECONOMIC";
CivilopediaPage=14;
CivilopediaPageText=[=[Improvement List]=];
CivilopediaHeaderType="HEADER_IMPROVEMENTS";};

CONCEPT_WORKERS_ROADS_TIME={
Type="CONCEPT_WORKERS_ROADS_TIME";
Topic=[=[Workers and Improvements]=];
Description=[=[Time to Construct a Road or Magrail]=];
Summary=[=[It takes a {{LinkBE|Worker}} three turns to construct a {{LinkBE|road}} in any {{LinkBE|tile}}. It takes a Worker eight turns to construct a {{LinkBE|magrail}} in a tile.]=];
AdvisorQuestion=[=[How long does it take to construct a road?]=];
Advisor="ECONOMIC";
CivilopediaPage=14;
CivilopediaPageText=[=[Improvement List]=];
CivilopediaHeaderType="HEADER_IMPROVEMENTS";};

CONCEPT_WORKERS_ROADS_TRADE_ROUTES={
Type="CONCEPT_WORKERS_ROADS_TRADE_ROUTES";
Topic=[=[Workers and Improvements]=];
Description=[=[Roads, Magrails and City Connections]=];
Summary=[=[If there is a {{LinkBE|road}} or {{LinkBE|magrail}} between your {{LinkBE|capital}} and another city of yours, those {{LinkBE|cities}} have a “{{LinkBE|City Connection}}.” City Connections give your civilization {{LinkBE|Energy}} bonuses each turn, the amount depending upon the size of the cities involved.]=];
AdvisorQuestion=[=[How do City Connections work?]=];
Advisor="ECONOMIC";
CivilopediaPage=14;
CivilopediaPageText=[=[Improvement List]=];
CivilopediaHeaderType="HEADER_IMPROVEMENTS";};

CONCEPT_WORKERS_IMPROVEMENTS={
Type="CONCEPT_WORKERS_IMPROVEMENTS";
Topic=[=[Workers and Improvements]=];
Description=[=[Constructing Improvements]=];
Summary=[=[Once a colony has learned the appropriate {{LinkBE|technology}}, its {{LinkBE|Workers}} can construct a number of different {{LinkBE|Improvements}}, each with a distinct benefit.]=];
AdvisorQuestion=[=[When can you build improvements?]=];
Advisor="ECONOMIC";
CivilopediaPage=14;
CivilopediaPageText=[=[Improvement List]=];
CivilopediaHeaderType="HEADER_IMPROVEMENTS";};

CONCEPT_WORKERS_IMPROVEMENTS_WHERE={
Type="CONCEPT_WORKERS_IMPROVEMENTS_WHERE";
Topic=[=[Workers and Improvements]=];
Description=[=[Where to Construct Improvements]=];
Summary=[=[{{LinkBE|Improvements}} can be built only in appropriate locations. ({{LinkBE|Farms}} may not be built on {{LinkBE|ice}}, for example, and {{LinkBE|mines}} can’t be built atop non-{{LinkBE|mineral}} {{LinkBE|resources}}.) {{LinkBE|The Worker Action Panel}} will only display improvements that your colony has the {{LinkBE|technology}} for and that are appropriate for the {{LinkBE|tile}} the active {{LinkBE|worker}} occupies.]=];
AdvisorQuestion=[=[Where can improvements be constructed?]=];
Advisor="ECONOMIC";
CivilopediaPage=14;
CivilopediaPageText=[=[Improvement List]=];
CivilopediaHeaderType="HEADER_IMPROVEMENTS";};

CONCEPT_WORKERS_IMPROVEMENTS_TIME={
Type="CONCEPT_WORKERS_IMPROVEMENTS_TIME";
Topic=[=[Workers and Improvements]=];
Description=[=[Duration to Construct]=];
Summary=[=[Each {{LinkBE|improvement}} type takes a certain amount of {{LinkBE|time}}. Hover your cursor over a {{LinkBE|Worker}} to see how much time is remaining on the current {{LinkBE|construction}} job.]=];
AdvisorQuestion=[=[How long does it take to build an improvement?]=];
Advisor="ECONOMIC";
CivilopediaPage=14;
CivilopediaPageText=[=[Improvement List]=];
CivilopediaHeaderType="HEADER_IMPROVEMENTS";};

CONCEPT_WORKERS_IMPROVEMENTS_LEAVING={
Type="CONCEPT_WORKERS_IMPROVEMENTS_LEAVING";
Topic=[=[Workers and Improvements]=];
Description=[=[Leaving and Resuming Improvements]=];
Summary=[=[If you leave a {{LinkBE|construction}} project in the middle and then resume the same project later on, the {{LinkBE|time}} already spent will be subtracted from the amount of time it takes to complete the project. If you change projects, however, all progress from the previous project will be lost.]=];
AdvisorQuestion=[=[What happens if a Worker moves before an improvement is complete?]=];
Advisor="ECONOMIC";
CivilopediaPage=14;
CivilopediaPageText=[=[Improvement List]=];
CivilopediaHeaderType="HEADER_IMPROVEMENTS";};

CONCEPT_WORKERS_IMPROVEMENTS_FARM={
Type="CONCEPT_WORKERS_IMPROVEMENTS_FARM";
Topic=[=[Workers and Improvements]=];
Description=[=[Farm Improvements]=];
Summary=[=[The {{LinkBE|farm}} is the most commonly-constructed {{LinkBE|improvement}}. {{LinkBE|Farm improvements}} can be constructed in most {{LinkBE|tiles}}, and atop a number of {{LinkBE|resources}}.]=];
AdvisorQuestion=[=[How does the farm improvement work?]=];
Advisor="ECONOMIC";
CivilopediaPage=14;
CivilopediaPageText=[=[Improvement List]=];
CivilopediaHeaderType="HEADER_IMPROVEMENTS";};

CONCEPT_WORKERS_IMPROVEMENTS_MINE={
Type="CONCEPT_WORKERS_IMPROVEMENTS_MINE";
Topic=[=[Workers and Improvements]=];
Description=[=[Mine Improvements]=];
Summary=[=[The {{LinkBE|mine}} can be used to increase the {{LinkBE|production}} output of many {{LinkBE|tiles}}, and it also unlocks a variety of {{LinkBE|resources}}. The mine is as important as {{LinkBE|farming}} to your {{LinkBE|cities}}.]=];
AdvisorQuestion=[=[How does the Mine improvement work?]=];
Advisor="ECONOMIC";
CivilopediaPage=14;
CivilopediaPageText=[=[Improvement List]=];
CivilopediaHeaderType="HEADER_IMPROVEMENTS";};

CONCEPT_WORKERS_IMPROVEMENTS_GENERATOR={
Type="CONCEPT_WORKERS_IMPROVEMENTS_GENERATOR";
Topic=[=[Workers and Improvements]=];
Description=[=[Generator Improvements]=];
Summary=[=[This is a cheap, early-game {{LinkBE|improvement}} to make {{LinkBE|Energy}} – buildable virtually anywhere and easy to get. These will eventually be replaced by more effective city {{LinkBE|buildings}}, so they have a makeshift appearance.]=];
AdvisorQuestion=[=[How does the generator improvement work?]=];
Advisor="ECONOMIC";
CivilopediaPage=14;
CivilopediaPageText=[=[Improvement List]=];
CivilopediaHeaderType="HEADER_IMPROVEMENTS";};

CONCEPT_WORKERS_WORKBOATS={
Type="CONCEPT_WORKERS_WORKBOATS";
Topic=[=[Workers and Improvements]=];
Description=[=[Work Barge Improvement]=];
Summary=[=[A {{LinkBE|Work Barge}} can be constructed by an embarked {{LinkBE|Worker}} (moving your Worker into water {{LinkBE|tiles}}) to improve {{LinkBE|Algae}} or {{LinkBE|Coral}} {{LinkBE|resources}}.]=];
AdvisorQuestion="TXT_KEY_WORKERS_WORKBOATS_ADV_QUEST";
Advisor="ECONOMIC";
CivilopediaPage=14;
CivilopediaPageText=[=[Improvement List]=];
CivilopediaHeaderType="HEADER_IMPROVEMENTS";};

CONCEPT_WORKERS_IMPROVEMENTS_OTHER={
Type="CONCEPT_WORKERS_IMPROVEMENTS_OTHER";
Topic=[=[Workers and Improvements]=];
Description=[=[Other Improvements]=];
Summary=[=[There are a number of {{LinkBE|other improvements}} that, generally, make select {{LinkBE|resources}} available for your use. For instance, quarries make {{LinkBE|basalt}} and {{LinkBE|floatstone}} available, while {{LinkBE|paddocks}} bring {{LinkBE|chitin}} and {{LinkBE|resilin}}. {{LinkBE|The Worker Action panel}} will display these when your {{LinkBE|worker}} can construct them in resource locations.]=];
AdvisorQuestion=[=[What other improvements are there?]=];
Advisor="ECONOMIC";
CivilopediaPage=14;
CivilopediaPageText=[=[Improvement List]=];
CivilopediaHeaderType="HEADER_IMPROVEMENTS";};

CONCEPT_WORKERS_IMPROVEMENTS_ADVANCED={
Type="CONCEPT_WORKERS_IMPROVEMENTS_ADVANCED";
Topic=[=[Workers and Improvements]=];
Description=[=[Advanced Improvements]=];
Summary=[=[These are unlocked by certain technologies, and have much more specialized use. These include the {{LinkBE|Academy}}, {{LinkBE|Manufactory}}, {{LinkBE|Terrascape}}, {{LinkBE|Array}}, {{LinkBE|Dome}}, {{LinkBE|Node}} and {{LinkBE|Biowell}} {{LinkBE|improvements}}.]=];
AdvisorQuestion=[=[What are advanced improvements?]=];
Advisor="ECONOMIC";
CivilopediaPage=14;
CivilopediaPageText=[=[Improvement List]=];
CivilopediaHeaderType="HEADER_IMPROVEMENTS";};

CONCEPT_WORKERS_PILLAGE={
Type="CONCEPT_WORKERS_PILLAGE";
Topic=[=[Workers and Improvements]=];
Description=[=[Pillaging Roads and Improvements]=];
Summary=[=[Enemy {{LinkBE|units}} can “pillage” {{LinkBE|roads}}/{{LinkBE|magrails}} and {{LinkBE|Improvements}}, rendering them temporarily useless – no {{LinkBE|resource}}, no {{LinkBE|movement}} bonus, and so forth. It is as if the {{LinkBE|Worker}} never built the Road or Improvement.

A unit that pillages an improvement may gain an {{LinkBE|Energy}} bonus.]=];
AdvisorQuestion=[=[What does it mean to pillage an improvement or road?]=];
Advisor="ECONOMIC";
CivilopediaPage=14;
CivilopediaPageText=[=[Improvement List]=];
CivilopediaHeaderType="HEADER_IMPROVEMENTS";};

CONCEPT_WORKERS_REPAIR={
Type="CONCEPT_WORKERS_REPAIR";
Topic=[=[Workers and Improvements]=];
Description=[=[Repairing Roads and Improvements]=];
Summary=[=[A {{LinkBE|Worker}} may repair a pillaged {{LinkBE|Road}}/{{LinkBE|Magrail}} or {{LinkBE|Improvement}} as an action; if on a pillaged {{LinkBE|tile}}, an icon will appear in the Worker’s Action Panel indicating this option. It takes a Worker three turns to repair any Road or Improvement.]=];
AdvisorQuestion=[=[How can a pillaged improvement or road be repaired?]=];
Advisor="ECONOMIC";
CivilopediaPage=14;
CivilopediaPageText=[=[Improvement List]=];
CivilopediaHeaderType="HEADER_IMPROVEMENTS";};

CONCEPT_WORKERS_REMOVE={
Type="CONCEPT_WORKERS_REMOVE";
Topic=[=[Workers and Improvements]=];
Description=[=[Removing Miasma]=];
Summary=[=[Upon acquiring the {{LinkBE|Alien Biology}} {{LinkBE|technology}}, your {{LinkBE|Worker}} {{LinkBE|units}} and the {{LinkBE|Miasmic Repulsor}} {{LinkBE|orbital unit}} can remove {{LinkBE|miasma}} from {{LinkBE|tiles}}. To remove miasma with a Worker unit, it will have the option among its Actions to be ordered to “Clear Miasma.” The number of turns to remove the miasma is indicated when you hover the cursor over the order. Upon completion, the miasma is immediately removed from the map.

The Miasmic Repulsor, once placed, will remove the miasma from hexes having it, starting in its placement hex and radiating outward.]=];
AdvisorQuestion=[=[How can miasma be removed?]=];
Advisor="ECONOMIC";
CivilopediaPage=14;
CivilopediaPageText=[=[Improvement List]=];
CivilopediaHeaderType="HEADER_IMPROVEMENTS";};

CONCEPT_WORKERS_PLACE={
Type="CONCEPT_WORKERS_PLACE";
Topic=[=[Workers and Improvements]=];
Description=[=[Placing Miasma]=];
Summary=[=[Upon acquiring the {{LinkBE|Alien Ecology}} {{LinkBE|technology}}, your {{LinkBE|Worker}} {{LinkBE|units}} and the {{LinkBE|Miasmic Condenser}} {{LinkBE|orbital unit}} can place {{LinkBE|miasma}} in {{LinkBE|tiles}}. To place miasma with a Worker unit, it will have the option among its Actions to be ordered to “Add Miasma.” The number of turns to add the miasma is indicated when you hover the cursor over the order. Upon completion, the miasma is immediately placed on the map.

The Miasmic Condenser, once placed, will add miasma to hexes, starting in its placement hex and radiating outward.]=];
AdvisorQuestion=[=[How can miasma be placed?]=];
Advisor="ECONOMIC";
CivilopediaPage=14;
CivilopediaPageText=[=[Improvement List]=];
CivilopediaHeaderType="HEADER_IMPROVEMENTS";};

CONCEPT_FOOD_AND_CITY_GROWTH={
Type="CONCEPT_FOOD_AND_CITY_GROWTH";
Topic=[=[Food and City Growth]=];
Description=[=[Food and City Growth]=];
Summary=[=[Plentiful {{LinkBE|Food}} is the single most important factor determining the success and {{LinkBE|survival}} of any colony, past or future. Once surplus Food is available, city {{LinkBE|population growth}} is possible. Left to its own devices, the city will assign as many citizens as needed to acquire its Food. If not enough is available, the city will starve, losing citizens until it can support itself.

Each turn, a city’s citizens gather a certain amount of Food from the land around it and from various other sources as described above. The city’s citizens have first call on that Food, and they consume 2 Food for each population point (so a city of population 7 consumes 14 food each turn). Any Food left over is put into the city’s “{{LinkBE|Growth}} Bucket.”]=];
AdvisorQuestion=[=[How does food effect city growth?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_CITYGROWTH";};

CONCEPT_FOOD_AND_CITY_GROWTH_MECHANICS={
Type="CONCEPT_FOOD_AND_CITY_GROWTH_MECHANICS";
Topic=[=[Food and City Growth]=];
Description=[=[Cities and Food]=];
Summary=[=[A city requires 2 {{LinkBE|Food}} per citizen (another term for “population”) per turn to avoid starvation. A city acquires Food (as well as {{LinkBE|Production}} and {{LinkBE|Energy}}) by assigning its citizens to “work” the {{LinkBE|tiles}} around the city. The city can work a tile within three spaces of the city that is also within the colony’s borders, provided as well that it is not being worked by another city.]=];
AdvisorQuestion=[=[How much food is needed for a city to grow?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_CITYGROWTH";};

CONCEPT_FOOD_AND_CITY_GROWTH_GETTING_MORE_FOOD={
Type="CONCEPT_FOOD_AND_CITY_GROWTH_GETTING_MORE_FOOD";
Topic=[=[Food and City Growth]=];
Description=[=[Getting More Food]=];
Summary=[=[Certain {{LinkBE|tiles}} provide more {{LinkBE|Food}} than others, and {{LinkBE|cities}} near to one or more of these tiles will grow faster. In addition, {{LinkBE|workers}} can “improve” many tiles with {{LinkBE|farms}}, increasing their output of Food.]=];
AdvisorQuestion=[=[How can you get more Food for a city?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_CITYGROWTH";};

CONCEPT_FOOD_AND_CITY_GROWTH_BEST_FOOD_TILES={
Type="CONCEPT_FOOD_AND_CITY_GROWTH_BEST_FOOD_TILES";
Topic=[=[Food and City Growth]=];
Description=[=[Best Food Tiles]=];
Summary=[=[Although most {{LinkBE|tiles}} can be improved with {{LinkBE|farms}} to produce more {{LinkBE|Food}}, several types – {{LinkBE|grasslands}}, {{LinkBE|flood plains}}, etc. – will provide more initially and even more when improved. If seeking to maximize {{LinkBE|growth}}, you will want to establish {{LinkBE|Outposts}} with these tiles in reach.]=];
AdvisorQuestion=[=[Which tiles provide the most food?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_CITYGROWTH";};

CONCEPT_FOOD_AND_CITY_GROWTH_BONUS={
Type="CONCEPT_FOOD_AND_CITY_GROWTH_BONUS";
Topic=[=[Food and City Growth]=];
Description=[=[Basic Resources]=];
Summary=[=[Some {{LinkBE|tiles}} with “basic” {{LinkBE|resources}} provide extra {{LinkBE|Food}} once a {{LinkBE|Worker}} constructs the appropriate {{LinkBE|Improvement}} on the resource. These include the likes of {{LinkBE|Fruit}} and {{LinkBE|Algae}}.]=];
AdvisorQuestion=[=[How can basic resources provide more food?]=];
Advisor="ECONOMIC";
CivilopediaPage=13;
CivilopediaPageText=[=[Resource List]=];
CivilopediaHeaderType="HEADER_CITYGROWTH";};

CONCEPT_FOOD_AND_CITY_GROWTH_FLOOD_PLAINS={
Type="CONCEPT_FOOD_AND_CITY_GROWTH_FLOOD_PLAINS";
Topic=[=[Food and City Growth]=];
Description=[=[Flood Plains]=];
Summary=[=[{{LinkBE|Flood plains}} provide a lot of {{LinkBE|Food}}, particularly if improved with a {{LinkBE|farm}}.]=];
AdvisorQuestion=[=[Do flood plains provide a lot of food?]=];
Advisor="ECONOMIC";
CivilopediaPage=12;
CivilopediaPageText=[=[Terrain and Feature List]=];
CivilopediaHeaderType="HEADER_CITYGROWTH";};

CONCEPT_FOOD_AND_CITY_GROWTH_GRASSLAND={
Type="CONCEPT_FOOD_AND_CITY_GROWTH_GRASSLAND";
Topic=[=[Food and City Growth]=];
Description=[=[Grassland]=];
Summary=[=[Generally, {{LinkBE|grassland}} produces the most {{LinkBE|food}} of any {{LinkBE|terrain type}}. {{LinkBE|Cities}} constructed near grasslands will tend to grow faster than cities built elsewhere. This {{LinkBE|tile}}’s major drawback is the defensive penalty that an unprepared {{LinkBE|unit}} {{LinkBE|might}} have if attacked.]=];
AdvisorQuestion=[=[Do grasslands tiles provide a good amount of food?]=];
Advisor="ECONOMIC";
CivilopediaPage=12;
CivilopediaPageText=[=[Terrain and Feature List]=];
CivilopediaHeaderType="HEADER_CITYGROWTH";};

CONCEPT_FOOD_AND_CITY_GROWTH_IMPROVEMENTS={
Type="CONCEPT_FOOD_AND_CITY_GROWTH_IMPROVEMENTS";
Topic=[=[Food and City Growth]=];
Description=[=[Improvements]=];
Summary=[=[The {{LinkBE|farm}} is the most commonly-constructed {{LinkBE|improvement}}, although farms are not the only improvements granting an increase in {{LinkBE|Food}} for your {{LinkBE|cities}}. {{LinkBE|Farm improvements}} can be constructed in most {{LinkBE|tiles}}, and atop a number of {{LinkBE|resources}}.]=];
AdvisorQuestion=[=[How can you improve a tile's food output?]=];
Advisor="ECONOMIC";
CivilopediaPage=14;
CivilopediaPageText=[=[Improvement List]=];
CivilopediaHeaderType="HEADER_CITYGROWTH";};

CONCEPT_FOOD_AND_CITY_GROWTH_BUILDINGS_WONDERS_SOCIAL_POLICIES={
Type="CONCEPT_FOOD_AND_CITY_GROWTH_BUILDINGS_WONDERS_SOCIAL_POLICIES";
Topic=[=[Food and City Growth]=];
Description=[=[Buildings, Wonders and Virtues]=];
Summary=[=[Certain {{LinkBE|buildings}} and {{LinkBE|wonders}} will affect the amount of {{LinkBE|Food}} a city produces or how much it needs in its “bucket” to grow in size.

Certain {{LinkBE|Virtues}} improve the {{LinkBE|Production}} of Food in {{LinkBE|cities}}, or lessen the amount deducted from {{LinkBE|the City Growth Bucket}} upon population increase. Whereas a player's {{LinkBE|technology}} path may be a series of adaptive {{LinkBE|choices}} to the environment and circumstances, Virtues represent the player’s long term choices about style and flavor which are more removed from immediate circumstances.]=];
AdvisorQuestion=[=[How can buildings, wonders, and Virtues effect city growth?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_CITYGROWTH";};

CONCEPT_FOOD_AND_CITY_GROWTH_UNHEALTH={
Type="CONCEPT_FOOD_AND_CITY_GROWTH_UNHEALTH";
Topic=[=[Food and City Growth]=];
Description=[=[City Health]=];
Summary=[=[Your {{LinkBE|Cities}} will grow more slowly the worse your {{LinkBE|Health}} is. At the worst levels, uneaten {{LinkBE|Food}} is reduced by 100%, essentially stopping the City from growing at all.]=];
AdvisorQuestion=[=[How does Health affect food?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_CITYGROWTH";};

CONCEPT_FOOD_AND_CITY_GROWTH_GROWTH={
Type="CONCEPT_FOOD_AND_CITY_GROWTH_GROWTH";
Topic=[=[Food and City Growth]=];
Description=[=[City Growth]=];
Summary=[=[Each turn, a city’s citizens gather a certain amount of {{LinkBE|food}} from the land around it and from various other sources as described above. The city’s citizens have first call on that food, and they consume 2 food for each population point (so a city of population 7 consumes 14 food each turn). Any food left over is put into the city’s “{{LinkBE|Growth}} Bucket.”]=];
AdvisorQuestion=[=[How does city growth work?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_CITYGROWTH";};

CONCEPT_FOOD_AND_CITY_GROWTH_GROWTH_BUCKET={
Type="CONCEPT_FOOD_AND_CITY_GROWTH_GROWTH_BUCKET";
Topic=[=[Food and City Growth]=];
Description=[=[The City Growth Bucket]=];
Summary=[=[{{LinkBE|The city growth bucket}} contains all of the excess {{LinkBE|Food}} produced by a city each turn. When the quantity of Food reaches a specific amount, the city’s population (citizens) will increase by 1; then the {{LinkBE|city growth}} bucket is emptied and the process begins again. The amount of Food needed for {{LinkBE|population growth}} increases significantly as the city gets bigger.]=];
AdvisorQuestion=[=[What is this "city growth bucket" and why should I care?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_CITYGROWTH";};

CONCEPT_FOOD_AND_CITY_GROWTH_SETTLERS={
Type="CONCEPT_FOOD_AND_CITY_GROWTH_SETTLERS";
Topic=[=[Food and City Growth]=];
Description=[=[Colonists and Food Production]=];
Summary=[=[{{LinkBE|Colonists}} can only be constructed in {{LinkBE|cities}} of size 2 or larger. During {{LinkBE|construction}}, Colonists consume a city’s {{LinkBE|Food}} {{LinkBE|production}} and the city’s excess Food intake. As long as the Colonist is in production, the city will not grow nor add Food to its {{LinkBE|growth}} bucket.]=];
AdvisorQuestion=[=[How does building Colonists effect a city's food use?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_CITYGROWTH";};

CONCEPT_TECHNOLOGY={
Type="CONCEPT_TECHNOLOGY";
Topic=[=[Technology]=];
Description=[=[Technology]=];
Summary=[=[{{LinkBE|Technology}} is one of the primary driving forces behind our colony. Each technology you acquire gives your colony access to some advanced {{LinkBE|unit}}, {{LinkBE|building}}, {{LinkBE|resource}} and/or {{LinkBE|wonder}}, or some other tangible benefit. Each new “tech” makes your colony that much more powerful.]=];
AdvisorQuestion=[=[What is Technology?]=];
Advisor="SCIENCE";
CivilopediaPage=3;
CivilopediaPageText=[=[Technology List]=];
CivilopediaHeaderType="HEADER_TECHNOLOGY";};

CONCEPT_TECHNOLOGY_TECH_AND_BEAKERS={
Type="CONCEPT_TECHNOLOGY_TECH_AND_BEAKERS";
Topic=[=[Technology]=];
Description=[=[Technology and Beakers]=];
Summary=[=[You conduct {{LinkBE|research}} into new techs by accumulating “beakers,” which represent the amount of {{LinkBE|science}} your colony generates. Every turn your civilization gets a number of beakers added to its science pool. Each {{LinkBE|technology}} costs a certain number of beakers to learn; when you’ve accumulated enough beakers, you acquire the technology. When you get the new tech your beaker pool is depleted and you start accumulating all over again, saving up for the next tech.]=];
AdvisorQuestion=[=[How is science represented in the game?]=];
Advisor="SCIENCE";
CivilopediaPage=3;
CivilopediaPageText=[=[Technology List]=];
CivilopediaHeaderType="HEADER_TECHNOLOGY";};

CONCEPT_TECHNOLOGY_BEAKERS={
Type="CONCEPT_TECHNOLOGY_BEAKERS";
Topic=[=[Technology]=];
Description=[=[Where Do Beakers Come From?]=];
Summary=[=[Beakers come from your citizens (the population of your {{LinkBE|cities}}). Each turn you get a base number of beakers equal to the combined population of all of your cities. The larger your cities, the more beakers you generate.

In addition to the beakers generated by your base population, you get 3 beakers from your core city. (Once you build your first city you'll generate 4 beakers each turn: 1 from your single citizen and 3 from the core city). You can earn additional beakers by constructing certain {{LinkBE|buildings}} or {{LinkBE|wonders}}, and by adopting certain {{LinkBE|Virtues}}.]=];
AdvisorQuestion=[=[How are science beakers accumulated?]=];
Advisor="SCIENCE";
CivilopediaPage=3;
CivilopediaPageText=[=[Technology List]=];
CivilopediaHeaderType="HEADER_TECHNOLOGY";};

CONCEPT_TECHNOLOGY_SPEEDING_UP_RESEARCH={
Type="CONCEPT_TECHNOLOGY_SPEEDING_UP_RESEARCH";
Topic=[=[Technology]=];
Description=[=[Increasing Beakers]=];
Summary=[=[Beakers come from your citizens (the population of your {{LinkBE|cities}}). Each turn you get a base number of beakers equal to the combined population of all of your cities. The larger your cities, the more beakers you generate.]=];
AdvisorQuestion=[=[How can I speed up research speed?]=];
Advisor="SCIENCE";
CivilopediaPage=3;
CivilopediaPageText=[=[Technology List]=];
CivilopediaHeaderType="HEADER_TECHNOLOGY";};

CONCEPT_TECHNOLOGY_ANCIENT_RUINS={
Type="CONCEPT_TECHNOLOGY_ANCIENT_RUINS";
Topic=[=[Technology]=];
Description=[=[Resource Pods]=];
Summary=[=[Some {{LinkBE|Resource Pods}} will give you new {{LinkBE|technology}}. This is not guaranteed, but it's another good reason to search them out and claim them before anybody else does.]=];
AdvisorQuestion="TXT_KEY_TECH_ANCIENTRUINS_ADV_QUEST";
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_TECHNOLOGY";};

CONCEPT_TECHNOLOGY_BUILDINGS={
Type="CONCEPT_TECHNOLOGY_BUILDINGS";
Topic=[=[Technology]=];
Description=[=[Buildings]=];
Summary=[=[You can construct a number of {{LinkBE|buildings}} which will increase your acquisition of beakers. The {{LinkBE|Laboratory}}, for instance, increases a city’s output of beakers.]=];
AdvisorQuestion=[=[How can buildings help with research?]=];
Advisor="SCIENCE";
CivilopediaPage=6;
CivilopediaPageText=[=[Building List]=];
CivilopediaHeaderType="HEADER_TECHNOLOGY";};

CONCEPT_TECHNOLOGY_VIRTUES={
Type="CONCEPT_TECHNOLOGY_VIRTUES";
Topic=[=[Technology]=];
Description=[=[Virtues]=];
Summary=[=[The {{LinkBE|Knowledge}} branch is full of {{LinkBE|Virtues}} which can increase your {{LinkBE|research}}. However, a number of Virtues in other branches also give beakers; for instance, under {{LinkBE|Might}}, the {{LinkBE|Scavenging}} Virtue allows you to earn beakers for each {{LinkBE|Alien}} killed and nest destroyed.]=];
AdvisorQuestion=[=[How can virtues help with research?]=];
Advisor="SCIENCE";
CivilopediaPage=8;
CivilopediaPageText=[=[Virtues List]=];
CivilopediaHeaderType="HEADER_TECHNOLOGY";};

CONCEPT_TECHNOLOGY_WONDERS={
Type="CONCEPT_TECHNOLOGY_WONDERS";
Topic=[=[Technology]=];
Description=[=[Wonders]=];
Summary=[=[A number of {{LinkBE|wonders}} will greatly enhance your colony’s {{LinkBE|technology}}. The {{LinkBE|Daedalus Ladder}}, for example, gives +10% {{LinkBE|Science}} each turn upon completion.]=];
AdvisorQuestion=[=[How can wonders help with research?]=];
Advisor="SCIENCE";
CivilopediaPage=7;
CivilopediaPageText=[=[Wonder List]=];
CivilopediaHeaderType="HEADER_TECHNOLOGY";};

CONCEPT_TECHNOLOGY_EXPEDITIONS={
Type="CONCEPT_TECHNOLOGY_EXPEDITIONS";
Topic=[=[Technology]=];
Description=[=[Expeditions]=];
Summary=[=[Some {{LinkBE|Expeditions}} will give you an advantage in {{LinkBE|researching}} a new {{LinkBE|technology}}. This is not guaranteed, but it’s possible, so send your {{LinkBE|Explorers}} out to find them before anybody else does.]=];
AdvisorQuestion=[=[How can Expeditions help with research?]=];
Advisor="SCIENCE";
CivilopediaPage=3;
CivilopediaPageText=[=[Technology List]=];
CivilopediaHeaderType="HEADER_TECHNOLOGY";};

CONCEPT_TECHNOLOGY_CHOOSING_TECH={
Type="CONCEPT_TECHNOLOGY_CHOOSING_TECH";
Topic=[=[Technology]=];
Description=[=[Choosing A Technology To Study]=];
Summary=[=[When you have constructed your first city, the "Tech Web" appears and you must select which {{LinkBE|technology}} you wish to study. Eventually you'll acquire enough beakers and you'll learn that tech, and the "Tech Web" will reappear and you'll have to decide on the next tech.]=];
AdvisorQuestion=[=[How do you choose a technology to research?]=];
Advisor="SCIENCE";
CivilopediaPage=3;
CivilopediaPageText=[=[Technology List]=];
CivilopediaHeaderType="HEADER_TECHNOLOGY";};

CONCEPT_TECHNOLOGY_CHOOSE_RESEARCH_MENU={
Type="CONCEPT_TECHNOLOGY_CHOOSE_RESEARCH_MENU";
Topic=[=[Technology]=];
Description=[=[The Tech Web]=];
Summary=[=[{{LinkBE|The tech web}} in Beyond Earth is non-linear and radiates out from a central point. Rather than having tech prerequisites, any {{LinkBE|technology}} can be {{LinkBE|researched}} if you have unlocked any technology adjacent to it. Traversal is bi-directional.
When you complete acquiring a new technology, a message screen will open announcing that fact. You will now need to pick a new technology to research and the “Choose Research” message appears on the screen. An icon will also appear in the action list above that message.
In the upper left of the Main Map screen it displays the technology you’ve just finished learning (it shows “{{LinkBE|Habitation}}” the first {{LinkBE|time}} it appears).]=];
AdvisorQuestion=[=[How does the Tech Web work?]=];
Advisor="SCIENCE";
CivilopediaPage=3;
CivilopediaPageText=[=[Technology List]=];
CivilopediaHeaderType="HEADER_TECHNOLOGY";};

CONCEPT_TECHNOLOGY_CHOOSE_RESEARCH_BRANCHES={
Type="CONCEPT_TECHNOLOGY_CHOOSE_RESEARCH_BRANCHES";
Topic=[=[Technology]=];
Description=[=[Branch Techs]=];
Summary=[=[{{LinkBE|Branch techs}} form the backbone of the web. They are heavily themed around the {{LinkBE|technology}} {{LinkBE|threads}} and guide the player through the web to find those advantages that they are most interested in acquiring. Intentionally conceptual and general, branch techs do not themselves provide many advantages to the player, but instead lead to {{LinkBE|leaf techs}} that carry most of the catalog of new {{LinkBE|units}}, {{LinkBE|buildings}}, {{LinkBE|wonders}} and such in the web.]=];
AdvisorQuestion=[=[What are branch techs?]=];
Advisor="SCIENCE";
CivilopediaPage=3;
CivilopediaPageText=[=[Technology List]=];
CivilopediaHeaderType="HEADER_TECHNOLOGY";};

CONCEPT_TECHNOLOGY_CHOOSE_RESEARCH_LEAVES={
Type="CONCEPT_TECHNOLOGY_CHOOSE_RESEARCH_LEAVES";
Topic=[=[Technology]=];
Description=[=[Leaf Techs]=];
Summary=[=[{{LinkBE|Leaf techs}} cost significantly more {{LinkBE|science}} to {{LinkBE|research}} and are much more specific in scope than {{LinkBE|branch techs}}, but occur in much greater quantities. Leaves are clustered in groups around a branch tech and connect exclusively to that branch. Each leaf represents a specialization of the branch tech’s theme, unlocking specific items ({{LinkBE|buildings}}, {{LinkBE|units}}, {{LinkBE|wonders}}, actions) that relate to that specialization.]=];
AdvisorQuestion=[=[What are leaf techs?]=];
Advisor="SCIENCE";
CivilopediaPage=3;
CivilopediaPageText=[=[Technology List]=];
CivilopediaHeaderType="HEADER_TECHNOLOGY";};

CONCEPT_TECHNOLOGY_CHOOSE_RESEARCH_THREADS={
Type="CONCEPT_TECHNOLOGY_CHOOSE_RESEARCH_THREADS";
Topic=[=[Technology]=];
Description=[=[Threads]=];
Summary=[=[The {{LinkBE|branch technologies}} in the web are organized around {{LinkBE|threads}}, which can be thought of as concepts or disciplines that are all part of a common “idea family.” Each of these threads connects laterally with related threads to form the web, allowing players to move sideways among similar threads to explore the technologies they find most compelling without necessarily needing to backtrack and fill in unrelated prerequisites.]=];
AdvisorQuestion=[=[What are threads?]=];
Advisor="SCIENCE";
CivilopediaPage=3;
CivilopediaPageText=[=[Technology List]=];
CivilopediaHeaderType="HEADER_TECHNOLOGY";};

CONCEPT_TECHNOLOGY_CHOOSE_RESEARCH_AFFINITY={
Type="CONCEPT_TECHNOLOGY_CHOOSE_RESEARCH_AFFINITY";
Topic=[=[Technology]=];
Description=[=[Affinity Progress]=];
Summary=[=[In addition to providing the majority of the items, {{LinkBE|leaf techs}} are also the primary vector for awarding {{LinkBE|Affinity progression}}. Thus, when a player chooses to {{LinkBE|research}} a particular leaf instead of another, they are pursuing both that leaf tech’s items and the {{LinkBE|Affinity}} progress associated with it. This allows players to freely traverse the web along any branch without sacrificing the ability to pursue their preferred Affinity.]=];
AdvisorQuestion=[=[How does affinity progress work?]=];
Advisor="SCIENCE";
CivilopediaPage=3;
CivilopediaPageText=[=[Technology List]=];
CivilopediaHeaderType="HEADER_TECHNOLOGY";};

CONCEPT_TECHNOLOGY_CHANGE_RESEARCH={
Type="CONCEPT_TECHNOLOGY_CHANGE_RESEARCH";
Topic=[=[Technology]=];
Description=[=[Changing Research]=];
Summary=[=[You can change which Tech you are {{LinkBE|researching}} at any {{LinkBE|time}}. To do so, click on the Tech icon in the upper left hand corner of the screen. {{LinkBE|The Tech Web}} will reappear, and you can choose any of the Techs available. You can resume researching the original Tech you choose later at the point you stopped; the previous research beakers for it are not lost.]=];
AdvisorQuestion=[=[How can research be changed?]=];
Advisor="SCIENCE";
CivilopediaPage=3;
CivilopediaPageText=[=[Technology List]=];
CivilopediaHeaderType="HEADER_TECHNOLOGY";};

CONCEPT_TECHNOLOGY_AVAILABLE={
Type="CONCEPT_TECHNOLOGY_AVAILABLE";
Topic=[=[Technology]=];
Description=[=[Which Technologies Are Available]=];
Summary=[=[You can access {{LinkBE|the tech web}} by clicking on the “Choose {{LinkBE|Research}}” message, the action icon, or the {{LinkBE|technology}} just completed. In the tech web, each technology displays the number of turns it will take you to get that tech, as well as icons representing the various {{LinkBE|buildings}}, {{LinkBE|improvements}}, {{LinkBE|wonders}} and so forth that the technology allows (or “unlocks”). You can hover your mouse atop an icon or technology to learn even more info about it.

Techs you can research are shown with a purple border, while those you have completed research for are displayed with a white border. When you select a tech to research, it will be shown with a blue border on the tech tree until completed.]=];
AdvisorQuestion=[=[Which technologies are available?]=];
Advisor="SCIENCE";
CivilopediaPage=3;
CivilopediaPageText=[=[Technology List]=];
CivilopediaHeaderType="HEADER_TECHNOLOGY";};

CONCEPT_TECHNOLOGY_TECH_TREE={
Type="CONCEPT_TECHNOLOGY_TECH_TREE";
Topic=[=[Technology]=];
Description=[=[The Mighty Technology Web]=];
Summary=[=[{{LinkBE|Technology}} in this game represents progressing not along a trajectory from primitive to advanced, but outward into an uncertain future – a future where {{LinkBE|knowledge}} may be advanced, but in different ways. Players will face a greater variety of {{LinkBE|choice}} in their momentary and long-term technology decisions, and be empowered to change direction {{LinkBE|quickly}} and fluidly as they react to the changing circumstances in their game.
The structure of {{LinkBE|the tech web}} in Beyond Earth is organized around a combination of “major” and “minor” techs that are organized in a specific structure that interconnects and diversifies the choices and decisions a player will encounter. These different types of techs are called branches and leaves, and the overall paradigm is referred to as the "leaf pattern".
The leaf pattern changes the progression of technology from a linear, prerequisite-based traversal to an {{LinkBE|exploration}} of themes in general-to-specific direction. Players {{LinkBE|research}} the branches that express their interests or play style, then research the leaves that give them the specific items they want or need.]=];
AdvisorQuestion=[=[What is this Technology Web thing?]=];
Advisor="SCIENCE";
CivilopediaPage=3;
CivilopediaPageText=[=[Technology List]=];
CivilopediaHeaderType="HEADER_TECHNOLOGY";};

CONCEPT_VICTORY={
Type="CONCEPT_VICTORY";
Topic=[=[Victory and Defeat]=];
Description=[=[Victory and Defeat]=];
Summary=[=[There are multiple paths to {{LinkBE|victory}} in Civilization: Beyond Earth. Three are “universal,” meaning any player can achieve them in any game. Three are “tech specialization” victories, each relating to a different {{LinkBE|Affinity}}. Thus, in any game, you have four methods of achieving victory: {{LinkBE|Contact}}, {{LinkBE|Domination}}, {{LinkBE|Time}}, and your specific Affinity victory.]=];
AdvisorQuestion=[=[How can you win and lose the game?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_VICTORY";};

CONCEPT_VICTORY_DEFEAT={
Type="CONCEPT_VICTORY_DEFEAT";
Topic=[=[Victory and Defeat]=];
Description=[=[How To Lose]=];
Summary=[=[There are three paths to failure in Beyond Earth: {{LinkBE|losing your last city}}, {{LinkBE|another civilization winning}} the game, or not having the highest score when {{LinkBE|time}} runs out.]=];
AdvisorQuestion=[=[How can I lose the game?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_VICTORY";};

CONCEPT_VICTORY_DEFEAT_LOSING_LAST_CITY={
Type="CONCEPT_VICTORY_DEFEAT_LOSING_LAST_CITY";
Topic=[=[Victory and Defeat]=];
Description=[=[Losing Your Last City]=];
Summary=[=[If you lose your last city - to another civilization or to an angry herd of {{LinkBE|alien}} wildlife - then you lose immediately. This is very embarrassing, so don't let it happen to you.]=];
AdvisorQuestion=[=[What happens if you lose your last city?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_VICTORY";};

CONCEPT_VICTORY_DEFEAT_ANOTHER_WINNER={
Type="CONCEPT_VICTORY_DEFEAT_ANOTHER_WINNER";
Topic=[=[Victory and Defeat]=];
Description=[=[Another Civilization Wins]=];
Summary=[=[If another civilization achieves one of the five victories explained, game over: you lose. It doesn't matter if you were about to achieve your own {{LinkBE|victory}}, whoever wins first wins, and everybody else loses.]=];
AdvisorQuestion=[=[What happens if another civilization wins the game?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_VICTORY";};

CONCEPT_VICTORY_VICTORY={
Type="CONCEPT_VICTORY_VICTORY";
Topic=[=[Victory and Defeat]=];
Description=[=[How To Win]=];
Summary=[=[There are multiple paths to {{LinkBE|victory}} in Civilization: Beyond Earth. Three are “universal,” meaning any player can achieve them in any game. Three are “{{LinkBE|Affinity}} specialization” victories, each relating to a different Affinity. Thus, in any game, you have four methods of achieving victory: {{LinkBE|Contact}}, {{LinkBE|Domination}}, {{LinkBE|Time}}, and your specific Affinity victory.]=];
AdvisorQuestion=[=[How can you win the game?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_VICTORY";};

CONCEPT_VICTORY_VICTORY_DOMINATION={
Type="CONCEPT_VICTORY_VICTORY_DOMINATION";
Topic=[=[Victory and Defeat]=];
Description=[=[The Domination Victory]=];
Summary=[=[If you capture all players' original {{LinkBE|capitals}} and are still in possession of your own original capital, you win.  If you've lost your original capital, retaking it will put you back in contention for {{LinkBE|the Domination victory}}.]=];
AdvisorQuestion=[=[How does a Domination Victory work?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_VICTORY";};

CONCEPT_CONTACT_VICTORY={
Type="CONCEPT_CONTACT_VICTORY";
Topic=[=[Technology]=];
Description=[=[The Contact Victory]=];
Summary=[=[This is a universal {{LinkBE|victory}} in which the player makes {{LinkBE|contact}} with a benevolent, advanced {{LinkBE|alien}} race and fundamentally alters the meaning of human existence through this. This victory is geared toward the economy-focused player, and can be accomplished with any {{LinkBE|Affinity}}.

There are four steps to a Contact Victory: discovering The Signal, decoding The Signal, {{LinkBE|building}} the {{LinkBE|Beacon}}, and activating the Beacon.

To discover the Signal, the player has to complete 2 of the following actions:
- Complete the {{LinkBE|Transcendental Equation}} City Project.
- Launch a {{LinkBE|Deep Space Telescope}} {{LinkBE|orbital unit}} to reveal The Signal within a random number of turns.
- Investigate a {{LinkBE|Progenitor Ruins}} site with an {{LinkBE|Explorer}} on the map.

Decoding The Signal is accomplished by completing the {{LinkBE|Decode Signal}} City Project.

The Beacon is a Planetary {{LinkBE|Wonder}}. After The Signal is decoded, the Beacon Project will be unlocked and is buildable in any City. After the Beacon is built, the player may activate it by committing 1000 {{LinkBE|Energy}}. While the Beacon is running, it completely consumes the player’s global Energy surplus. The player can deactivate the Beacon at any {{LinkBE|time}} without loss of progress towards victory.

The Beacon requires a set amount of Energy to complete the victory. Each turn, it contributes the player's Energy surplus to this total. When the total is reached, the victory is achieved.]=];
AdvisorQuestion="TXT_KEY_TECH_CONTACT_ADV_QUEST";
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_VICTORY";};

CONCEPT_VICTORY_VICTORY_EMANCIPATION={
Type="CONCEPT_VICTORY_VICTORY_EMANCIPATION";
Topic=[=[Victory and Defeat]=];
Description=[=[The Emancipation Victory]=];
Summary=[=[This is the special {{LinkBE|victory}} for {{ColorSupremacyBE|{{LinkBE|Supremacy}}}}. In this victory, the player constructs a Warp Gate (called the {{LinkBE|Emancipation Gate}}) and sends a “{{LinkBE|liberation army}}” back to Old Earth to emancipate the denizens from their primitive existence and elevate them into the new, supreme human existence.

There are three steps to an {{LinkBE|Emancipation}} Victory: {{LinkBE|contacting}} Earth, constructing the Emancipation Gate, and sending {{LinkBE|Military}} {{LinkBE|Units}} through the Emancipation Gate to establish order on Earth.

The only way to re-establish contact with Earth is to launch a {{LinkBE|Lasercom Satellite}} {{LinkBE|Orbital Unit}}.

The Emancipation Gate is a Planetary {{LinkBE|Wonder}}. After Earth is contacted, the player may build the Emancipation Gate in any City.

After the Emancipation Gate is constructed, the {{ColorSupremacyBE|Supremacy}} player uses it to establish control of Earth. They do this by committing Military Units of sufficient strength to the Gate – sending them through to Old Earth to be used as a “peacekeeping force.” To commit a unit to the effort, the player moves the unit onto the Emancipation Gate site and activates the Emancipation Gate’s transport ability. The unit is removed from play after being committed. Every turn, the player can commit only one unit to the Gate.

The {{LinkBE|Combat Strength}} value of each committed unit is added to the victory progress score. The victory is achieved by reaching a set amount of {{LinkBE|Combat}} Strength committed. The player does not lose progress if the Emancipation Gate is destroyed, but they cannot continue with an Emancipation victory until they construct a new Emancipation Gate.]=];
AdvisorQuestion="TXT_KEY_VICTORY_EMANCIPATION_ADV_QUEST";
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_VICTORY";};

CONCEPT_VICTORY_PROMISED_LAND={
Type="CONCEPT_VICTORY_PROMISED_LAND";
Topic=[=[Victory and Defeat]=];
Description=[=[The Promised Land Victory]=];
Summary=[=[This is the special {{LinkBE|victory}} for {{ColorPurityBE|{{LinkBE|Purity}}}}. In this victory, the player constructs a Warp Gate (called the {{LinkBE|Exodus Gate}}) and brings the population of the dying Earth through to the planet to settle it as their new home – their {{LinkBE|promised land}}.

Steps to Promised Land:
There are four steps to a Promised Land Victory: {{LinkBE|contacting}} Earth, constructing the Exodus Gate, summoning {{LinkBE|Earthling Settlers}} with the Exodus Gate, and sheltering the Earthling Settlers.

The only way to re-establish contact with Earth is to launch a {{LinkBE|Lasercom Satellite}} {{LinkBE|Orbital Unit}}.

The Exodus Gate is a Planetary {{LinkBE|Wonder}}. After Earth is contacted, the player may build the Exodus Gate in any City.

Once the Exodus Gate Wonder is complete, the player may activate it once per turn to produce an Earthling Settler {{LinkBE|unit}}. These are special civilian units that represent citizens of Earth that need to be relocated on the planet. The player does this by settling them into {{LinkBE|Earthling Settlements}}.

Earthling Settlements are special {{LinkBE|improvements}}. They can be established anywhere on the planet’s surface, regardless of which colony controls the territory.

Once an Earthling Settlement has been established, new Earthling Settlers can be added to it up to a maximum of 6. Every Earthling Settler established in a Settlement counts towards the victory progress score as soon as it is settled.

Earthling Settlements have no {{LinkBE|combat}} abilities and are instantly destroyed when pillaged by a hostile unit. If an Earthling Settlement is destroyed, the Earthling citizens are lost and their population is deducted from the victory progress score. The settlement is replaced with ruins and the conquering player gains {{LinkBE|resources}} for the destruction.

To complete the victory, the player must safely settle a certain number of Earthlings. If the Exodus Gate is destroyed, you do not lose progress towards the victory but must construct another Gate to continue.]=];
AdvisorQuestion="TXT_KEY_VICTORY_PROMISED_LAND_ADV_QUEST";
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_VICTORY";};

CONCEPT_VICTORY_TRANSCENDENCE={
Type="CONCEPT_VICTORY_TRANSCENDENCE";
Topic=[=[Victory and Defeat]=];
Description=[=[The Transcendence Victory]=];
Summary=[=[This is the special {{LinkBE|victory}} for {{ColorHamonyBE|{{LinkBE|Harmony}}}}. In this victory, the {{ColorHamonyBE|Harmony}} player triggers the merging of the consciousness of all living things with the latent sentience of the planet itself, resulting in a mass enlightenment and the end of all autonomous, individual identity. All beings are {{LinkBE|united}} in “planetary nirvana” to live forever in perfect harmony.

There are three steps to a {{LinkBE|Transcendence}} Victory: {{LinkBE|contacting}} the Planet’s consciousness, creating the {{LinkBE|Mind Flower}}, and merging consciousness.

The first step for the {{ColorHamonyBE|Harmony}} player is to establish {{LinkBE|communication}} with the {{LinkBE|integrated}} consciousness of the planet. This is achieved by unlocking a series of Technologies that lead to the Mind Flower {{LinkBE|Wonder}}.

The Mind Flower is a Planetary Wonder unlocked by a late-game {{LinkBE|Technology}}. It is buildable in any of the player’s {{LinkBE|Cities}}.

Once a Mind Flower has been constructed, it will immediately begin a consciousness merge between the planet and the life forms that inhabit it. This takes some number of turns during which the indigenous life of the planet reacts to the process in dramatic, sometimes destructive ways.

The speed with which the Mind Flower can accomplish the victory can be enhanced by {{LinkBE|building}} {{LinkBE|Mind Stem}} and {{LinkBE|Xeno Sanctuary}} buildings in the player's cities. Each building built adds to the Mind Flower's completion rate.

As long as the player can protect the Mind Flower until the process is complete, the victory will be achieved.
If the Mind Flower is destroyed during the merging, the victory attempt fails. The player must construct another Mind Flower and restart the process to complete the victory.]=];
AdvisorQuestion="TXT_KEY_VICTORY_TRANSCENDENCE_ADV_QUEST";
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_VICTORY";};

CONCEPT_VICTORY_RAZING_ORIGINAL_CAPITAL={
Type="CONCEPT_VICTORY_RAZING_ORIGINAL_CAPITAL";
Topic=[=[Victory and Defeat]=];
Description=[=[Destroying an Original Capital]=];
Summary=[=[A {{LinkBE|capital}} cannot be destroyed by any means. It can be captured, but not destroyed. Remember that you can drive another colony out of the game by destroying or capturing all of its {{LinkBE|cities}}, so you can still wipe your foes off the map even if you can’t erase their capital from the face of the planet.]=];
AdvisorQuestion=[=[How can I raze an original capital city?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_VICTORY";};

CONCEPT_VICTORY_CAPITAL_AND_ORIGINAL_CAPITAL={
Type="CONCEPT_VICTORY_CAPITAL_AND_ORIGINAL_CAPITAL";
Topic=[=[Victory and Defeat]=];
Description=[=[Current Capital vs. Original Capital]=];
Summary=[=[If your original {{LinkBE|capital}} has been captured, another of your {{LinkBE|cities}} will automatically be assigned as a replacement capital. Your {{LinkBE|Headquarters}} will be transferred automatically and this city {{LinkBE|functions}} in all ways like the original, except that it can be destroyed, and it does not count towards a {{LinkBE|Domination}} {{LinkBE|victory}}.

If you retake your original capital, it will resume its leadership position in your colony.]=];
AdvisorQuestion=[=[What happens if a capital is lost? Is another one founded?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_VICTORY";};

CONCEPT_VICTORY_END_OF_TIME={
Type="CONCEPT_VICTORY_END_OF_TIME";
Topic=[=[Victory and Defeat]=];
Description=[=[The End of Time]=];
Summary=[=[If no one has achieved {{LinkBE|victory}} by Turn 500 on the {{LinkBE|Standard}} game pace, the game ends automatically. The number of turns varies with the game pace selected. The scores of all surviving colonies will be tallied and a victor announced. You may continue playing the game after this point, but victory will no longer be a factor.]=];
AdvisorQuestion=[=[What happens after the last turn of the game?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_VICTORY";};

CONCEPT_VICTORY_POINTS={
Type="CONCEPT_VICTORY_POINTS";
Topic=[=[Victory and Defeat]=];
Description=[=[Determining Score]=];
Summary=[=[You earn points for:
- The number of {{LinkBE|tiles}} in your borders
- Your Population
- The number of Technologies you possess
- The number of {{LinkBE|Wonders}} you have constructed
- The number of {{LinkBE|Virtues}} you unlocked
- The sum of all {{LinkBE|Affinity}} levels you have acquired
- Your {{LinkBE|Military}} Strength
- The number of Covert {{LinkBE|Agents}} you control
- The sum of {{LinkBE|Science}} you have after {{LinkBE|researching}} all Technologies
- The sum of all {{LinkBE|Culture}} you have after acquiring all Virtues]=];
AdvisorQuestion=[=[What are these victory points that don't exist?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_VICTORY";};

CONCEPT_CULTURE={
Type="CONCEPT_CULTURE";
Topic=[=[Culture]=];
Description=[=[Culture]=];
Summary=[=[{{CultureIconBE}} {{LinkBE|Culture}} is a measurement of your colony’s commitment to and appreciation of the arts and humanities … and the memories of Old Earth. More than one colony in history has had a richness of {{LinkBE|resources}} but a dearth of the finer things.

The main effect of Culture is to allow you to purchase new {{LinkBE|Virtues}}. Virtues are specialized abilities or rewards that allow you to {{LinkBE|customize}} your colony's strengths and advantages. Additionally, Culture is the source of territory for land-based {{LinkBE|cities}}. The land city will gain new plots based on how much Culture it creates, naturally increasing your territory over {{LinkBE|time}}. Culture does not influence the territory of {{LinkBE|aquatic cities}}, however.]=];
AdvisorQuestion=[=[What is culture and how does it work?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_CULTURE";};

CONCEPT_CULTURE_GAINING={
Type="CONCEPT_CULTURE_GAINING";
Topic=[=[Culture]=];
Description=[=[Gaining Culture]=];
Summary=[=[Your civilization acquires {{LinkBE|culture}} in a variety of ways: automatically through your {{LinkBE|Headquarters}}, by constructing certain {{LinkBE|buildings}} and {{LinkBE|Wonders}}, by selecting certain {{LinkBE|Virtues}}, through creating a {{LinkBE|Trade Route}} to some {{LinkBE|Stations}}, and by discovering {{LinkBE|Artifacts}} and {{LinkBE|Resource Pods}}.]=];
AdvisorQuestion=[=[How is culture accumulated and what does it give you?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_CULTURE";};

CONCEPT_CULTURE_EXPANDING_TERRITORY={
Type="CONCEPT_CULTURE_EXPANDING_TERRITORY";
Topic=[=[Culture]=];
Description=[=[Gaining Territory]=];
Summary=[=[Land {{LinkBE|cities}} gain territory naturally through the {{LinkBE|growth}} of {{CultureIconBE}} {{LinkBE|Culture}}. As a land city gains Culture, it will acquire additional {{LinkBE|tiles}} in the surrounding unclaimed territory. The faster it gains Culture, the faster its territory will grow. Each city acquires territory depending upon its own cultural output. When it reaches a certain level, it will “claim” a new tile (if any are available). The amount of Culture required to get a new tile increases as the city’s territory grows.

{{LinkBE|Aquatic cities}} do not gain territory through {{CultureIconBE}} Culture. Instead, they must move to new locations to claim the adjacent plots, adding these to the territory they have already acquired.

If you do not want to wait for Culture to claim a tile, or you do not wish to move your aquatic city to claim new tiles, you can instead {{LinkBE|purchase tiles}} with {{LinkBE|Energy}} in {{LinkBE|the City screen}}. Any tile adjacent to your existing territory and within 3 tiles of the city itself can be bought with Energy.]=];
AdvisorQuestion=[=[How is culture used to gain territory?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_CULTURE";};

CONCEPT_CULTURE_ACQUIRING_SOCIAL_POLICY={
Type="CONCEPT_CULTURE_ACQUIRING_SOCIAL_POLICY";
Topic=[=[Culture]=];
Description=[=[Acquiring Virtues]=];
Summary=[=[You acquire {{LinkBE|Virtues}} based upon the total amount of {{LinkBE|culture}} produced by all of your {{LinkBE|cities}} cumulative. Check the Status Bar at the top of the Main Screen to see how much total culture your colony has accumulated, how much culture the colony is producing each turn, and how much is required before you can select a new Virtue.

When you have accumulated enough culture, you must go to the Virtues Screen and buy a new virtue. Each {{LinkBE|time}} you purchase a new virtue the price of the next one increases. When you have enough culture amassed to purchase a new Virtue, you will be prompted to do so.]=];
AdvisorQuestion=[=[How is Culture tied to Virtues?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_CULTURE";};

CONCEPT_DIPLOMACY={
Type="CONCEPT_DIPLOMACY";
Topic=[=[Diplomacy]=];
Description=[=[Diplomacy]=];
Summary=[=[While playing Beyond Earth, you can accomplish a lot through {{LinkBE|diplomacy}}. You can gain allies and isolate your enemies. You can create defensive and offensive pacts. You can end wars that are going badly for you. You can bluff the credulous and bully the timid.

Sometimes it really is better to talk than to fight – at least until their back is turned and you’re ready to launch the knife. But, be warned, everything you do will have repercussions in your future dealings… not just with your victim but with all the other leaders as well.]=];
AdvisorQuestion=[=[How does diplomacy work?]=];
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_DIPLOMACY";};

CONCEPT_DIPLOMACY_WHO_CAN_CONDUCT={
Type="CONCEPT_DIPLOMACY_WHO_CAN_CONDUCT";
Topic=[=[Diplomacy]=];
Description=[=[Who Can Conduct Diplomacy]=];
Summary=[=[Diplomatic {{LinkBE|contact}} between colonies is established immediately after they both arrive on the planet. Once in contact with another political entity you can speak with them at any {{LinkBE|time}} - though they may not have much to say if they hate you.

Note that another colony may attempt to open negotiations with you, as well, if they are interested in a diplomatic {{LinkBE|relationship}} with your colony.]=];
AdvisorQuestion=[=[Who can conduct diplomacy?]=];
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_DIPLOMACY";};

CONCEPT_DIPLOMACY_INITIATING={
Type="CONCEPT_DIPLOMACY_INITIATING";
Topic=[=[Diplomacy]=];
Description=[=[Initiating Diplomacy]=];
Summary=[=[To initiate {{LinkBE|Diplomacy}}, click on the Diplomacy button on the Main Map screen. The Diplomacy Overview will appear, displaying all known colonial leaders in the game. Click on an entry to speak with that leader. Alternatively, you can click on a colonial City banner to open {{LinkBE|communications}} with them.]=];
AdvisorQuestion=[=[How can you initiate diplomacy?]=];
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_DIPLOMACY";};

CONCEPT_DIPLOMACY_WITH_CIVS={
Type="CONCEPT_DIPLOMACY_WITH_CIVS";
Topic=[=[Diplomacy]=];
Description=[=[Diplomatic Options]=];
Summary=[=[When you engage in {{LinkBE|diplomacy}} with civilizations, you have several options for topics, ranging from {{LinkBE|declaring war}} to {{LinkBE|trade}} talks.]=];
AdvisorQuestion=[=[What are the diplomatic options when dealing with a civilization?]=];
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_DIPLOMACY";};

CONCEPT_DIPLOMACY_OPINION_LIBERATE={
Type="CONCEPT_DIPLOMACY_OPINION_LIBERATE";
Topic=[=[Diplomacy]=];
Description=[=[Liberate Holdings]=];
Summary=[=[When capturing a {{LinkBE|unit}} or city, the victor has the option to return it to the original owner’s control. If a player liberates another’s {{LinkBE|cities}} or civilian units during wartime in this way, it can lead to a gain in that player's Respect and potentially an {{LinkBE|improvement}} in diplomatic {{LinkBE|relationship}}.]=];
AdvisorQuestion=[=[What is the impact of liberating holdings on diplomatic relationships?]=];
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_DIPLOMACY";};

CONCEPT_DIPLOMACY_OPINION_EXPEDITIONS={
Type="CONCEPT_DIPLOMACY_OPINION_EXPEDITIONS";
Topic=[=[Diplomacy]=];
Description=[=[Expedition Activity]=];
Summary=[=[If you dig up {{LinkBE|Expedition Sites}} in or near another’s territory, it may lead to loss of Respect between the two colonies. Each leader personality can modify his/her {{LinkBE|range}} of sensitivity to {{LinkBE|Expedition activity}}. This activity can provoke a confrontation.]=];
AdvisorQuestion=[=[What is the impact of expeditions on diplomatic relationships?]=];
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_DIPLOMACY";};

CONCEPT_DIPLOMACY_OPINION_AGGRESSIVE={
Type="CONCEPT_DIPLOMACY_OPINION_AGGRESSIVE";
Topic=[=[Diplomacy]=];
Description=[=[Aggressive Activities]=];
Summary=[=[There are several {{LinkBE|aggressive activities}}:

Aggressive {{LinkBE|Military}} Deployment:
If you mass or “{{LinkBE|station}}” (fortify for 5+ turns) troops on or inside another colony’s borders, or if you deploy military or espionage satellites in positions that overlap another colony’s territory, the respect or fear between your colonies will degrade. This activity can provoke a confrontation.

Aggressive Expansion:
If you establish {{LinkBE|outposts}} in positions that encroach on another’s territory, your respect will be negatively impacted. By default, an aggressive outpost is one whose working area (after city conversion) would touch the other colony’s borders. Each leader’s personality can modify his/her {{LinkBE|range}} of sensitivity to expansion activity. This activity can provoke a confrontation.

Aggressive {{LinkBE|Covert Operations}}:
If you are caught engaging in harmful {{LinkBE|covert operations}} in another colony’s city, your respect will be negatively affected. The degradation is proportional to the severity of the operation, whether or not it succeeded, and whether the other colony has a track record of covert aggression against any colony (not just you). Aggressive covert operation types include: Siphoning {{LinkBE|Energy}}, Stealing {{LinkBE|Science}}, Stealing {{LinkBE|Technology}}, Recruiting Defectors, {{LinkBE|Dirty Bomb}}/Worm Strike/Hack ({{LinkBE|Affinity}} covert ops). This activity can provoke a confrontation.

Aggression Towards Friendly Stations:
If you attack or destroy a Station that another colony was trading with, it will hurt the respect between the two colonies. The degradation strength is proportional to the Station’s level and the length of the trading history between the station and the other colony. This activity can provoke a confrontation.]=];
AdvisorQuestion=[=[What is the impact of aggressive activities on diplomatic relationships?]=];
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_DIPLOMACY";};

CONCEPT_DIPLOMACY_DECLARING_WAR={
Type="CONCEPT_DIPLOMACY_DECLARING_WAR";
Topic=[=[Diplomacy]=];
Description=[=[Declaring War]=];
Summary=[=[You may declare War on a Colony through the {{LinkBE|Diplomacy}} Overview; hostilities begin immediately, so it may be best to declare War diplomatically during your turn only.]=];
AdvisorQuestion=[=[How can you declare war on a colony?]=];
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_DIPLOMACY";};

CONCEPT_DIPLOMACY_WAR_SCORE={
Type="CONCEPT_DIPLOMACY_WAR_SCORE";
Topic=[=[Diplomacy]=];
Description=[=[War Score]=];
Summary=[=[Whenever two players go to War, their progress and advantage in that war is tracked by their {{LinkBE|War Score}}. A player's score increases each {{LinkBE|time}} they score a '{{LinkBE|victory}}' against their enemy -- either killing an enemy {{LinkBE|unit}} or conquering an enemy City. The difference between two warring players' War Scores demonstrates whether the war is tied, favoring one player, or being dominated by one player. This difference also controls the spoils that may be demanded or offered when making peace.

At all times during a war, the War Score for you and your enemy is displayed in the {{LinkBE|Diplomacy}} Overview when viewing the enemy leader.]=];
AdvisorQuestion=[=[What is War Score?]=];
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_DIPLOMACY";};

CONCEPT_DIPLOMACY_NEGOTIATE_PEACE={
Type="CONCEPT_DIPLOMACY_NEGOTIATE_PEACE";
Topic=[=[Diplomacy]=];
Description=[=[Negotiating Peace]=];
Summary=[=[While at War, you can offer to establish peace through the {{LinkBE|Diplomacy}} Overview. The terms of a peace treaty are chosen based on the difference in {{LinkBE|War Score}} between the two sides. Whoever initiates the request will set the terms, but both parties must accept before the War will end. When requesting peace, the winner may demand up to the full amount of the War Score difference but no more. The loser may only offer less than the total difference in War Score if they are unable to reach the full amount, however they may offer more if they wish.

]=];
AdvisorQuestion=[=[How can you negotiate peace with a colony?]=];
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_DIPLOMACY";};

CONCEPT_HEALTH={
Type="CONCEPT_HEALTH";
Topic=[=[Health]=];
Description=[=[Health]=];
Summary=[=[{{LinkBE|Health}} is a measure of your colony's overall well-being. It is a tug of war between sources of positive Health and sources of {{LinkBE|negative Health}}. Depending on what your overall Health level is, you can gain penalties or bonuses. In general, a larger population causes more negative Health, and will require more effort to keep in check.

Your colony’s overall Health is displayed on the Status Bar of the Main Screen (across the top of the Main Map screen). Watch it carefully. If it is red, your population is Unhealthy and may require attention. If it is green, your population is fine, and may even be receiving bonuses. (You can get an excellent report of your population’s Health, and any bonuses or penalties, by hovering your cursor over this number.)

A population with negative overall Health will experience penalties, which get worse as Health deteriorates. On the other hand, positive Health grants bonuses to your population, which get better as Health improves further.]=];
AdvisorQuestion=[=[What is Health?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_HEALTH";};

CONCEPT_HEALTH_STARTING={
Type="CONCEPT_HEALTH_STARTING";
Topic=[=[Health]=];
Description=[=[Starting Health]=];
Summary=[=[The amount of {{LinkBE|Health}} that your colony begins with is determined by the game’s {{LinkBE|difficulty}} setting. The moment you construct your first city, that number will begin to decline.]=];
AdvisorQuestion=[=[How much health does my civilization start with?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_HEALTH";};

CONCEPT_HEALTH_CAUSES_UNHEALTH={
Type="CONCEPT_HEALTH_CAUSES_UNHEALTH";
Topic=[=[Health]=];
Description=[=[What Causes negative Health]=];
Summary=[=[The following cause {{LinkBE|negative Health}}:

Raw Population: As your civ grows, the people get increasingly less {{LinkBE|healthy}} and demand more stuff to improve their lot.

Number of {{LinkBE|Cities}}: As the number of cities in your colony grows, so does your negative Health. In other words, a colony with two cities each of population 1 is less healthy than a colony with one city of population 2, even though you have the same total population.

Annexed Cities: If you capture and annex a foreign City, your population doesn’t like it.

{{LinkBE|Improvements}}: Certain Improvements, like the {{LinkBE|Manufactory}}, can lower the Health of your population.]=];
AdvisorQuestion=[=[What causes Negative Health?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_HEALTH";};

CONCEPT_HEALTH_CAUSES_HEALTH={
Type="CONCEPT_HEALTH_CAUSES_HEALTH";
Topic=[=[Health]=];
Description=[=[What Causes positive Health]=];
Summary=[=[The following can increase your population’s {{LinkBE|health}}:

{{LinkBE|Buildings}}: Certain Buildings increase your population’s Health. These include the {{LinkBE|Clinic}} (able to be constructed from the beginning), the {{LinkBE|Pharmalab}}, the {{LinkBE|Cytonursery}}, the {{LinkBE|Gene Garden}} and others. Each Building constructed anywhere in your colony increases your overall Health (so two Clinics produce twice as much health as one).

{{LinkBE|Wonders}}: Certain Wonders like the {{LinkBE|Precog Project}} and {{LinkBE|Xenonova}} can give you a boost in Health.

{{LinkBE|Virtues}}: Some Virtues provide a boost to Health, notably in the {{LinkBE|Prosperity}} path. Note that other Virtues provide bonuses only if the colony is Healthy.

Technologies: Technologies themselves don’t provide Health, but they do unlock the buildings and wonders that do.

{{LinkBE|Improvements}}: Certain improvements, like the {{LinkBE|Biowell}}, can boost the Health of your population.]=];
AdvisorQuestion=[=[What can create health?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_HEALTH";};

CONCEPT_HEALTH_HEALTH_LEVELS={
Type="CONCEPT_HEALTH_HEALTH_LEVELS";
Topic=[=[Health]=];
Description=[=[Levels of Health]=];
Summary=[=[Depending on how positive or negative your overall {{LinkBE|Health}} level is, there are different effects on your people as a whole. {{LinkBE|Negative Health}} causes penalties, which get larger the worse Health gets. Similarly, positive Health gives bonuses, which get larger the better Health gets.

*From -20 to -70, {{LinkBE|Production}} is penalized -1% per point (up to -50%)
*From -15 to -65, enemy {{LinkBE|Covert Ops}} Intrigue is increased +2% per point (up to +100%)
*From -10 to -60, {{LinkBE|Science}} is penalized -1% per point (up to -50%)
*From -5 to -55, {{LinkBE|Culture}} is penalized -1% per point (up to -50%)
*From 0 to -50, {{LinkBE|Outpost}} {{LinkBE|Growth}} is penalized -2% per point (up to -100%)
*From 0 to -50, {{LinkBE|City Growth}} is penalized -2% per point (up to -100%)
*From 1 to 5, nothing happens.
*From 5 to 25, Production bonus +1% per point (up to +20%)
*From 10 to 30, enemy Covert Ops Intrigue is decreased -2% per point (up to -40%)
*From 15 to 35, Science bonus +1% per point (up to +20%)
*From 20 to 40, Culture bonus +1% per point (up to +20%)
*From 25 to 45, City Growth bonus +1% per point (up to +20%)
*From 25 to 45, Outpost Growth bonus +2% per point (up to +40%)]=];
AdvisorQuestion=[=[How does Health level affect my Cities?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_HEALTH";};

CONCEPT_HEALTH_UNHAHPPY={
Type="CONCEPT_HEALTH_UNHAHPPY";
Topic=[=[Health]=];
Description=[=[Negative Health]=];
Summary=[=[When your {{LinkBE|Health}} is negative, your population is adversely affected. {{LinkBE|Cities}} and {{LinkBE|Outposts}} will grow more slowly, and then all Cities will produce less {{LinkBE|Culture}}. Eventually, {{LinkBE|Science}}, intrigue from rival {{LinkBE|Covert Operations}}, and {{LinkBE|Production}} are negatively affected as well. The worse your Health is, the higher these penalties will be.]=];
AdvisorQuestion=[=[What does an "unhealthy" population mean?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_HEALTH";};

CONCEPT_HEALTH_VERY_UNHEALTHY={
Type="CONCEPT_HEALTH_VERY_UNHEALTHY";
Topic=[=[Health]=];
Description=[=[Very Unhealthy]=];
Summary=[=[When your {{LinkBE|Health}} is extremely negative, you face a serious problem. {{LinkBE|Cities}} and {{LinkBE|Outposts}} will not grow as well, and may even stop growing altogether. Cities will have less {{LinkBE|Culture}}, {{LinkBE|Science}}, and {{LinkBE|Production}}. {{LinkBE|Covert Operations}} by rival leaders will also produce more intrigue, making your Cities more vulnerable.

Remember that {{LinkBE|negative Health}} is not permanent. You can always increase your citizens’ Health – no matter how sick they may be – through the methods outlined above.]=];
AdvisorQuestion=[=[Why is Extremely Negative Health so bad?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_HEALTH";};

CONCEPT_FOG_OF_WAR={
Type="CONCEPT_FOG_OF_WAR";
Topic=[=[Fog of War]=];
Description=[=[Fog of War]=];
Summary=[=[The {{LinkBE|fog of war}} is represented by a black background overlaid with a faint hex grid that covers much of the world at the start of the game. As you move {{LinkBE|units}} around, the fog of war will pull back, revealing more of the world. Once you have cleared the fog of war from a {{LinkBE|tile}}, it doesn’t come back. However, if a unit moves and you can no longer see a tile, you won’t know what may be going on there.]=];
AdvisorQuestion=[=[What is the fog of war?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_FOW";};

CONCEPT_FOG_OF_WAR_THREE_STATES={
Type="CONCEPT_FOG_OF_WAR_THREE_STATES";
Topic=[=[Fog of War]=];
Description=[=[The Three States of Visibility]=];
Summary=[=[There are three states of seeing beyond the occupied hex: unseen ({{LinkBE|fog of war}}), {{LinkBE|revealed}} and {{LinkBE|visible}}.]=];
AdvisorQuestion=[=[What are the states of visibility?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_FOW";};

CONCEPT_FOG_OF_WAR_STATE_VISIBLE={
Type="CONCEPT_FOG_OF_WAR_STATE_VISIBLE";
Topic=[=[Fog of War]=];
Description=[=[Visible]=];
Summary=[=[If a {{LinkBE|tile}} is currently {{LinkBE|visible}} to a {{LinkBE|unit}} or your territory, you can see its {{LinkBE|terrain}}, any {{LinkBE|improvements}} on it, if it's within any borders, whether it's part of a city, any unit which may occupy it, and so forth. Subject to {{LinkBE|technology}} limitations, you'll see the {{LinkBE|resources}} in the tile as well.]=];
AdvisorQuestion=[=[What does it mean when a tile is visible?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_FOW";};

CONCEPT_FOG_OF_WAR_STATE_REVEALED={
Type="CONCEPT_FOG_OF_WAR_STATE_REVEALED";
Topic=[=[Fog of War]=];
Description=[=[Revealed]=];
Summary=[=[If you have uncovered the {{LinkBE|fog of war}} from a {{LinkBE|tile}} but cannot see it at the present moment (because the exploring {{LinkBE|unit}} has moved away, for instance), the tile is slightly darkened. You can still see the {{LinkBE|terrain}} in the tile, but you will not see any units in the tile. You may not see any {{LinkBE|improvements}}, recently-constructed {{LinkBE|cities}}, and so forth. Basically, your information about that tile may be well out of date.]=];
AdvisorQuestion=[=[What does it mean when a tile is revealed?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_FOW";};

CONCEPT_FOG_OF_WAR_STATE_FOG_OF_WAR={
Type="CONCEPT_FOG_OF_WAR_STATE_FOG_OF_WAR";
Topic=[=[Fog of War]=];
Description=[=[Fog of War on a Tile]=];
Summary=[=[{{LinkBE|Tiles}} that are blacked out are totally unknown to you. You have no idea of the {{LinkBE|terrain}} therein, what or who occupies them, or anything else. For all you know, each may be filled with {{LinkBE|gold}} or {{LinkBE|alien nests}}, or enemy {{LinkBE|units}}.]=];
AdvisorQuestion=[=[What does it mean when a tile is under the fog of war?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_FOW";};

CONCEPT_FOG_OF_WAR_SEEN={
Type="CONCEPT_FOG_OF_WAR_SEEN";
Topic=[=[Fog of War]=];
Description=[=[What Is Seen]=];
Summary=[=[You can always see everything within your borders, as well as one {{LinkBE|tile}} away from your borders. Most {{LinkBE|units}} can see everything within 2 tiles (except for tiles behind {{LinkBE|mountains}} and blocking tiles). Units on {{LinkBE|hills}} can see over blocked tiles. Certain promotions will extend a unit's sight by 1 tile, and also, a number of mid- to late-game {{LinkBE|naval units}} have extended sight as well.]=];
AdvisorQuestion=[=[What is visible to a player?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_FOW";};

CONCEPT_FOG_OF_WAR_OBSCURING_TERRAIN={
Type="CONCEPT_FOG_OF_WAR_OBSCURING_TERRAIN";
Topic=[=[Fog of War]=];
Description=[=[Obscuring Terrain]=];
Summary=[=[{{LinkBE|Mountains and Craters}} are impenetrable: they totally bar visibility of what's beyond for everything (except for flying {{LinkBE|units}}).
{{LinkBE|Forests}}, {{LinkBE|mountains}} and {{LinkBE|hills}} are all "blocking" {{LinkBE|terrain}}. Units can see into such {{LinkBE|tiles}}, but they cannot see past them - unless they occupy a hill. Units in hills can see over blocking terrain into the tiles beyond.]=];
AdvisorQuestion=[=[What obscures visibility?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_FOW";};

CONCEPT_FOG_OF_WAR_INDIRECT_FIRE={
Type="CONCEPT_FOG_OF_WAR_INDIRECT_FIRE";
Topic=[=[Fog of War]=];
Description=[=[Indirect Fire]=];
Summary=[=[Some {{LinkBE|ranged units}} are capable of “{{LinkBE|indirect fire}},” which means that they can shoot at targets they can’t see, as long as another friendly {{LinkBE|unit}} can see them. For example, a {{LinkBE|Siege unit}} can shoot over a {{LinkBE|hill}} at a target it can’t see if a friendly unit is atop that hill.]=];
AdvisorQuestion=[=[What is indirect fire?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_FOW";};

CONCEPT_SOCIAL_POLICY={
Type="CONCEPT_SOCIAL_POLICY";
Topic="TXT_KEY_TOPIC_SOCIALPOLICY";
Description=[=[Virtues]=];
Summary=[=[{{LinkBE|Virtues}} are an orthogonal system to complement and augment your {{LinkBE|technology}} {{LinkBE|choices}} and play style. Whereas a player's technology path may be a series of adaptive choices to the environment and circumstances, Virtues represent the player’s long term choices about style and flavor which are more removed from immediate circumstances.]=];
AdvisorQuestion=[=[What is a Virtue?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_POLICIES";};

CONCEPT_SOCIAL_POLICY_GAINING={
Type="CONCEPT_SOCIAL_POLICY_GAINING";
Topic="TXT_KEY_TOPIC_SOCIALPOLICY";
Description=[=[Earning Virtues]=];
Summary=[=[{{LinkBE|Virtues}} are acquired by the accumulation of {{LinkBE|Culture}}. How much Culture is needed depends on how many {{LinkBE|cities}} the nation has, and increases exponentially with each Virtue taken. Virtues, and Culture more generally, represent education of citizens and priorities of government. Whereas technologies are “{{LinkBE|researched}}” or “discovered,” Virtues evolve.]=];
AdvisorQuestion=[=[How do I earn Virtues?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_POLICIES";};

CONCEPT_SOCIAL_POLICY_UNLOCKING={
Type="CONCEPT_SOCIAL_POLICY_UNLOCKING";
Topic="TXT_KEY_TOPIC_SOCIALPOLICY";
Description=[=[Choosing a Virtue]=];
Summary=[=[You can choose to adopt and unlock a {{LinkBE|Virtue}} once you have gained enough {{LinkBE|Culture}} points, based upon the {{LinkBE|difficulty}} level of your game. For example, on the Sputnik difficulty level, the first Virtue unlocks at 10 Culture points but on Gemini, it unlocks with 25 Culture points, with subsequent levels costing a little bit more.

Once you have enough Culture, a notification will alert you on your turn. Click on either the notification message or the Virtue icon to bring up the Virtues window.

Now you can choose to adopt a new branch or unlock a new Virtue within an unlocked branch. Those you already have will be highlighted; those as yet unselected will be greyed out. Hovering your cursor over a Virtue will provide information on its effects.]=];
AdvisorQuestion=[=[How do I unlock a Virtue?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_POLICIES";};

CONCEPT_SOCIAL_POLICY_INCREASE={
Type="CONCEPT_SOCIAL_POLICY_INCREASE";
Topic="TXT_KEY_TOPIC_SOCIALPOLICY";
Description=[=[Increasing Cost]=];
Summary=[=[During play, the cost of each {{LinkBE|Virtue}} increases as more are unlocked. To see how much {{LinkBE|Culture}} you currently have and when the next Virtue becomes available, hover your cursor over the Culture icon on the Status Bar at the top of the screen.]=];
AdvisorQuestion=[=[Do Virtues increase in cost?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_POLICIES";};

CONCEPT_SOCIAL_POLICY_KICKERS={
Type="CONCEPT_SOCIAL_POLICY_KICKERS";
Topic="TXT_KEY_TOPIC_SOCIALPOLICY";
Description=[=[Synergy Bonuses]=];
Summary=[=[Each category and each depth has certain “bonus” {{LinkBE|Virtues}} which are automatically acquired once a certain threshold number of Virtues in that category or depth is reached. For example, after developing five Virtues in the {{LinkBE|Might}} category “column,” the player receives a certain bonus Virtue for free. Similarly, after developing eight Virtues in each of the three “rows” the player receives a different bonus Virtue.]=];
AdvisorQuestion=[=[What is a Synergy Bonus?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_POLICIES";};

CONCEPT_SOCIAL_POLICY_BRANCHES={
Type="CONCEPT_SOCIAL_POLICY_BRANCHES";
Topic="TXT_KEY_TOPIC_SOCIALPOLICY";
Description=[=[Virtue Categories]=];
Summary=[=[A {{LinkBE|Virtue}} category is a collection of gameplay bonuses with a common theme.

There are four categories of Virtues, each with three levels of depth. These categories are {{LinkBE|Might}}, {{LinkBE|Prosperity}}, {{LinkBE|Knowledge}} and {{LinkBE|Industry}}. Structurally, each category is a series of {{LinkBE|choices}} stacked on each other to form a column.

The topmost Virtues have benefits that are more generally useful, albeit weaker. Virtues deeper in the sequence, by contrast, have more specific or conditional effects which are much stronger.]=];
AdvisorQuestion=[=[What are Virtue Categories?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_POLICIES";};

CONCEPT_SOCIAL_POLICY_BRANCH_MIGHT={
Type="CONCEPT_SOCIAL_POLICY_BRANCH_MIGHT";
Topic="TXT_KEY_TOPIC_SOCIALPOLICY";
Description=[=[Might]=];
Summary=[=[{{LinkBE|Might}} deals with all things {{LinkBE|military}}, bringing benefits from {{LinkBE|combat}} or cheaper/better {{LinkBE|Units}}, or lowering the costs of {{LinkBE|building}} and maintaining your combat forces. Those looking to expand through force of arms, whether fighting the {{LinkBE|Aliens}} or other colonies, will likely look to pursue the {{LinkBE|Virtues}} of Might.]=];
AdvisorQuestion=[=[What is the Might Category?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_POLICIES";};

CONCEPT_SOCIAL_POLICY_BRANCH_PROSPERITY={
Type="CONCEPT_SOCIAL_POLICY_BRANCH_PROSPERITY";
Topic="TXT_KEY_TOPIC_SOCIALPOLICY";
Description=[=[Prosperity]=];
Summary=[=[{{LinkBE|Health}}, {{LinkBE|Energy}} and {{LinkBE|growth}} are the focus of the {{LinkBE|Virtue}} of {{LinkBE|Prosperity}}. Whatever the medium of exchange and the benefits of hard work, players who seek to have large {{LinkBE|cities}} and healthy citizens to fill them should consider the path of Prosperity.]=];
AdvisorQuestion=[=[What is the Prosperity Category?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_POLICIES";};

CONCEPT_SOCIAL_POLICY_BRANCH_KNOWLEDGE={
Type="CONCEPT_SOCIAL_POLICY_BRANCH_KNOWLEDGE";
Topic="TXT_KEY_TOPIC_SOCIALPOLICY";
Description=[=[Knowledge]=];
Summary=[=[It has been said that “{{LinkBE|Knowledge}} is power.” This {{LinkBE|Virtue}} is devoted to improving {{LinkBE|research}} towards new {{LinkBE|technology}}, and should excite those excited about the shape of things to come. The Virtue of Knowledge is not limited to {{LinkBE|science}}, of course, but encompasses {{LinkBE|artistic}} expression as well.]=];
AdvisorQuestion=[=[What is the Knowledge Category?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_POLICIES";};

CONCEPT_SOCIAL_POLICY_BRANCH_INDUSTRY={
Type="CONCEPT_SOCIAL_POLICY_BRANCH_INDUSTRY";
Topic="TXT_KEY_TOPIC_SOCIALPOLICY";
Description=[=[Industry]=];
Summary=[=[{{LinkBE|Industry}} is the {{LinkBE|Virtue}} for those seeking to increase wealth and productivity. It offers bonuses in {{LinkBE|Energy}} and {{LinkBE|Production}}, along with some other benefits to insure these aren’t wasted. It may be that hard work is its own reward, but it is nice to get something out of it.]=];
AdvisorQuestion=[=[What is the Industry Category?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_POLICIES";};

CONCEPT_ENERGY={
Type="CONCEPT_ENERGY";
Topic=[=[Energy]=];
Description=[=[Energy]=];
Summary=[=[On Old Earth at the {{LinkBE|time}} of the Seeding most people still thought of wealth and {{LinkBE|trade}} in traditional terms – money, precious {{LinkBE|minerals}}, land, luxuries and such. But when the {{LinkBE|colonists}} arrived on this planet, such meant little in their daily struggle to survive. What proved of exceptional value instead was the {{LinkBE|Energy}}, in all its forms, to power vehicles, shelters, equipment, laboratories, factories, satellites and all the other things necessary to tame this new frontier.

Whether the electrical Energy stored in batteries and power packs, the chemical Energy of fuels and biomasses, the mechanical Energy of man-hours and simple machines, Energy became the currency of Mankind’s new home. Although on the private level a barter economy flourished, several colony administrators soon {{LinkBE|standardized}} an Energy conversion rate of exchange, based in large part on the electricity markets operating as reserves in Chile in the 1980s AD. Henceforth, wealth and trade took the form of Energy, stored and spent.]=];
AdvisorQuestion=[=[What is Energy and what can I do with it?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_ENERGY";};

CONCEPT_ENERGY_WHERE_TO_GET={
Type="CONCEPT_ENERGY_WHERE_TO_GET";
Topic=[=[Energy]=];
Description=[=[Generating Energy]=];
Summary=[=[{{LinkBE|Energy}} comes from a variety of sources. You'll get most of your Energy by {{LinkBE|working the tiles}} around your {{LinkBE|cities}}, but other sources are available as well.]=];
AdvisorQuestion=[=[Where can I get more Energy?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_ENERGY";};

CONCEPT_ENERGY_TERRAIN={
Type="CONCEPT_ENERGY_TERRAIN";
Topic=[=[Energy]=];
Description=[=[Terrain and Energy]=];
Summary=[=[Most water ({{LinkBE|coast}}, {{LinkBE|ocean}}, {{LinkBE|lake}}) {{LinkBE|tiles}} provide {{LinkBE|Energy}} when your citizens work them. Tiles bordered by a {{LinkBE|river}} also provide Energy.]=];
AdvisorQuestion=[=[How can I get Energy from the terrain?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_ENERGY";};

CONCEPT_ENERGY_RESOURCES={
Type="CONCEPT_ENERGY_RESOURCES";
Topic=[=[Energy]=];
Description=[=[Resources]=];
Summary=[=[Some {{LinkBE|resources}} (such as {{LinkBE|floatstone}}) provide {{LinkBE|Energy}} when improved.]=];
AdvisorQuestion=[=[Can I get Energy from resources?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_ENERGY";};

CONCEPT_ENERGY_GENERATOR={
Type="CONCEPT_ENERGY_GENERATOR";
Topic=[=[Energy]=];
Description=[=[Generators]=];
Summary=[=[Constructing the {{LinkBE|generator}} in any unimproved {{LinkBE|tile}} will increase the {{LinkBE|Energy}} available to a city within {{LinkBE|range}}.]=];
AdvisorQuestion=[=[Does the generator provide Energy?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_ENERGY";};

CONCEPT_ENERGY_IMPROVEMENTS={
Type="CONCEPT_ENERGY_IMPROVEMENTS";
Topic=[=[Energy]=];
Description=[=[Improvements]=];
Summary=[=[Some {{LinkBE|improvements}} (a {{LinkBE|Dome}} or {{LinkBE|Biowell}} for example) can be built in a {{LinkBE|tile}} to increase its {{LinkBE|Energy}} output.]=];
AdvisorQuestion=[=[Do improvements provide Energy?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_ENERGY";};

CONCEPT_ENERGY_BUILDINGS={
Type="CONCEPT_ENERGY_BUILDINGS";
Topic=[=[Energy]=];
Description=[=[Buildings]=];
Summary=[=[Many {{LinkBE|buildings}} – such as the {{LinkBE|Thorium Reactor}} or {{LinkBE|Biofuel Plant}} – increase a city’s output of {{LinkBE|Energy}}.]=];
AdvisorQuestion=[=[Which buildings increase the output of Energy?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_ENERGY";};

CONCEPT_ENERGY_WONDERS={
Type="CONCEPT_ENERGY_WONDERS";
Topic=[=[Energy]=];
Description=[=[Wonders]=];
Summary=[=[Some {{LinkBE|Wonders}} provide or increase a city’s output of {{LinkBE|Energy}}. If you’re constructing a Wonder and another colony finishes it before you do, you get an Energy bonus (the size of the bonus depends upon how much progress you’ve made on the unfinished Wonder).]=];
AdvisorQuestion=[=[How do wonders interact with Energy?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_ENERGY";};

CONCEPT_ENERGY_TRADE_ROUTES={
Type="CONCEPT_ENERGY_TRADE_ROUTES";
Topic=[=[Energy]=];
Description=[=[City Connections]=];
Summary=[=[If a city is connected by a {{LinkBE|road}} or {{LinkBE|magrail}} to your {{LinkBE|capital}} city, that city is "Connected". Likewise, if the capital city is on the {{LinkBE|Coast}}, then any other city built on the coast will be connected. Each connection is worth a certain amount of {{LinkBE|Energy}} each turn, the amount is determined by the population of the connected city.]=];
AdvisorQuestion=[=[How does a trade route produce Energy?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_ENERGY";};

CONCEPT_ENERGY_TRADE_ROUTES_BLOCKADE={
Type="CONCEPT_ENERGY_TRADE_ROUTES_BLOCKADE";
Topic=[=[Energy]=];
Description=[=[Blockade]=];
Summary=[=[An enemy {{LinkBE|Naval Unit}} within 1 {{LinkBE|tile}} of a port or aquatic City will "{{LinkBE|blockade}}" that City, rendering its {{LinkBE|City Connection}} inoperative until the enemy {{LinkBE|unit}} is driven off or destroyed.  Citizens cannot work naval tiles that are blockaded.]=];
AdvisorQuestion=[=[How is a naval trade route blockaded?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_ENERGY";};

CONCEPT_ENERGY_ANCIENT_RUINS={
Type="CONCEPT_ENERGY_ANCIENT_RUINS";
Topic=[=[Energy]=];
Description=[=[Expedition Sites and Resource Pods]=];
Summary=[=[{{LinkBE|Expedition Sites}} may provide {{LinkBE|Energy}} when an {{LinkBE|Expedition}} is completed in its {{LinkBE|tile}}; {{LinkBE|Resource Pods}} may occasionally provide Energy when explored.]=];
AdvisorQuestion=[=[Can ancient ruins give you more Energy?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_ENERGY";};

CONCEPT_ENERGY_PILLAGE_IMPROVEMENTS={
Type="CONCEPT_ENERGY_PILLAGE_IMPROVEMENTS";
Topic=[=[Energy]=];
Description=[=[Pillage Enemy Improvements]=];
Summary=[=[Pillaging enemy {{LinkBE|improvements}} will grant you a modest amount of {{LinkBE|Energy}}.]=];
AdvisorQuestion=[=[Does pillaging improvements provide any Energy?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_ENERGY";};

CONCEPT_ENERGY_CITY_CAPTURE={
Type="CONCEPT_ENERGY_CITY_CAPTURE";
Topic=[=[Energy]=];
Description=[=[Capturing a City, Outpost or Station]=];
Summary=[=[You may gain a lot of {{LinkBE|Energy}} when you capture a city; you gain a modest amount for taking a {{LinkBE|Station}} or {{LinkBE|Outpost}}.]=];
AdvisorQuestion=[=[Do you get Energy from capturing a city?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_ENERGY";};

CONCEPT_ENERGY_SPENDING={
Type="CONCEPT_ENERGY_SPENDING";
Topic=[=[Energy]=];
Description=[=[Expending Energy]=];
Summary=[=[There's lots of stuff to spend {{LinkBE|Energy}} on, some voluntary and some not. Among the latter, you must spend Energy every turn for {{LinkBE|unit}}, {{LinkBE|building}} and {{LinkBE|road}} maintenance. Voluntary expenditures include purchases and {{LinkBE|trade}}.]=];
AdvisorQuestion=[=[What can I spend Energy on?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_ENERGY";};

CONCEPT_ENERGY_UNIT_BUILDING_MAINTENANCE={
Type="CONCEPT_ENERGY_UNIT_BUILDING_MAINTENANCE";
Topic=[=[Energy]=];
Description=[=[Unit and Building Maintenance]=];
Summary=[=[{{LinkBE|Units}} and {{LinkBE|buildings}} both have "maintenance costs" that must be paid in {{LinkBE|Energy}} every turn. See the individual entries on the units and buildings for specific amounts. (Note that these maintenance costs are dependent upon the {{LinkBE|difficulty}} level at which you're playing.)]=];
AdvisorQuestion=[=[How does Energy work with building and unit maintenance costs?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_ENERGY";};

CONCEPT_ENERGY_ROAD_MAINTENANCE={
Type="CONCEPT_ENERGY_ROAD_MAINTENANCE";
Topic=[=[Energy]=];
Description=[=[Road and Magrail Maintenance]=];
Summary=[=[You spend {{LinkBE|Energy}} for each {{LinkBE|road}} or {{LinkBE|magrail}} {{LinkBE|tile}} that you construct. If you absorb another colony's roads or magrails into your territory, you pay for their maintenance as well.]=];
AdvisorQuestion=[=[How does Energy work with road and magrail maintenance?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_ENERGY";};

CONCEPT_ENERGY_BEACON={
Type="CONCEPT_ENERGY_BEACON";
Topic=[=[Energy]=];
Description=[=[Activating the "Signal" Beacon]=];
Summary=[=[After the {{LinkBE|Beacon}} is built, the player may activate it. The player's net {{LinkBE|Energy}} income must be positive to activate the Beacon. This means they must be producing a surplus of Energy above what they need to pay maintenance.

While the Beacon is running, it completely consumes the player's global Energy surplus. The Beacon requires a set amount of Energy to complete the {{LinkBE|victory}}. Each turn, it contributes the player's Energy surplus to this total. When the total is reached, {{LinkBE|the Contact Victory}} is achieved.

The player can deactivate the Beacon at any {{LinkBE|time}} without loss of progress towards victory.]=];
AdvisorQuestion=[=[Does activating the Beacon consume Energy?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_ENERGY";};

CONCEPT_ENERGY_PURCHASE_TILES={
Type="CONCEPT_ENERGY_PURCHASE_TILES";
Topic=[=[Energy]=];
Description=[=[Purchase Tiles]=];
Summary=[=[You can extend your city’s territory by purchasing individual {{LinkBE|tiles}}. Go to a City Screen, and then click on tile to buy it and add it to your lands. The map will display all tiles available for purchase. Click on the tile to expend the requisite {{LinkBE|Energy}} and purchase the tile.]=];
AdvisorQuestion=[=[How can you expand your borders using Energy?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_ENERGY";};

CONCEPT_ENERGY_PURCHASE_UNITS_BUILDINGS_WONDERS={
Type="CONCEPT_ENERGY_PURCHASE_UNITS_BUILDINGS_WONDERS";
Topic=[=[Energy]=];
Description=[=[Buying Units or Buildings]=];
Summary=[=[You can spend {{LinkBE|Energy}} to purchase {{LinkBE|units}} or {{LinkBE|buildings}} in a city. Click on “Purchase” and then click on an item (if you can afford it, the Energy cost is shown) and it will be immediately constructed in the city, and the amount deducted from your treasury.]=];
AdvisorQuestion=[=[How can I use Energy to purchase Units, Buildings, or Wonders?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_ENERGY";};

CONCEPT_ENERGY_CITY_CAPTURED_BY_CIV={
Type="CONCEPT_ENERGY_CITY_CAPTURED_BY_CIV";
Topic=[=[Energy]=];
Description=[=[Losing a City]=];
Summary=[=[If a colony you are at war with captures one of your {{LinkBE|cities}}, they take some of your {{LinkBE|Energy}} (as well as the city).]=];
AdvisorQuestion=[=[Do you lose Energy if your city is captured?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_ENERGY";};

CONCEPT_ENERGY_RUNNING_DEFICIT={
Type="CONCEPT_ENERGY_RUNNING_DEFICIT";
Topic=[=[Energy]=];
Description=[=[Running Out of Energy]=];
Summary=[=[If your {{LinkBE|Energy}} store is at zero and you're running a negative budget, the difference is deducted from your {{LinkBE|Science}}, and can eventually cause {{LinkBE|units}} to be disbanded. Beware: this can seriously slow down your acquisition of new {{LinkBE|technology}}, which can leave you extremely vulnerable to attack by more advanced neighbors. Keep a close eye on the Economic Overview panel to avoid this.

Among the Game Info screens is an Economic Overview, which offers an in-depth analysis of your energy economy, including income and expenses.]=];
AdvisorQuestion=[=[What happens if you run out of Energy and are running a negative budget?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_ENERGY";};

CONCEPT_ADVISORS={
Type="CONCEPT_ADVISORS";
Topic=[=[Advisors]=];
Description=[=[Advisors]=];
Summary=[=[As the colonial governor, you have access to an {{LinkBE|advisor}} that is unaffected by emotion or desire: the Ship Computer. If you have elected on the Game Options menu to receive contextualized advisor messages, the Ship Computer will offer suggestions, guidance and advice. It points out things it believes are important, or that you {{LinkBE|might}} have forgotten about, based on your current situation and actions.

Some advisor messages have buttons linking to a related interstitial tutorial, should you desire additional information.]=];
AdvisorQuestion=[=[What is the Advisor?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_ADVISORS";};

CONCEPT_ADVISORS_TURNINGOFF={
Type="CONCEPT_ADVISORS_TURNINGOFF";
Topic=[=[Advisors]=];
Description=[=[Turning Off the Advisors]=];
Summary=[=[You can select how much assistance you wish to get from the Ship Computer on the “Game Options” screen at any {{LinkBE|time}}. If “No Advice” is chosen, the {{LinkBE|advisor}} will not {{LinkBE|contact}} you and messages won’t appear until another option is selected.]=];
AdvisorQuestion=[=[How can I get the advisor to stop contacting me?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_ADVISORS";};

CONCEPT_AFFINITY={
Type="CONCEPT_AFFINITY";
Topic="TXT_KEY_TOPIC_AFFINITY";
Description=[=[Affinity]=];
Summary=[=[An {{LinkBE|Affinity}} – a guiding philosophy towards the evolution of humanity – may be developed by the player during the course of the game to distinguish the character of their colony. There are three Affinities: {{ColorHamonyBE|{{LinkBE|Harmony}}}}, {{ColorSupremacyBE|{{LinkBE|Supremacy}}}}, and {{ColorPurityBE|{{LinkBE|Purity}}}}.

Each player will probably end the game with some combination of these. Some players may choose to focus heavily on one particular Affinity, while others may spread across all three.]=];
AdvisorQuestion=[=[What is Affinity?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_AFFINITY";};

CONCEPT_AFFINITY_HARMONY={
Type="CONCEPT_AFFINITY_HARMONY";
Topic="TXT_KEY_TOPIC_AFFINITY";
Description=[=[Harmony]=];
Summary=[=[The {{ColorHamonyBE|{{LinkBE|Harmony}}}} {{LinkBE|Affinity}} is themed around an understanding and {{LinkBE|integration}} with the planet’s {{LinkBE|alien ecology}}. Players who emphasize the {{ColorHamonyBE|Harmony}} path will transform their {{LinkBE|colonists}} via {{LinkBE|genetic}} manipulation to be more adapted to the planet’s {{LinkBE|alien}} environment.

{{ColorHamonyBE|Harmony}} {{LinkBE|units}} and {{LinkBE|buildings}} {{LinkBE|feature}} {{LinkBE|organic}} components and naturally derived composite materials. Late-game {{ColorHamonyBE|Harmony}} colonies can produce their own genetically modified versions of the planet’s native alien life, and adopt some of their aesthetics.]=];
AdvisorQuestion=[=[What is the Harmony Affinity?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_AFFINITY";};

CONCEPT_AFFINITY_SUPREMACY={
Type="CONCEPT_AFFINITY_SUPREMACY";
Topic="TXT_KEY_TOPIC_AFFINITY";
Description=[=[Supremacy]=];
Summary=[=[{{ColorSupremacyBE|{{LinkBE|Supremacy}}}} represents the most dramatic and transhumanist adaptation. Methods like {{LinkBE|cybernetics}}, {{LinkBE|nanotechnology}}, and advanced {{LinkBE|computing}} are employed to advance “Mankind”.

As the {{ColorSupremacyBE|Supremacy}} {{LinkBE|colonists}} shed their human characteristics, they adopt a more austere {{LinkBE|robotic}} appearance. Their vehicles and {{LinkBE|military}} {{LinkBE|units}} are sleek, efficient, and often unrecognizable from their origins. Late-game units under the {{ColorSupremacyBE|Supremacy}} {{LinkBE|Affinity}} include the likes of {{LinkBE|combat}} robots, unmanned vehicles, and battle platforms.]=];
AdvisorQuestion=[=[What is the Supremacy Affinity?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_AFFINITY";};

CONCEPT_AFFINITY_PURITY={
Type="CONCEPT_AFFINITY_PURITY";
Topic="TXT_KEY_TOPIC_AFFINITY";
Description=[=[Purity]=];
Summary=[=[If the {{ColorHamonyBE|{{LinkBE|Harmony}}}} and {{ColorSupremacyBE|{{LinkBE|Supremacy}}}} Affinities represent an {{LinkBE|augmentation}} of human physiology to adapt to the new world, the {{ColorPurityBE|{{LinkBE|Purity}}}} {{LinkBE|Affinity}} is a rejection of that adaptation. {{ColorPurityBE|Purity}} is focused on the preservation and glorification of human history and physiology.

{{ColorPurityBE|Purity}} {{LinkBE|cities}} are characterized by their anachronistic classical appearance and protected by large {{LinkBE|domes}}. {{ColorPurityBE|Purity}} {{LinkBE|units}} also harken back to the past, and commonly {{LinkBE|feature}} sigils, banners and other ornamentation not seen on other units. {{ColorPurityBE|Purity}} units have no adaptations to the {{LinkBE|alien}} ecosystem and instead rely on sophisticated exosuits and vehicles.]=];
AdvisorQuestion=[=[What is the Purity Affinity?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_AFFINITY";};

CONCEPT_AFFINITY_PROGRESS={
Type="CONCEPT_AFFINITY_PROGRESS";
Topic="TXT_KEY_TOPIC_AFFINITY";
Description=[=[Affinity Progress]=];
Summary=[=[A player progresses in each {{LinkBE|Affinity}} through an experience point system. As certain Technologies are {{LinkBE|researched}}, experience points are added towards Affinities, and each Affinity will advance depending on the points. This progression gives gameplay benefits, primarily in the form of {{LinkBE|Unit Upgrades}}. The Affinity may open certain potential {{LinkBE|Victory}} Conditions. It also determines the aesthetics displayed for the player’s leader, {{LinkBE|cities}} and {{LinkBE|units}}.]=];
AdvisorQuestion=[=[What is Affinity Progress?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_AFFINITY";};

CONCEPT_AFFINITY_STYLE={
Type="CONCEPT_AFFINITY_STYLE";
Topic="TXT_KEY_TOPIC_AFFINITY";
Description=[=[Playing Style]=];
Summary=[=[An {{LinkBE|Affinity}} is strongly themed, both fictionally and aesthetically. Each Affinity will also have certain gameplay associations, but an Affinity is not a play style identity. For instance, it is equally valid to play the {{ColorHamonyBE|{{LinkBE|Harmony}}}} Affinity with a peaceful cultural approach, or with an aggressive expansionist one.]=];
AdvisorQuestion=[=[Does each Affinity have a distinct play style?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_AFFINITY";};

CONCEPT_AFFINITY_ACQUIRE={
Type="CONCEPT_AFFINITY_ACQUIRE";
Topic="TXT_KEY_TOPIC_AFFINITY";
Description=[=[Acquiring Affinity]=];
Summary=[=[Some technologies have an {{LinkBE|Affinity}} associated with them. {{LinkBE|Researching}} these is the primary method for progressing a player’s Affinities. The more difficult the {{LinkBE|technology}} is to research, the greater the resulting {{LinkBE|Affinity progress}}. Thus, for instance, researching {{LinkBE|Genetic Mapping}} will move you a bit along the path towards {{ColorPurityBE|{{LinkBE|Purity}}}}, while attaining {{LinkBE|Metamaterials}} gives you significant progress towards {{ColorHamonyBE|{{LinkBE|Harmony}}}}.

Progress is also possible through other means, such as {{LinkBE|Virtues}} and {{LinkBE|Expeditions}}.

Once enough progress is made in an Affinity, it will advance to a higher level. Higher levels of Affinity require more effort to acquire, especially for an Affinity that is not already the player’s dominant one.]=];
AdvisorQuestion=[=[How do you acquire Affinity?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_AFFINITY";};

CONCEPT_AFFINITY_UPGRADES={
Type="CONCEPT_AFFINITY_UPGRADES";
Topic="TXT_KEY_TOPIC_AFFINITY";
Description=[=[Upgrading Your Units]=];
Summary=[=[When an {{LinkBE|Affinity}} becomes dominant for a colony, its basic {{LinkBE|military}} {{LinkBE|units}} will {{LinkBE|upgrade}} to an Affinity-related type. For instance, the basic {{LinkBE|Soldier}} unit will be replaced by a {{LinkBE|Brawler}} unit for a {{ColorHamonyBE|{{LinkBE|Harmony}}}} player, by a {{LinkBE|Sentinel}} unit for {{ColorPurityBE|{{LinkBE|Purity}}}}, and by a {{LinkBE|Disciple}} unit if {{ColorSupremacyBE|{{LinkBE|Supremacy}}}}. With higher Affinity levels come ever greater {{LinkBE|unit upgrades}}.]=];
AdvisorQuestion=[=[How do you use Affinity to Upgrade Units?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_AFFINITY";};

CONCEPT_AFFINITY_UNITS={
Type="CONCEPT_AFFINITY_UNITS";
Topic="TXT_KEY_TOPIC_AFFINITY";
Description=[=[Affinity-Specific Units]=];
Summary=[=[Some unique {{LinkBE|military}} {{LinkBE|units}} are aligned with an {{LinkBE|Affinity}} type, and will only {{LinkBE|upgrade}} to their fullest strength by progression in that Affinity. In turn, only players with that Affinity will be able to build those units; thus, only a player with {{ColorHamonyBE|{{LinkBE|Harmony}}}} may build or upgrade the {{LinkBE|Xeno Swarm}} unit, and the {{LinkBE|LEV Tank}} may only be built by a {{ColorPurityBE|{{LinkBE|Purity}}}} player.]=];
AdvisorQuestion=[=[What is an Affinity Unit?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_AFFINITY";};

CONCEPT_EXPLORERS={
Type="CONCEPT_EXPLORERS";
Topic="TXT_KEY_TOPIC_EXPLORERS";
Description=[=[Explorers and Expedition Sites]=];
Summary=[=[This planet is littered with {{LinkBE|expedition sites}}, the remains of earlier events that occurred before you arrived. These sites provide no benefit on their own, but will allow an {{LinkBE|Explorer}} {{LinkBE|unit}} to perform an {{LinkBE|Expedition}} action, which will provide a bonus. The Explorer loses one Expedition Module when the Expedition action is completed. Explorers have generally one Module, but this number can be increased, e.g. by adopting the {{LinkBE|Pathfinders}} {{LinkBE|Virtue}} in the {{LinkBE|Prosperity}} branch. Expedition Modules can be replenished by moving your Explorer back into one of your {{LinkBE|Cities}}.]=];
AdvisorQuestion=[=[What is an Explorer?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_EXPLORER";};

CONCEPT_CULTURE_EXPLORERS_ARTIFACTS={
Type="CONCEPT_CULTURE_EXPLORERS_ARTIFACTS";
Topic="TXT_KEY_TOPIC_EXPLORERS";
Description=[=[Types of Expedition Sites]=];
Summary=[=[There are four {{LinkBE|types of expedition sites}}: {{LinkBE|Derelict Settlement}}, {{LinkBE|Crashed Satellite}}, {{LinkBE|Alien Skeleton}}, {{LinkBE|Progenitor Ruins}}. Each may provide one of several possible benefits, ranging from {{LinkBE|alien units}} placed under your control, to a one-{{LinkBE|time}} boost of {{LinkBE|Culture}}, {{LinkBE|Energy}} or {{LinkBE|Affinity}} points, to progress towards a specific {{LinkBE|Technology}}, to spawning new {{LinkBE|basic resources}}.]=];
AdvisorQuestion=[=[What are Expedition Sites?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_EXPLORER";};

CONCEPT_CULTURE_EXPLORERS_SKELETON={
Type="CONCEPT_CULTURE_EXPLORERS_SKELETON";
Topic="TXT_KEY_TOPIC_EXPLORERS";
Description=[=[Alien Skeleton]=];
Summary=[=[{{LinkBE|Alien skeletons}} are the remains of colossal xenomorphs. Once an {{LinkBE|expedition}} is completed on a {{LinkBE|tile}} containing this, the player {{LinkBE|might}} receive a large {{LinkBE|Affinity}} increase or an {{LinkBE|alien unit}} under their control.]=];
AdvisorQuestion=[=[What is an Alien Skeleton?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_EXPLORER";};

CONCEPT_CULTURE_EXPLORERS_RUINS={
Type="CONCEPT_CULTURE_EXPLORERS_RUINS";
Topic="TXT_KEY_TOPIC_EXPLORERS";
Description=[=[Progenitor Ruins]=];
Summary=[=[{{LinkBE|Progenitor ruins}} are the remains of structures left behind by a nigh-mythical {{LinkBE|alien}} race. Once an {{LinkBE|expedition}} is completed on a {{LinkBE|tile}} containing this, the player will receive either an {{LinkBE|Affinity}} level increase or progress towards an advanced {{LinkBE|technology}}.]=];
AdvisorQuestion=[=[What are Progenitor Ruins?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_EXPLORER";};

CONCEPT_CULTURE_EXPLORERS_SAT={
Type="CONCEPT_CULTURE_EXPLORERS_SAT";
Topic="TXT_KEY_TOPIC_EXPLORERS";
Description=[=[Crashed Satellites]=];
Summary=[=[{{LinkBE|Crashed satellites}} are the remains of {{LinkBE|orbitals}} that have de-orbited and crashed back to the planet. Once an {{LinkBE|expedition}} is completed on a {{LinkBE|tile}} containing this, the player {{LinkBE|might}} receive a large {{LinkBE|Science}} increase or find a {{LinkBE|basic resource}} in the tile.]=];
AdvisorQuestion=[=[What is a Crashed Satellite?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_EXPLORER";};

CONCEPT_CULTURE_EXPLORERS_DERELICT={
Type="CONCEPT_CULTURE_EXPLORERS_DERELICT";
Topic="TXT_KEY_TOPIC_EXPLORERS";
Description=[=[Derelict Settlement]=];
Summary=[=[{{LinkBE|Derelict settlements}} are the remains of earlier failed human colonies. Once an {{LinkBE|expedition}} is completed on a {{LinkBE|tile}} containing this, the player could receive a large {{LinkBE|Culture}} increase or gain extra population in their nearest city.]=];
AdvisorQuestion=[=[What is a Derelict Settlement?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_EXPLORER";};

CONCEPT_CULTURE_EXPLORERS_EXPEDITION={
Type="CONCEPT_CULTURE_EXPLORERS_EXPEDITION";
Topic="TXT_KEY_TOPIC_EXPLORERS";
Description=[=[Expeditions]=];
Summary=[=[{{LinkBE|Expeditions}} are multi-turn projects, deployed on an {{LinkBE|expedition site}} {{LinkBE|tile}}, that consume an Expedition Module but produce a special result upon completion. The player moves the {{LinkBE|Explorer}} {{LinkBE|unit}} to an expedition site on the map. Once in place, the player activates the Expedition action for the Explorer unit.

The Explorer begins “working” its plot. When the Expedition is complete, the player receives a gameplay bonus based on the type of Expedition site.]=];
AdvisorQuestion=[=[What is an Expedition?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_EXPLORER";};

CONCEPT_CULTURE_EXPLORERS_EXPEDITION_OPINION={
Type="CONCEPT_CULTURE_EXPLORERS_EXPEDITION_OPINION";
Topic="TXT_KEY_TOPIC_EXPLORERS";
Description=[=[Expedition Activity]=];
Summary=[=[If you dig up {{LinkBE|Expedition Sites}} in or near another’s territory, it may lead to loss of Respect between the two colonies. Each leader personality can modify his/her {{LinkBE|range}} of sensitivity to {{LinkBE|Expedition activity}}. This activity can provoke a confrontation.]=];
AdvisorQuestion=[=[What is the impact of expeditions on diplomatic relationships?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_EXPLORER";};

CONCEPT_BUILDINGS_SPECIALISTS={
Type="CONCEPT_BUILDINGS_SPECIALISTS";
Topic=[=[Buildings]=];
Description=[=[Specialists]=];
Summary=[=[When a City is first created, all of its Citizens ({{CitizenIconBE}} Population) will work the {{LinkBE|tiles}} around the City, generating {{LinkBE|Food}}, {{LinkBE|Production}}, {{LinkBE|Energy}}, etc. Later, you can construct certain {{LinkBE|Buildings}} which allow you to reassign some of the Citizens to work in each as {{LinkBE|Specialists}}. There are six different types of Specialists:

{{LinkBE|Artist}}:
An Artist Specialist creates {{LinkBE|Culture}}. Place them in a Culture-related Building such as the {{LinkBE|Holosuite}} or {{LinkBE|CEL Cradle}} for extra Culture points.

{{LinkBE|Engineer}}:
An Engineer Specialist increases Production; assign them to the Production-related Buildings such as {{LinkBE|Autoplants}} and {{LinkBE|Node Banks}}.

Grower:
Growers are agronomists, specialized in the increase of Food. Growers must be assigned to Food-related Buildings such as {{LinkBE|Cloning Plants}} and {{LinkBE|Mass Digesters}}.

{{LinkBE|Scientist}}:
A Scientist Specialist creates additional beakers for {{LinkBE|research}} in new Technologies when assigned to a {{LinkBE|Science}}-related Building such as the {{LinkBE|Xenonursery}} or the {{LinkBE|Institute}}.

{{LinkBE|Trader}}:
Trader Specialists generate extra Energy, the local form of wealth. Traders can be assigned to Energy-related Buildings such as {{LinkBE|Thorium Reactors}} and {{LinkBE|Xenofuel Plants}}.

{{LinkBE|Unemployed Citizens}}:
If a Citizen is neither working a tile nor another type of specialist he/she is considered part of the general labor pool. An unemployed Citizen automatically generates Production but is not assigned to a specific Building.]=];
AdvisorQuestion=[=[What types of specialists are there?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_PEOPLE";};

CONCEPT_MOVEMENT={
Type="CONCEPT_MOVEMENT";
Topic=[=[Movement]=];
Description=[=[Movement]=];
Summary=[=[During a game of Civilization: Beyond Earth, much of your {{LinkBE|time}} will be spent moving {{LinkBE|units}} around the planet. You’ll be marching your {{LinkBE|military}} units off to discover things or to fight with your neighbors. Your {{LinkBE|Workers}} will be moving to new {{LinkBE|tiles}} to improve {{LinkBE|resources}} and to construct {{LinkBE|Roads}}. Your {{LinkBE|Colonists}} will be moving to good locations on which to build new {{LinkBE|Outposts}}.]=];
AdvisorQuestion=[=[How does unit movement work?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_MOVEMENT";};

CONCEPT_MOVEMENT_HOW_TO_ORDER={
Type="CONCEPT_MOVEMENT_HOW_TO_ORDER";
Topic=[=[Movement]=];
Description=[=[How to Order a Unit to Move]=];
Summary=[=[There are two ways to order a {{LinkBE|unit}} to move: {{LinkBE|right-click}} or by using the “{{LinkBE|move mode}}.”]=];
AdvisorQuestion=[=[What are the ways to move a unit?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_MOVEMENT";};

CONCEPT_MOVEMENT_RIGHT_CLICK={
Type="CONCEPT_MOVEMENT_RIGHT_CLICK";
Topic=[=[Movement]=];
Description=[=[Right-Click]=];
Summary=[=[When a {{LinkBE|unit}} is active, you can {{LinkBE|right-click}} anywhere on the map to order the unit to move there.]=];
AdvisorQuestion=[=[How does right-click movement work?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_MOVEMENT";};

CONCEPT_MOVEMENT_MOVE_MODE={
Type="CONCEPT_MOVEMENT_MOVE_MODE";
Topic=[=[Movement]=];
Description=[=[Move Mode]=];
Summary=[=[You can also click on the "{{LinkBE|Move Mode}}" Action button (above the {{LinkBE|Unit}} panel), then left-click on a target space.]=];
AdvisorQuestion=[=[How does move mode work?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_MOVEMENT";};

CONCEPT_MOVEMENT_LEGAL_MOVES={
Type="CONCEPT_MOVEMENT_LEGAL_MOVES";
Topic=[=[Movement]=];
Description=[=[Legal and Illegal Moves]=];
Summary=[=[If the target location is illegal for the {{LinkBE|unit}} to move into, it will decline the order and wait for new instructions. The {{LinkBE|movement}} cursor will turn red on attempted {{LinkBE|illegal moves}}. If the location is legal and the unit can reach that location in one turn, it will do so.]=];
AdvisorQuestion=[=[What makes moves legal and illegal?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_MOVEMENT";};

CONCEPT_MOVEMENT_ILLEGAL_MOVES={
Type="CONCEPT_MOVEMENT_ILLEGAL_MOVES";
Topic=[=[Movement]=];
Description=[=[Illegal Moves]=];
Summary=[=[Certain {{LinkBE|tiles}} cannot be entered by certain {{LinkBE|units}}. A {{LinkBE|naval unit}} can't enter a non-city land tile, for example, and a {{LinkBE|land unit}} cannot enter a {{LinkBE|mountain}} tile. If a unit can't enter a tile, you won't be able to order it to move there. Sometimes a move is {{LinkBE|revealed}} as illegal during a unit's move. If that is the case, the unit will stop when it discovers the illegality and wait for new orders.]=];
AdvisorQuestion=[=[What moves are illegal?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_MOVEMENT";};

CONCEPT_MOVEMENT_MULTIPLE_TURN_MOVES={
Type="CONCEPT_MOVEMENT_MULTIPLE_TURN_MOVES";
Topic=[=[Movement]=];
Description=[=[Multiple Turn Move Orders]=];
Summary=[=[If the {{LinkBE|unit}} requires multiple turns to reach the location, it will pick the shortest route and proceed on its way. It will continue to move each turn until it gets to the assigned location or until you give it another order.

If it becomes impossible for the unit to reach its target location — say, because {{LinkBE|exploration}} reveals that the {{LinkBE|tile}} is across the {{LinkBE|ocean}} and the moving unit can’t embark, or perhaps because another unit is occupying the target location – the unit will stop and request new orders.]=];
AdvisorQuestion=[=[How does movement across multiple turns work?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_MOVEMENT";};

CONCEPT_MOVEMENT_MOVEMENT_POINTS={
Type="CONCEPT_MOVEMENT_MOVEMENT_POINTS";
Topic=[=[Movement]=];
Description=[=[Movement Points]=];
Summary=[=[A surface {{LinkBE|unit}}’s {{LinkBE|Movement Points}} (MPs) determines how many clear {{LinkBE|tiles}} a unit can move through. Most early units have 2 MPs.]=];
AdvisorQuestion=[=[What are movement points?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_MOVEMENT";};

CONCEPT_MOVEMENT_EXPENDING_MOVEMENT_POINTS={
Type="CONCEPT_MOVEMENT_EXPENDING_MOVEMENT_POINTS";
Topic=[=[Movement]=];
Description=[=[Expending Movement Points]=];
Summary=[=[{{LinkBE|Units}} expend MPs to enter {{LinkBE|tiles}}. The {{LinkBE|terrain}} of the tile a unit is entering determines the MP cost of the move. It doesn’t cost anything to leave your current tile; the MP cost is only calculated by the tile you’re entering.

Generally, open terrain like {{LinkBE|Grassland}} and {{LinkBE|Plains}} costs 1 MP to enter, while {{LinkBE|Forest}} and {{LinkBE|Hills}} costs 2. It also expends all of a unit’s MPs to cross a {{LinkBE|river}}.

A unit can always move one tile if it has any MPs left. It doesn’t matter how high the {{LinkBE|movement}} costs of the tile being entered is; as long as the unit has some MP left, it can enter. Once the unit has expended all of its MPs, it must stop moving until the next turn.]=];
AdvisorQuestion=[=[How are movement points consumed?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_MOVEMENT";};

CONCEPT_MOVEMENT_ROADS_AND_MAGRAILS={
Type="CONCEPT_MOVEMENT_ROADS_AND_MAGRAILS";
Topic=[=[Movement]=];
Description=[=[Road and Magrail]=];
Summary=[=[{{LinkBE|Roads}} (and later in the game, {{LinkBE|Magrail}}) cut a {{LinkBE|unit}}’s {{LinkBE|movement}} cost in friendly or {{LinkBE|neutral}} territory. As long as the unit moves from one {{LinkBE|tile}} containing a road into another tile containing a road, the unit will expend just a fraction of the normal cost to move. So long as the unit has any MPs left, it can continue to move along the road.]=];
AdvisorQuestion=[=[How do roads and magrail affect movement?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_MOVEMENT";};

CONCEPT_MOVEMENT_ROADS_AND_MAGRAILS_AND_RIVERS={
Type="CONCEPT_MOVEMENT_ROADS_AND_MAGRAILS_AND_RIVERS";
Topic=[=[Movement]=];
Description=[=[Rivers and Roads/Magrail]=];
Summary=[=[Your {{LinkBE|units}} can move across {{LinkBE|rivers}} on {{LinkBE|roads}} or {{LinkBE|magrail}} without paying the {{LinkBE|standard}} penalty. Otherwise, the unit must cease {{LinkBE|movement}} after it crosses a river, regardless of how much MP it may have left.]=];
AdvisorQuestion=[=[How do roads interact with rivers?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_MOVEMENT";};

CONCEPT_MOVEMENT_STACKING_LIMITS={
Type="CONCEPT_MOVEMENT_STACKING_LIMITS";
Topic=[=[Movement]=];
Description=[=[Stacking Limitations]=];
Summary=[=[Only one {{LinkBE|combat unit}} can end its turn in a {{LinkBE|tile}}, and only one {{LinkBE|non-combat unit}} can end its move in a tile – though a single {{LinkBE|combat}} {{LinkBE|unit}} and a single non-combat unit can end their turn “stacked” in the same tile. A unit may pass through another unit as long as it has enough {{LinkBE|movement}} to complete the full move, and does not end in the same hex as another unit of the same type. The exception to this rule are {{LinkBE|Air Units}}, which can have up to three occupying a single tile.]=];
AdvisorQuestion=[=[What are the stacking limitations in a tile?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_MOVEMENT";};

CONCEPT_MOVEMENT_COMBAT={
Type="CONCEPT_MOVEMENT_COMBAT";
Topic=[=[Movement]=];
Description=[=[Movement During Combat]=];
Summary=[=[Generally, if you order a {{LinkBE|unit}} to move into a space occupied by an enemy unit, the unit will interpret that order as instructions to attack the enemy unit. If the enemy unit is eliminated, your unit will move into the {{LinkBE|tile}}. If the moving unit is a non-{{LinkBE|combat}} type, the unit will stop and ask for new orders.]=];
AdvisorQuestion=[=[How does movement work in relation to combat?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_MOVEMENT";};

CONCEPT_MOVEMENT_COMBAT_ATTACK_ORDERS={
Type="CONCEPT_MOVEMENT_COMBAT_ATTACK_ORDERS";
Topic=[=[Movement]=];
Description=[=[Attack Orders]=];
Summary=[=[In general, {{LinkBE|units}} move from hex to hex, paying the “{{LinkBE|Movement}} Cost” required to enter that new hex. Units are subject to “Stacking” limitations – two {{LinkBE|military}} units may not end their turn in the same hex, nor can two non-military units, but one military and one non-military unit may end their turn in the same hex. Most units are limited in where they can move – {{LinkBE|land units}} cannot enter {{LinkBE|mountain}} hexes and {{LinkBE|naval units}} cannot enter land hexes (except for port {{LinkBE|cities}}).]=];
AdvisorQuestion=[=[How does movement work with attack orders?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_MOVEMENT";};

CONCEPT_MOVEMENT_COMBAT_ZONES_OF_CONTROL={
Type="CONCEPT_MOVEMENT_COMBAT_ZONES_OF_CONTROL";
Topic=[=[Movement]=];
Description=[=[Zone of Control]=];
Summary=[=[{{LinkBE|Combat units}} exert a “{{LinkBE|Zone of Control}}” (ZOC) over the {{LinkBE|tiles}} around them. When a {{LinkBE|neutral}} or hostile {{LinkBE|unit}} moves between two tiles within the {{LinkBE|combat}} unit’s ZOC, it expends all of its MPs.]=];
AdvisorQuestion=[=[How do zones of control affect movement?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_MOVEMENT";};

CONCEPT_MOVEMENT_NAVAL={
Type="CONCEPT_MOVEMENT_NAVAL";
Topic=[=[Movement]=];
Description=[=[Naval Movement]=];
Summary=[=[Generally, {{LinkBE|Naval Units}} follow the same rules as {{LinkBE|land units}}, except that they move on the water rather than on land. Embarked {{LinkBE|units}} are initially limited to {{LinkBE|coastal}} waters (those adjacent to land {{LinkBE|tiles}}) and coastal {{LinkBE|cities}}. Most naval {{LinkBE|military}} units can enter {{LinkBE|deep ocean}} tiles, and thus explore the planet. Only {{LinkBE|submarine}} units can enter {{LinkBE|ice}} tiles.]=];
AdvisorQuestion=[=[How do naval units move?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_MOVEMENT";};

CONCEPT_MOVEMENT_EMBARKING={
Type="CONCEPT_MOVEMENT_EMBARKING";
Topic=[=[Movement]=];
Description=[=[Embarking Land Units]=];
Summary=[=[{{LinkBE|Land units}} can “embark” in order to enter and travel across water {{LinkBE|terrain}}. To embark a {{LinkBE|unit}}, simply order the unit to move onto a water {{LinkBE|tile}}. The unit will travel to the {{LinkBE|coast}} and then transition into an embarked form to enter the water.

While embarked, land units are especially vulnerable. They are not able to attack, pillage, or capture {{LinkBE|aquatic cities}}, and they have greatly reduced defense against enemy attacks.]=];
AdvisorQuestion=[=[How can Land Units move across water?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_MOVEMENT";};

CONCEPT_MOVEMENT_HOVER={
Type="CONCEPT_MOVEMENT_HOVER";
Topic=[=[Movement]=];
Description=[=[Hover Movement]=];
Summary=[=[{{LinkBE|Hover units}} move as {{LinkBE|land units}}; however, these can pass over all {{LinkBE|terrain types}} except {{LinkBE|Mountains}} at a cost of 1 MP per hex.]=];
AdvisorQuestion=[=[How do Hover Units move?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_MOVEMENT";};

CONCEPT_MOVEMENT_AIR={
Type="CONCEPT_MOVEMENT_AIR";
Topic=[=[Movement]=];
Description=[=[Air Unit Movement]=];
Summary=[=[Air {{LinkBE|Fighter}} {{LinkBE|units}} do not have MP, and are limited in their {{LinkBE|movement}} orders to rebasing. Air Fighters may be based in a city or aboard a {{LinkBE|Carrier}} unit. When rebasing or conducting an {{LinkBE|Air Strike}}, the player need only designate the new base or the target on the map; the unit will move to there (and back if an air strike) automatically.]=];
AdvisorQuestion=[=[Can Air Units move?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_MOVEMENT";};

CONCEPT_SCORE={
Type="CONCEPT_SCORE";
Topic=[=[Game Score]=];
Description=[=[Game Score]=];
Summary=[=[In most Civilization: Beyond Earth games, one of the players will win the game by achieving one of the five possible victories. However, if no one achieves one of these victories, the winner is determined by the surviving colonies' “score.”]=];
AdvisorQuestion=[=[What is the game score and how does it work?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_VICTORY";};

CONCEPT_SCORE_ELIMINATION={
Type="CONCEPT_SCORE_ELIMINATION";
Topic=[=[Game Score]=];
Description=[=[Elimination]=];
Summary=[=[If you are eliminated from the game, your score is zero. (Sorry.)]=];
AdvisorQuestion=[=[What happens to my game score if I'm eliminated?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_VICTORY";};

CONCEPT_SCORE_TIME_TO_VICTORY={
Type="CONCEPT_SCORE_TIME_TO_VICTORY";
Topic=[=[Game Score]=];
Description=[=[Time to Victory]=];
Summary=[=[If you achieve {{LinkBE|victory}} before the last turn, you receive a "score multiplier." The earlier the victory, the better.]=];
AdvisorQuestion=[=[How does the turn victory is achieved effect the game score?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_VICTORY";};

CONCEPT_SCORE_VICTORY_POINTS={
Type="CONCEPT_SCORE_VICTORY_POINTS";
Topic=[=[Game Score]=];
Description=[=[Victory Points]=];
Summary=[=[You earn {{LinkBE|victory points}} for:
- The number of {{LinkBE|tiles}} in your borders
- Your population
- The number of techs you possess
- The number of {{LinkBE|Wonders}} you have constructed
- The number of {{LinkBE|Virtues}} you unlocked
- The sum of all {{LinkBE|Affinity}} levels you have acquired
- Your {{LinkBE|military}} strength
- The number of Covert {{LinkBE|Agents}} you control
- The sum of {{LinkBE|Science}} you have after {{LinkBE|researching}} all Technologies
- The sum of all {{LinkBE|Culture}} you have after acquiring all Virtues.]=];
AdvisorQuestion=[=[What elements make up the game score?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_VICTORY";};

CONCEPT_SCORE_MAP_SIZE={
Type="CONCEPT_SCORE_MAP_SIZE";
Topic=[=[Game Score]=];
Description=[=[Map Size and Game Difficulty]=];
Summary=[=[The size of the map that you play on will determine the Score each colony receives for {{LinkBE|tiles}}, number of {{LinkBE|cities}}, and population. The game {{LinkBE|difficulty}} you choose will determine the overall value of all points in the game: the higher the difficulty, the more everything’s worth.]=];
AdvisorQuestion=[=[How does the map size effect game score?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_VICTORY";};

CONCEPT_SCORE_CURRENT_SCORE={
Type="CONCEPT_SCORE_CURRENT_SCORE";
Topic=[=[Game Score]=];
Description=[=[Your Current Score]=];
Summary=[=[You can see everybody's current score on the {{LinkBE|Diplomacy}} Overview.
Note that {{LinkBE|victory points}} are not permanent: they can come and go across the course of a game. If you construct a {{LinkBE|Wonder}}, you then get the points for it. But if somebody else captures the city it's in, they get those points.]=];
AdvisorQuestion=[=[Where can the game score be found?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_VICTORY";};

CONCEPT_AIR_POWER={
Type="CONCEPT_AIR_POWER";
Topic=[=[Air Power]=];
Description=[=[Air Power]=];
Summary=[=[By the {{LinkBE|time}} of the Great Mistake, {{LinkBE|air power}} – along with the low-orbit satellites – dominated the battlefield, and warfare in general. Whether manned or unmanned, aircraft of many types conducted reconnaissance, bombing, interdiction, strafing, and many other {{LinkBE|military}} activities. Although most colonial {{LinkBE|missions}} could not bring aircraft in their cargo and had to build them, and while there were some aerodynamic differences, within a short period air power was again a crucial component of the military forces of any settlement.]=];
AdvisorQuestion=[=[What is air power?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_AIRCOMBAT";};

CONCEPT_AIR_POWER_AIR_UNITS={
Type="CONCEPT_AIR_POWER_AIR_UNITS";
Topic=[=[Air Power]=];
Description=[=[Air Units]=];
Summary=[=[{{LinkBE|Air units}} are {{LinkBE|units}} which, not surprisingly, travel through the air. These are able to pass over all types of {{LinkBE|terrain}}, and operate as {{LinkBE|Ranged Combat}} units.]=];
AdvisorQuestion=[=[What are Air Units?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_AIRCOMBAT";};

CONCEPT_AIR_POWER_BASES={
Type="CONCEPT_AIR_POWER_BASES";
Topic=[=[Air Power]=];
Description=[=[Air Unit Bases]=];
Summary=[=[In Civilization: Beyond Earth, {{LinkBE|Air Units}} do not move around the map like ground and {{LinkBE|naval units}}. They must be “based” on a friendly city. Air {{LinkBE|Units}} can also be based upon aircraft {{LinkBE|carriers}} as well.

Note: {{LinkBE|hover units}} are not considered Air Units and don’t need to be “based.” They move around the map like other units, and can move over water.]=];
AdvisorQuestion=[=[What are Air Unit bases?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_AIRCOMBAT";};

CONCEPT_AIR_POWER_BASES_LOCATION={
Type="CONCEPT_AIR_POWER_BASES_LOCATION";
Topic=[=[Air Power]=];
Description=[=[Base Locations]=];
Summary=[=[{{LinkBE|Air Units}} may be based in different locations.]=];
AdvisorQuestion=[=[How do I know where a certain Air Unit can be based?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_AIRCOMBAT";};

CONCEPT_AIR_POWER_BASES_FIGHTERS={
Type="CONCEPT_AIR_POWER_BASES_FIGHTERS";
Topic=[=[Air Power]=];
Description=[=[Fighters]=];
Summary=[=[{{LinkBE|Fighters}} can be based on {{LinkBE|cities}} and aircraft {{LinkBE|carriers}}.]=];
AdvisorQuestion=[=[Where can fighters be based?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_AIRCOMBAT";};

CONCEPT_AIR_POWER_BASES_NAVAL_UNIT={
Type="CONCEPT_AIR_POWER_BASES_NAVAL_UNIT";
Topic=[=[Air Power]=];
Description=[=[Naval Unit Capacity]=];
Summary=[=[Some {{LinkBE|naval units}} can be used as bases for {{LinkBE|Air Units}} and some of these naval {{LinkBE|units}} may hold more than one Air Unit.]=];
AdvisorQuestion=[=[Which naval units can be bases for Air Units?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_AIRCOMBAT";};

CONCEPT_AIR_POWER_STACKING={
Type="CONCEPT_AIR_POWER_STACKING";
Topic=[=[Air Power]=];
Description=[=[Air Stacking]=];
Summary=[=[Stacking rules for {{LinkBE|Air Units}} are unique, as you can have up to three Air {{LinkBE|Units}} in a single city. They can be stacked with both {{LinkBE|combat}} and {{LinkBE|non-combat units}}.]=];
AdvisorQuestion=[=[What are the stacking rules with Air Units?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_AIRCOMBAT";};

CONCEPT_AIR_POWER_RANGE={
Type="CONCEPT_AIR_POWER_RANGE";
Topic=[=[Air Power]=];
Description=[=[Air Range]=];
Summary=[=[In place of a {{LinkBE|movement}} stat, {{LinkBE|Air Units}} have "{{LinkBE|range}}." This is the distance from a base that they can perform "{{LinkBE|missions}}." For example, a {{LinkBE|Tacjet}} {{LinkBE|unit}} has a range of 4. It can perform its missions against any {{LinkBE|tile}} within 4 spaces of its current base, and it can move to another player owned base (City or {{LinkBE|Carrier}}) that is within 8 spaces.

An Air Unit that {{LinkBE|rebases}} cannot perform another mission in the same turn.]=];
AdvisorQuestion=[=[How does range for Air Units work?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_AIRCOMBAT";};

CONCEPT_AIR_POWER_MISSIONS={
Type="CONCEPT_AIR_POWER_MISSIONS";
Topic=[=[Air Power]=];
Description=[=[Missions]=];
Summary=[=[During an {{LinkBE|Air Unit}}’s turn, it can perform one of a number of {{LinkBE|Missions}}. These include making {{LinkBE|Air Strikes}} ({{LinkBE|ranged}} attacks against ground targets), Rebasing, {{LinkBE|Interception}} (defending against enemy air attack) and Sweeping (disabling enemy Interception).]=];
AdvisorQuestion=[=[What is an air mission?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_AIRCOMBAT";};

CONCEPT_AIR_POWER_REBASE={
Type="CONCEPT_AIR_POWER_REBASE";
Topic=[=[Air Power]=];
Description=[=[Rebase]=];
Summary=[=[The {{LinkBE|Air Unit}} moves to a new base within its {{LinkBE|range}}.]=];
AdvisorQuestion=[=[How can an Air Unit change bases?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_AIRCOMBAT";};

CONCEPT_AIR_POWER_AIR_STRIKE={
Type="CONCEPT_AIR_POWER_AIR_STRIKE";
Topic=[=[Air Power]=];
Description=[=[Air Strike]=];
Summary=[=[The {{LinkBE|Air Unit}} attacks a ground target ({{LinkBE|unit}} or City) within its {{LinkBE|air range}}.

When a unit is ordered to make an {{LinkBE|Air Strike}} against an enemy City or unit, if it is not Intercepted, it performs a {{LinkBE|ranged}} attack against the target. Unlike most ranged attacks, however, the attacking unit can take damage from the attack. If the Air Striking unit survives, it returns to its base.]=];
AdvisorQuestion=[=[What does air strike do?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_AIRCOMBAT";};

CONCEPT_AIR_POWER_AIR_SWEEP={
Type="CONCEPT_AIR_POWER_AIR_SWEEP";
Topic=[=[Air Power]=];
Description=[=[Air Sweep]=];
Summary=[=[The {{LinkBE|Air Unit}} Sweeps a target {{LinkBE|tile}}, disabling Intercepting {{LinkBE|units}}.

When attacking a target that is heavily protected by enemy Air Units, an Air Unit can perform the {{LinkBE|Air Sweep}} {{LinkBE|mission}} against that target to use up the enemy’s {{LinkBE|Interception}} capability. If the Air Unit is intercepted by an enemy unit, the two units dogfight, and one or the other {{LinkBE|might}} be damaged or destroyed.]=];
AdvisorQuestion=[=[What does air sweep do?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_AIRCOMBAT";};

CONCEPT_AIR_POWER_INTERCEPTION={
Type="CONCEPT_AIR_POWER_INTERCEPTION";
Topic=[=[Air Power]=];
Description=[=[Interception]=];
Summary=[=[The {{LinkBE|Air Unit}} prepares to defend against enemy air attacks.

Air {{LinkBE|Units}} can be set to Intercept enemy air attacks. If an enemy Air Unit tries an {{LinkBE|Air Strike}} against a target within the {{LinkBE|range}} of an Intercepting unit, the Interceptor will fire on the attacker and do damage to it. Unless the attacker is killed by the Interceptor, the Air Strike proceeds.

Only one unit can Intercept an Air Strike, and once it does so, it cannot Intercept any more that turn.]=];
AdvisorQuestion="TXT_KEY_AIRPOWER_INTERCEPTION_ADV_QUEST";
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_AIRCOMBAT";};

CONCEPT_BUILDINGS={
Type="CONCEPT_BUILDINGS";
Topic=[=[Buildings]=];
Description=[=[Buildings]=];
Summary=[=[When your {{LinkBE|unit}} enters an enemy city, you have three {{LinkBE|choices}}: you can raze the city, you can annex it and make it part of your colony, or you can make it into a puppet city. Each has its own benefits and costs.

If a city is captured, its {{LinkBE|buildings}} are captured as well, although these may not remain. The city’s {{LinkBE|culture}} and {{LinkBE|military}} buildings ({{LinkBE|defense perimeter}}, {{LinkBE|alien preserve}}, and so forth) are always destroyed when the city is taken. All other buildings have a 66% chance of being captured intact and remaining in play under your control.]=];
AdvisorQuestion=[=[What are buildings?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_CITIES";};

CONCEPT_BUILDINGS_CONSTRUCTION={
Type="CONCEPT_BUILDINGS_CONSTRUCTION";
Topic=[=[Buildings]=];
Description=[=[How to Construct Buildings]=];
Summary=[=[When a city is ready to construct something, the city's "{{LinkBE|Production}} Menu" will appear. If a {{LinkBE|building}} is available to be constructed, it will appear on this menu. Click on the building (or {{LinkBE|unit}} or {{LinkBE|Wonder}}) to order the city to begin {{LinkBE|construction}}.]=];
AdvisorQuestion=[=[How do you construct buildings?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_CITIES";};

CONCEPT_BUILDINGS_PURCHASING={
Type="CONCEPT_BUILDINGS_PURCHASING";
Topic=[=[Buildings]=];
Description=[=[Change Construction or Purchase]=];
Summary=[=[You can change a city's {{LinkBE|construction}} orders on {{LinkBE|the City Screen}}. You can also expend {{LinkBE|Energy}} to purchase a {{LinkBE|building}} (or other item) on this screen as well. See the City Screen section for details.]=];
AdvisorQuestion=[=[How can you acquire buildings?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_CITIES";};

CONCEPT_BUILDINGS_PREREQUISITES={
Type="CONCEPT_BUILDINGS_PREREQUISITES";
Topic=[=[Buildings]=];
Description=[=[Building Prerequisites]=];
Summary=[=[With the exception of the {{LinkBE|Clinic}} and {{LinkBE|Old Earth Relic}}, which have no prerequisites and are available to build at the start of the game, you need {{LinkBE|knowledge}} of a specific {{LinkBE|technology}} to construct a {{LinkBE|building}}.]=];
AdvisorQuestion=[=[What are building prerequisites?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_CITIES";};

CONCEPT_BUILDINGS_MAINTENANCE={
Type="CONCEPT_BUILDINGS_MAINTENANCE";
Topic=[=[Buildings]=];
Description=[=[Building Maintenance]=];
Summary=[=[There's one downside to {{LinkBE|buildings}}: most of them cost {{LinkBE|Energy}} to maintain. The price depends upon the building in {{LinkBE|question}}, and can {{LinkBE|range}} from 1 to 2 Energy per turn. The Energy is deducted from your treasury each turn. Buildings that incur maintenance can be sold via {{LinkBE|the City Screen}} if necessary. See the section on Energy for more details on maintenance.]=];
AdvisorQuestion=[=[What is building maintenance?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_CITIES";};

CONCEPT_BUILDINGS_PALACE={
Type="CONCEPT_BUILDINGS_PALACE";
Topic=[=[Buildings]=];
Description=[=[The Headquarters]=];
Summary=[=[{{LinkBE|The Headquarters}} (a combination of {{LinkBE|building}} and {{LinkBE|wonder}}) is the seat of government for your colony. If your original {{LinkBE|capital}} has been captured, another city of yours will automatically be assigned as a replacement capital. Your {{LinkBE|Headquarters}} will be transferred automatically and this city {{LinkBE|functions}} in all ways like the original, except that it can be destroyed, and it does not count towards a {{LinkBE|Domination}} {{LinkBE|victory}}.]=];
AdvisorQuestion=[=[What is the Headquarters, and can it be destroyed?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_CITIES";};

CONCEPT_ANCIENT_RUINS={
Type="CONCEPT_ANCIENT_RUINS";
Topic="TXT_KEY_TOPIC_ALIEN";
Description=[=[Resource Pods]=];
Summary=[=[Our Sponsor had the {{LinkBE|foresight}} to send {{LinkBE|Resource Pods}} ahead of our {{LinkBE|Expedition}} to be waiting when we arrived. The {{LinkBE|Resource}} Pod is consumed when entering the hex.

Resource Pods are helpful to the {{LinkBE|survival}} of your people. Find as many as you can before other factions get to them!]=];
AdvisorQuestion=[=[What are Resource Pods and what do they do?]=];
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_EXPLORER";};

CONCEPT_ANCIENT_RUINS_BENEFITS={
Type="CONCEPT_ANCIENT_RUINS_BENEFITS";
Topic="TXT_KEY_TOPIC_ALIEN";
Description=[=[Resource Pod Benefits]=];
Summary=[=[{{LinkBE|Resource Pods}} can provide a number of different benefits.]=];
AdvisorQuestion=[=[What benefits can you get from an Resource Pod?]=];
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_EXPLORER";};

CONCEPT_ANCIENT_RUINS_BENEFITS_FREE_TECHNOLOGY={
Type="CONCEPT_ANCIENT_RUINS_BENEFITS_FREE_TECHNOLOGY";
Topic="TXT_KEY_TOPIC_ALIEN";
Description=[=[Research]=];
Summary=[=[A {{LinkBE|Resource Pod}} provides you with a boost in {{LinkBE|research}}.]=];
AdvisorQuestion=[=[How can a Resource Pod help you with research?]=];
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_EXPLORER";};

CONCEPT_ANCIENT_RUINS_BENEFITS_TREASURE={
Type="CONCEPT_ANCIENT_RUINS_BENEFITS_TREASURE";
Topic="TXT_KEY_TOPIC_ALIEN";
Description=[=[Energy]=];
Summary=[=[A {{LinkBE|Resource Pod}} provides {{LinkBE|Energy}} to your civilization!]=];
AdvisorQuestion=[=[How can a Resource Pod provide you with Energy?]=];
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_EXPLORER";};

CONCEPT_ANCIENT_RUINS_BENEFITS_CULTURE={
Type="CONCEPT_ANCIENT_RUINS_BENEFITS_CULTURE";
Topic="TXT_KEY_TOPIC_ALIEN";
Description=[=[Culture from Resource Pods]=];
Summary=[=[{{LinkBE|Resource Pods}} contain many different materials from Old Earth, some of which can be valuable to your people.]=];
AdvisorQuestion=[=[How can a Resource Pod provide you with Culture?]=];
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_EXPLORER";};

CONCEPT_ALIENS={
Type="CONCEPT_ALIENS";
Topic="TXT_KEY_TOPIC_ALIEN";
Description=[=[Aliens]=];
Summary=[=[{{LinkBE|Aliens}} are the indigenous life forms on this new world. They exist in a variety of types and can be found on every type of {{LinkBE|terrain}}, often in great abundance around their nest sites. As you establish yourself on the planet, you must decide how you will interact with these creatures.

Aliens can be a threat. They will defend their nests if they feel your {{LinkBE|units}} are encroaching too close, and they will aggressively attack your units and {{LinkBE|cities}} if you antagonize them. However, they are not necessarily your enemies, and can be kept {{LinkBE|neutral}} or even friendly if you are willing to work around them.

]=];
AdvisorQuestion=[=[Who are these aliens?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_ALIENS";};

CONCEPT_ALIENS_NESTS={
Type="CONCEPT_ALIENS_NESTS";
Topic="TXT_KEY_TOPIC_ALIEN";
Description=[=[Alien Nests]=];
Summary=[=[Most {{LinkBE|Aliens}} come from “nests.” {{LinkBE|Alien nests}} will spawn on {{LinkBE|tiles}} which have the {{LinkBE|Xenomass}}, {{LinkBE|Floatstone}}, or {{LinkBE|Firaxite}} {{LinkBE|resource}} and which haven't been improved. At regular turn intervals the nest will create another {{LinkBE|Alien Unit}}. The only way to stop this is to find the nest and destroy it. Nests are usually guarded by at least one Alien {{LinkBE|Unit}}, so they’re not easy to capture.

However, you can use nests to become friendly with the aliens if you prefer not destroy them. If you claim a tile where a nest exists and allow it to remain unmolested, the aliens will become less aggressive and eventually friendly to your colony.]=];
AdvisorQuestion=[=[What is an alien nest?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_ALIENS";};

CONCEPT_ALIENS_NESTS_DESTROYING={
Type="CONCEPT_ALIENS_NESTS_DESTROYING";
Topic="TXT_KEY_TOPIC_ALIEN";
Description=[=[Pillaging a Nest]=];
Summary=[=[{{LinkBE|Alien nests}} can be destroyed by sending a {{LinkBE|Worker}}, {{LinkBE|Explorer}}, or any {{LinkBE|combat unit}} to their location and [COLOR_RED]Pillaging}} them. A colony can earn {{EnergyIconBE}} {{LinkBE|Energy}} or {{FoodIconBE}} {{LinkBE|Food}} for a nearby city, as well as possibly finding an {{LinkBE|Artifact}} as a reward for destroying an {{LinkBE|alien}} nest — in addition to the benefit of stopping it from spawning more {{LinkBE|alien units}}. The Aliens will be more aggressive if you destroy their nests.]=];
AdvisorQuestion=[=[What do you get if you destroy an alien nest?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_ALIENS";};

CONCEPT_ALIENS_NESTS_NEW={
Type="CONCEPT_ALIENS_NESTS_NEW";
Topic="TXT_KEY_TOPIC_ALIEN";
Description=[=[New Alien Nests]=];
Summary=[=[{{LinkBE|Alien nests}} can appear on certain {{LinkBE|strategic resources}} -- {{FloatStoneIconBE}} Float Stone, {{FiraxiteIconBE}} {{LinkBE|Firaxite}} or {{XenomassIconBE}} {{LinkBE|Xenomass}}. If you want to keep local {{LinkBE|aliens}} at bay, you may want to clear the nests as {{LinkBE|quickly}} as possible after they show up.

However, if you own the {{LinkBE|tile}} where the nest is located and allow it to remain, it will gradually improve the aliens' attitude towards your colony. Eventually, this can cause the aliens to become friendly to you.]=];
AdvisorQuestion=[=[How do new alien nests show up?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_ALIENS";};

CONCEPT_ALIENS_UNITS={
Type="CONCEPT_ALIENS_UNITS";
Topic="TXT_KEY_TOPIC_ALIEN";
Description=[=[Alien Units]=];
Summary=[=[{{LinkBE|Alien Nests}} generate additional {{LinkBE|aliens}} that have a wide {{LinkBE|range}} of abilities, including Melee, Ranged, and Siege.

Once created the {{LinkBE|alien units}} will either remain close to their nest or wander the {{LinkBE|terrain}}. They generally will not attack humans unless a human is close to a nest, or if a human has been killing them in large numbers. If this occurs, the aliens will become very aggressive, and if enough are involved, they can take down a poorly-defended city.]=];
AdvisorQuestion=[=[What kind of units do alien nests generate?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_ALIENS";};

CONCEPT_ALIENS_UNITS_LEASHING={
Type="CONCEPT_ALIENS_UNITS_LEASHING";
Topic="TXT_KEY_TOPIC_ALIEN";
Description=[=[Leashing Alien Units]=];
Summary=[=[{{LinkBE|Researching}} certain techs will allow you to take control of {{LinkBE|Alien Units}}, otherwise known as the "Leash {{LinkBE|Alien}}" ability. Researching the {{LinkBE|Alien Lifeforms}} tech allows you to "Leash" normal Alien {{LinkBE|Units}}, and researching the {{LinkBE|Alien Domestication}} tech allows you to "Leash" Colossal Alien Units.]=];
AdvisorQuestion=[=[How do I use the "Leash Alien" ability?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_ALIENS";};

CONCEPT_ALIENS_UNITS_NAVAL={
Type="CONCEPT_ALIENS_UNITS_NAVAL";
Topic="TXT_KEY_TOPIC_ALIEN";
Description=[=[Naval Alien Units]=];
Summary=[=[{{LinkBE|Alien units}} encountered at sea are {{LinkBE|melee units}} that use their size to bludgeon your naval vessels until they sink.

They generally will not attack humans unless a human has been killing them in large numbers (at land or sea). If this occurs, the {{LinkBE|aliens}} will become very aggressive, and if enough are involved, they can take down a poorly-defended city.]=];
AdvisorQuestion=[=[What kind of alien units will I find at sea?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_ALIENS";};

CONCEPT_ALIENS_EXPERIENCE_POINT_LIMITS={
Type="CONCEPT_ALIENS_EXPERIENCE_POINT_LIMITS";
Topic="TXT_KEY_TOPIC_ALIEN";
Description=[=[Experience Points Limitations]=];
Summary=[=[A {{LinkBE|unit}} gains experience points (XPs) for surviving a round of {{LinkBE|combat}}. The unit doesn’t have to win the combat or destroy the enemy to get the experience; it accrues each round that the unit lives through.
The amount of XPs the unit gets depends upon the circumstances of the combat. Generally, units get more XPs for attacking than defending, and more for engaging in {{LinkBE|melee combat}} than for other types. Here are some examples:
An Attacking {{LinkBE|Melee Unit}}: 5 XPs
Defending Against a Melee Attack: 4 XPs
An Attacking {{LinkBE|Ranged Unit}}: 2 XPs
Being Attacked by a {{LinkBE|Ranged}} Unit: 2 XPs
{{LinkBE|Alien}} Limitations: Once a unit has gotten 30 XPs, it no longer gets any additional XPs for fighting {{LinkBE|alien lifeforms}}.]=];
AdvisorQuestion=[=[How are unit experience points gained when battling aliens?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_ALIENS";};

CONCEPT_UNITS={
Type="CONCEPT_UNITS";
Topic=[=[Units]=];
Description=[=[Units]=];
Summary=[=[In Civilization: Beyond Earth, the term “{{LinkBE|unit}}” refers to anything that can move around the map. There are a number of different types of units that could be in play – {{LinkBE|military}} units, {{LinkBE|Workers}}, {{LinkBE|Colonists}}, {{LinkBE|Trade Convoys}}, {{LinkBE|Orbital units}} and the like.

There are three basic types of units: {{LinkBE|combat units}}, {{LinkBE|non-combat units}}, and {{LinkBE|orbital}} units. The type of a unit determines that unit's gameplay attributes: Required {{LinkBE|Technology}}, {{LinkBE|Combat}} Power, {{LinkBE|Ranged Combat}} Power, {{LinkBE|Movement}}, and so forth. It also determines the basic aesthetics of that unit: whether it consists of personnel or vehicles, what kinds of weapons it uses, and such.]=];
AdvisorQuestion=[=[What are units?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_UNITS";};

CONCEPT_UNITS_CONSTRUCTING={
Type="CONCEPT_UNITS_CONSTRUCTING";
Topic=[=[Units]=];
Description=[=[Constructing Units]=];
Summary=[=[{{LinkBE|Units}} are built in {{LinkBE|cities}}. Each unit has a certain “{{LinkBE|Production}} Cost” which determines how many points of Production the city must expend to produce the unit. In addition, in order to construct a unit you must have {{LinkBE|knowledge}} of the requisite {{LinkBE|technology}} (you must know the “{{LinkBE|Physics}}” technology, for example, to construct a “{{LinkBE|Ranger}}” unit). Some units also require that your colony have access to certain {{LinkBE|resources}} to construct them (for instance, to build a “{{LinkBE|LEV Tank}}” you will need {{LinkBE|Floatstone}}).]=];
AdvisorQuestion=[=[How are units built?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_UNITS";};

CONCEPT_UNITS_SUPPLY={
Type="CONCEPT_UNITS_SUPPLY";
Topic=[=[Units]=];
Description=[=[Unit Supply]=];
Summary=[=[Colonies can only support a limited number of {{LinkBE|Military}} and Civilian {{LinkBE|Units}}. You can find how many Units your Colony can support in the Military Overview. The number of Units a Colony can support is dependent on the number of {{LinkBE|Cities}} and the total Population. If a Colony has more Units than it can support, it suffers a {{LinkBE|Production}} penalty.]=];
AdvisorQuestion=[=[What is Unit Supply?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_UNITS";};

CONCEPT_UNITS_CHARACTERISTICS={
Type="CONCEPT_UNITS_CHARACTERISTICS";
Topic=[=[Units]=];
Description=[=[Unit Characteristics]=];
Summary=[=[All {{LinkBE|military}} {{LinkBE|units}} have three basic statistics (stats): {{LinkBE|movement speed}}, {{LinkBE|Combat Strength}}, and {{LinkBE|Upgrades}}. Non-military units ({{LinkBE|Colonists}}, {{LinkBE|Workers}}, {{LinkBE|Trade Convoys}}, and such) have only {{LinkBE|movement}} speed and a {{LinkBE|Combat}} Strength of zero. {{LinkBE|Orbital units}} have neither, in that they are placed in orbit over a specific hex, and do not engage in combat directly (although some permit {{LinkBE|orbital}} bombardment of targets on the surface).]=];
AdvisorQuestion=[=[What are the characteristics of a unit?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_UNITS";};

CONCEPT_UNITS_MOVEMENT_SPEED={
Type="CONCEPT_UNITS_MOVEMENT_SPEED";
Topic=[=[Units]=];
Description=[=[Movement Speed]=];
Summary=[=[A {{LinkBE|unit}}'s {{LinkBE|Movement Points}} (MPs) determines how many clear {{LinkBE|tiles}} a unit can move through. Most early units have 2 MPs. See the Civilopedia section on {{LinkBE|Movement}} for more details.]=];
AdvisorQuestion=[=[What are movement points?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_UNITS";};

CONCEPT_UNITS_COMBAT_STRENGTH={
Type="CONCEPT_UNITS_COMBAT_STRENGTH";
Topic=[=[Units]=];
Description=[=[Combat Strength]=];
Summary=[=[A {{LinkBE|unit}}’s {{LinkBE|Combat Strength}} (CS) determines how powerful it is in {{LinkBE|combat}}. The {{LinkBE|Soldier}}, the earliest {{LinkBE|combat unit}} available, has a CS of 10. {{LinkBE|Non-combat units}} generally have a CS of 0 (zero). These are defeated (captured or destroyed) when attacked by any {{LinkBE|military}} unit.]=];
AdvisorQuestion=[=[What is Combat Strength and how does it work?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_UNITS";};

CONCEPT_UNITS_SPECIAL_ABILITIES={
Type="CONCEPT_UNITS_SPECIAL_ABILITIES";
Topic=[=[Units]=];
Description=[=[Unit Special Abilities]=];
Summary=[=[Many {{LinkBE|units}} have special abilities, allowing them to do some things better than other units, or to do some things that other units cannot do at all. {{LinkBE|Colonist}} units can found {{LinkBE|Outposts}}, for example, and no other units can do so. A {{LinkBE|Ranger}} unit can deal “{{LinkBE|ranged}}” damage, allowing it to attack an enemy that is not adjacent to it, while most {{LinkBE|combat units}} cannot. {{LinkBE|Orbital units}} have a range of distinct abilities.]=];
AdvisorQuestion=[=[What are a unit's special abilities?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_UNITS";};

CONCEPT_UNITS_MOVEMENT={
Type="CONCEPT_UNITS_MOVEMENT";
Topic=[=[Units]=];
Description=[=[Unit Movement]=];
Summary=[=[Generally, {{LinkBE|units}} move from hex to hex, paying the "{{LinkBE|Movement}} Cost" required to enter the new hex. Units are subject to "Stacking" limitations - two {{LinkBE|military}} units may not end their turn in the same hex, nor can two non-military units, but one military and one non-military unit may end their turn stacked in the same hex. Most units are limited in where they can move - {{LinkBE|land units}} cannot enter {{LinkBE|mountain}} hexes and {{LinkBE|naval units}} cannot enter land hexes (except for port {{LinkBE|cities}}). {{LinkBE|Improvements}} like {{LinkBE|roads}} and {{LinkBE|magrails}} speed a unit's movement through land hexes.

Check out the section on Movement for details.]=];
AdvisorQuestion=[=[How do units move?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_UNITS";};

CONCEPT_UNITS_COMBAT={
Type="CONCEPT_UNITS_COMBAT";
Topic=[=[Units]=];
Description=[=[Unit Combat]=];
Summary=[=[{{LinkBE|Military}} {{LinkBE|units}} can engage in {{LinkBE|combat}} against other units or against {{LinkBE|outposts}} or {{LinkBE|cities}}. Most military units are “{{LinkBE|melee units}},” meaning that they can attack only enemies in hexes directly adjacent to them. Some military units are “{{LinkBE|ranged units}},” meaning that they can indirectly attack enemies one or more hexes away.]=];
AdvisorQuestion=[=[How can units fight?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_UNITS";};

CONCEPT_UNITS_NON_COMBAT_UNITS={
Type="CONCEPT_UNITS_NON_COMBAT_UNITS";
Topic=[=[Units]=];
Description=[=[Non-Combat Units]=];
Summary=[=[There are three types of {{LinkBE|non-combat units}}: {{LinkBE|Colonists}}, {{LinkBE|Workers}}, and {{LinkBE|Trade Convoys}}. Each is critically important to a colony's success. As the name “non-{{LinkBE|combat}}” would suggest, these {{LinkBE|units}} cannot fight. If attacked by an enemy unit while alone in a hex, they are automatically captured or destroyed.]=];
AdvisorQuestion=[=[Which units are non-combat units?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_UNITS";};

CONCEPT_UNITS_COMBAT_UNITS={
Type="CONCEPT_UNITS_COMBAT_UNITS";
Topic=[=[Units]=];
Description=[=[Combat Units]=];
Summary=[=[A {{LinkBE|combat unit}} is any {{LinkBE|unit}} able to attack in melee or {{LinkBE|ranged combat}}. The attack may be directed at another {{LinkBE|combat}} unit, a {{LinkBE|non-combat unit}}, or a city or {{LinkBE|outpost}}. Non-{{LinkBE|military}} units such as {{LinkBE|Workers}}, {{LinkBE|Colonists}} or {{LinkBE|Trade Convoys}} may not initiate an attack. Only certain {{LinkBE|orbital units}} may initiate combat. All {{LinkBE|aliens}} are considered combat units.]=];
AdvisorQuestion=[=[What are the combat unit types?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_UNITS";};

CONCEPT_UNITS_MELEE_UNITS={
Type="CONCEPT_UNITS_MELEE_UNITS";
Topic=[=[Units]=];
Description=[=[Melee Units]=];
Summary=[=[{{LinkBE|Melee units}} are {{LinkBE|land units}} which can attack enemies in adjacent land hexes. They cannot attack enemy {{LinkBE|units}} at sea, nor can they attack an enemy unit more than one hex away. Melee units include {{LinkBE|Soldiers}} and {{LinkBE|Combat Rovers}}, and several unique {{LinkBE|Affinity}} units.]=];
AdvisorQuestion=[=[What are melee units?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_UNITS";};

CONCEPT_UNITS_RANGED_UNITS={
Type="CONCEPT_UNITS_RANGED_UNITS";
Topic=[=[Units]=];
Description=[=[Ranged Units]=];
Summary=[=[{{LinkBE|Ranged units}} are {{LinkBE|units}} that can attack enemies in adjacent hexes and in hexes one or more spaces away by bombardment. The distance a unit can attack is determined by its “{{LinkBE|Range}}” statistic. The strength of its ranged attack is determined by its “{{LinkBE|Ranged Combat}}” statistic.
Note that Ranged units always employ Ranged {{LinkBE|combat}} when {{LinkBE|attacking another unit}}, even if that unit is adjacent. The Ranged unit uses its {{LinkBE|Combat Strength}} only when it is defending against an attack by another unit.]=];
AdvisorQuestion=[=[What are ranged units?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_UNITS";};

CONCEPT_UNITS_NAVAL_UNITS={
Type="CONCEPT_UNITS_NAVAL_UNITS";
Topic=[=[Units]=];
Description=[=[Naval Units]=];
Summary=[=[{{LinkBE|Naval units}} are {{LinkBE|units}} that can move in water hexes. They cannot enter land hexes, except for {{LinkBE|coastal}} {{LinkBE|cities}}. Depending upon its type, a naval unit may be limited to travel in coastal waters, or it may be able to enter deep water {{LinkBE|Ocean}} hexes. Naval units are {{LinkBE|Ranged Combat}} Units.]=];
AdvisorQuestion=[=[What are naval units?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_UNITS";};

CONCEPT_UNITS_HOVER_UNITS={
Type="CONCEPT_UNITS_HOVER_UNITS";
Topic=[=[Units]=];
Description=[=[Hover Units]=];
Summary=[=[{{LinkBE|Hover units}} use “mag-lev” {{LinkBE|technology}} to “float” over the surface and can cross most types of {{LinkBE|terrain}}.]=];
AdvisorQuestion=[=[What are hover units?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_UNITS";};

CONCEPT_UNITS_AIR_UNITS={
Type="CONCEPT_UNITS_AIR_UNITS";
Topic=[=[Units]=];
Description=[=[Air Units]=];
Summary=[=[{{LinkBE|Air Units}} are {{LinkBE|units}} which, not surprisingly, travel through the air. These are able to pass over all types of {{LinkBE|terrain}}, and operate as {{LinkBE|Ranged Combat}} units.]=];
AdvisorQuestion=[=[What are Air Units]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_UNITS";};

CONCEPT_UNITS_INVISIBLE_UNITS={
Type="CONCEPT_UNITS_INVISIBLE_UNITS";
Topic=[=[Units]=];
Description=[=[Invisible Units]=];
Summary=[=[{{LinkBE|Invisible units}} are {{LinkBE|units}} that cannot be perceived by enemy forces. This means an enemy cannot see them when they move, and cannot target them for attack with their own units. Invisibility is a permanent trait of the unit, and does not need to be activated. However, invisible units {{ColorWarningBE|can be spotted}} if they are not careful. Events that will reveal invisible units include:

*The unit moves to a {{LinkBE|tile}} adjacent to any enemy unit, {{LinkBE|outpost}}, or city.

*The unit moves within {{LinkBE|range}} of a city with an extended Invisibility sight radius (such as an aquatic city with a [COLOR_YELLOW]{{LinkBE|Sonar Net}}}} {{LinkBE|building}}).

*The unit performs a ranged attack on any enemy unit.

When an invisible unit is preparing to move, warning icons will appear on those hexes that would reveal the unit if it were to move there. Or, if an invisible unit was spotted because it attacked, moving the unit from its attack position to a different, concealed location will restore its invisibility.]=];
AdvisorQuestion=[=[How do invisible units work?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_UNITS";};

CONCEPT_HEALTH_REVOLT={
Type="CONCEPT_HEALTH_REVOLT";
Topic=[=[Health]=];
Description=[=[Resistance and Health]=];
Summary=[=[{{LinkBE|Resistance}} occurs only after the player chooses to Annex a conquered city. While in Resistance, the city decreases the colony's {{LinkBE|health}} significantly. Resistance is in effect for a set number of turns, based on the city’s population. Resistance can be in effect at the same {{LinkBE|time}} as {{LinkBE|Martial Law}} if the player conquers a city and chooses to annex either immediately or on any subsequent turn before the Martial Law effect expires.]=];
AdvisorQuestion="TXT_KEY_HEALTH_REVOLT_ADV_QUEST";
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_HEALTH";};

CONCEPT_COVERT={
Type="CONCEPT_COVERT";
Topic="TXT_KEY_TOPIC_COVERT";
Description=[=[Covert Ops]=];
Summary=[=[The {{LinkBE|Covert Ops}} System allows players to conduct covert actions against opponents. Players who emphasize covert ops can gain advantages in {{LinkBE|technology}}, visibility of another colony’s {{LinkBE|cities}} and {{LinkBE|units}}, {{LinkBE|trade}} {{LinkBE|resources}} with {{LinkBE|Diplomatic Capital}}, and even gain control of units and cities.]=];
AdvisorQuestion=[=[What is Covert Ops?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_ESPIONAGE";};

CONCEPT_BLACK_MARKET={
Type="CONCEPT_BLACK_MARKET";
Topic="TXT_KEY_TOPIC_COVERT";
Description=[=[Black Market]=];
Summary=[=[Assign {{LinkBE|agents}} to the {{LinkBE|Black Market}} to buy or sell {{LinkBE|strategic resources}} with [ICON_DIPLO_{{LinkBE|CAPITAL}}] {{LinkBE|Diplomatic Capital}}. When buying, the higher the agent's rank, the more {{LinkBE|resources}} they are able to acquire per turn. When selling, agents earn a set amount of [ICON_DIPLO_CAPITAL] Diplomatic Capital per resource exchanged.]=];
AdvisorQuestion=[=[What is the Black Market?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_ESPIONAGE";};

CONCEPT_COVERT_AGENTS={
Type="CONCEPT_COVERT_AGENTS";
Topic="TXT_KEY_TOPIC_COVERT";
Description=[=[Agents]=];
Summary=[=[The player affects clandestine activities by using covert {{LinkBE|agents}}. Agents are not {{LinkBE|units}} on the map, and are recruited and managed through the {{LinkBE|covert operations}} screen. An agent is either “at {{LinkBE|Headquarters}},” performing {{LinkBE|Covert Operations}} in a city or {{LinkBE|trading resources}} in the {{LinkBE|Black Market}}.]=];
AdvisorQuestion=[=[What are Agents?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_ESPIONAGE";};

CONCEPT_COVERT_CULPER_LODGE={
Type="CONCEPT_COVERT_CULPER_LODGE";
Topic="TXT_KEY_TOPIC_COVERT";
Description=[=[The Culper Lodge]=];
Summary=[=[{{LinkBE|The Culper Lodge}}, an ancient order devoted to espionage, is built by a colony only upon completion of a {{LinkBE|Quest}}. It allows new recruited {{LinkBE|agents}} to begin at a higher level (Special Agent) than usual. Only one is allowed per colony, just like the {{LinkBE|Spy Agency}}.]=];
AdvisorQuestion=[=[What is the Culper Lodge?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_ESPIONAGE";};

CONCEPT_COVERT_RECRUITING={
Type="CONCEPT_COVERT_RECRUITING";
Topic="TXT_KEY_TOPIC_COVERT";
Description=[=[Recruiting Agents]=];
Summary=[=[In order to recruit {{LinkBE|agents}}, the player must first construct the {{LinkBE|Spy Agency}} (similar to {{LinkBE|the Headquarters}}, each colony can build this but each colony may only have one Spy Agency). This provides the player with three agents at {{LinkBE|headquarters}}. These agents can be deployed to other players’ {{LinkBE|cities}} to perform {{LinkBE|covert operations}} or to your own cities to protect against other players’ covert activities.]=];
AdvisorQuestion=[=[How do I recruit Agents?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_ESPIONAGE";};

CONCEPT_COVERT_ASSIGNING={
Type="CONCEPT_COVERT_ASSIGNING";
Topic="TXT_KEY_TOPIC_COVERT";
Description=[=[Assigning Agents]=];
Summary=[=[When an {{LinkBE|agent}} is unassigned to a city, he is said to be “at {{LinkBE|Headquarters}}.” Agents at headquarters are inactive. You can assign an agent who is at headquarters to any city which currently doesn’t have one of your agents assigned to it (one agent per player per city).

Once assigned, it takes a few turns for the agent to arrive and become active. Once an agent has arrived in a city, the plots around the city become {{LinkBE|visible}} to the player (if not already visible) and the agent can begin performing operations.

Agents may also be assigned to the {{LinkBE|Black Market}} to Buy or Sell {{LinkBE|Strategic Resources}}. This allows you to use {{LinkBE|Diplomatic Capital}} to either gain access to needed {{LinkBE|resources}} or earn Diplomatic {{LinkBE|Capital}} for undesired resources.]=];
AdvisorQuestion=[=[How do I assign Agents?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_ESPIONAGE";};

CONCEPT_COVERT_COUNTER={
Type="CONCEPT_COVERT_COUNTER";
Topic="TXT_KEY_TOPIC_COVERT";
Description=[=[Counter-Intelligence]=];
Summary=[=[If an {{LinkBE|agent}} is moved to a City belonging to the owning player, that agent is performing {{LinkBE|Counter-Intelligence}}. Agents conducting {{LinkBE|Counter}}-Intelligence cannot perform operations, but make it harder for other agents to do so. A City’s intrigue level also decreases faster when there is a counter-intelligence agent present.]=];
AdvisorQuestion=[=[How does Counter-Intelligence work?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_ESPIONAGE";};

CONCEPT_COVERT_OPERATIONS={
Type="CONCEPT_COVERT_OPERATIONS";
Topic="TXT_KEY_TOPIC_COVERT";
Description=[=[Covert Operations]=];
Summary=[=[Once placed in an enemy City, an {{LinkBE|Agent}} can perform {{LinkBE|covert operations}}. An operation can only be performed if the City’s Intrigue level is at or higher than the operation’s required Intrigue level. Operations take a variable amount of {{LinkBE|time}}, and {{LinkBE|range}} in {{LinkBE|difficulty}} and risk to the Agent performing it.]=];
AdvisorQuestion=[=[What are Covert Operations?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_ESPIONAGE";};

CONCEPT_COVERT_DIFFICULTY={
Type="CONCEPT_COVERT_DIFFICULTY";
Topic="TXT_KEY_TOPIC_COVERT";
Description=[=[Difficulty]=];
Summary=[=[Operations have a {{LinkBE|difficulty}} value from 0 to 100 which is computed based on the operation type and rank of the {{LinkBE|agent}} performing it. The difficulty represents how likely it is the operation will fail.

Operations also have a risk value from 0 to 100 which represents the likelihood the agent performing the operation will be detected, identified or killed. The result of the operation is independent of what happens to the agent (for example, an agent could succeed in performing an operation, but be killed in the process). Once begun, an operation either succeeds, fails or is aborted by the player.]=];
AdvisorQuestion="TXT_KEY_DIFFICULTY_COUNTER_ADV_QUEST";
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_ESPIONAGE";};

CONCEPT_COVERT_OUTCOME={
Type="CONCEPT_COVERT_OUTCOME";
Topic="TXT_KEY_TOPIC_COVERT";
Description=[=[Outcome]=];
Summary=[=[The status of the {{LinkBE|agent}} once an operation concludes is more varied. After an operation, an agent can be:

Undetected: The defending player is not notified that anything has happened.

Detected: The defending player is notified that a {{LinkBE|covert operation}} took place, but not who perpetrated it.

Identified: The defending player is notified that a {{LinkBE|covert operation}} took place and who perpetrated it. The agent is returned to {{LinkBE|headquarters}} (escapes).

Killed: The defending player is notified that a covert operation took place and who perpetrated it. The agent is killed.]=];
AdvisorQuestion="TXT_KEY_OUTCOME_COUNTER_ADV_QUEST";
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_ESPIONAGE";};

CONCEPT_COVERT_MISSIONS={
Type="CONCEPT_COVERT_MISSIONS";
Topic="TXT_KEY_TOPIC_COVERT";
Description=[=[Missions]=];
Summary=[=[{{LinkBE|Agents}} may conduct one (at a {{LinkBE|time}}) of several covert {{LinkBE|missions}} once in an enemy city. Note that some of these missions are restricted to performance by a player with a specific {{LinkBE|Affinity}}.

Missions:

- {{LinkBE|Establish Network}}: Low risk, low {{LinkBE|difficulty}}. Once a {{LinkBE|Network}} is established, extra information is shown in the {{LinkBE|Intel Report}}. The higher the rank of the Agent, the more information about the City is displayed.

- Siphon {{LinkBE|Energy}}: Low risk, medium difficulty. Steal Energy from the targeted City.

- {{LinkBE|Propaganda Campaign}}: Low risk, low difficulty. Player gains {{LinkBE|Diplomatic Capital}}.

- Steal {{LinkBE|Research}}: Low risk, medium difficulty. Steals research.

- {{LinkBE|Recruit Defectors}}: Low risk, medium difficulty. Gives the player a set of random {{LinkBE|Military}} {{LinkBE|Units}} at the {{LinkBE|Capital}}.

- {{LinkBE|Steal Technology}}: Medium risk, medium difficulty. Steals {{LinkBE|Technology}} from the targeted player.

- {{LinkBE|Hack Satellites}}: Medium risk, high difficulty. De-orbits Satellites belonging to the targeted player within 5 {{LinkBE|tiles}} of the City in which the mission was performed in.

- {{LinkBE|Coup D'etat}}: High risk, high difficulty. Grants the targeted City to the player. {{ColorWarningBE|This will declare War if successful!}}

- {{LinkBE|Colossus Strike}}: High risk, high difficulty. Draws hostile {{LinkBE|Aliens}} to the targeted City. This mission requires levels in the {{ColorHamonyBE|{{LinkBE|Harmony}}}} Affinity.

- {{LinkBE|Dirty Bomb}}: High risk, high difficulty. Sets off a bomb in the targeted City, decreasing its population drastically. This mission requires levels in the {{ColorPurityBE|{{LinkBE|Purity}}}} Affinity.

- {{LinkBE|Sabotage}}: High risk, high difficulty. Pillages nearby {{LinkBE|improvements}}. This mission requires levels in the {{ColorSupremacyBE|{{LinkBE|Supremacy}}}} Affinity.]=];
AdvisorQuestion="TXT_KEY_MISSIONS_COUNTER_ADV_QUEST";
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_ESPIONAGE";};

CONCEPT_COVERT_RANK={
Type="CONCEPT_COVERT_RANK";
Topic="TXT_KEY_TOPIC_COVERT";
Description=[=[Agent Rank]=];
Summary=[=[{{LinkBE|Agents}} start with a rank of Recruit, and as they complete {{LinkBE|covert operations}}, work their way up to Agent and finally Special Agent. A higher ranked agent has a better chance of going undetected while performing operations, and can better defend against other agents when doing {{LinkBE|counter-intelligence}}.

{{LinkBE|Agent rank}} also affects efficiency when assigned to the {{LinkBE|Black Market}}. Higher ranked agents will be able to Buy or Sell more {{LinkBE|Strategic Resources}}.]=];
AdvisorQuestion="TXT_KEY_RANK_COUNTER_ADV_QUEST";
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_ESPIONAGE";};

CONCEPT_COVERT_KILLED={
Type="CONCEPT_COVERT_KILLED";
Topic="TXT_KEY_TOPIC_COVERT";
Description=[=[Killed in Action]=];
Summary=[=[If an {{LinkBE|agent}} is killed after performing a {{LinkBE|covert operation}}, that agent’s slot is vacated and another is recruited (as a Recruit) automatically after a certain number of turns.]=];
AdvisorQuestion="TXT_KEY_KILLED_COUNTER_ADV_QUEST";
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_ESPIONAGE";};

CONCEPT_COVERT_INTRIGUE={
Type="CONCEPT_COVERT_INTRIGUE";
Topic="TXT_KEY_TOPIC_COVERT";
Description=[=[City Intrigue Level]=];
Summary=[=[Each city has an “intrigue level” which reflects how much clandestine activity is going on there.  Each {{LinkBE|time}} a {{LinkBE|covert operation}} is successful, the intrigue level increases. The intrigue level starts at 0 and maxes out at 5 (internally, this is tracked on a 0-100 scale).

As the intrigue level of a city increases, so does the risk to {{LinkBE|agents}} performing operations. More destabilizing operations become available as a city’s intrigue increases. As a rule of thumb, all {{LinkBE|covert operations}} that can adversely affect the target player are reserved for levels 4 and 5, while operations which simply benefit the performing player but which would otherwise be harmless to the target player are unlocked at lower intrigue levels.]=];
AdvisorQuestion=[=[What is a City Intrigue Level?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_ESPIONAGE";};

CONCEPT_COVERT_INTRIGUE_ADJUST={
Type="CONCEPT_COVERT_INTRIGUE_ADJUST";
Topic="TXT_KEY_TOPIC_COVERT";
Description=[=[Adjusting Intrigue Levels]=];
Summary=[=[Intrigue is accumulated in a city as {{LinkBE|agents}} successfully complete operations there. The higher the intrigue in a city, the more advanced the operations are that can be performed there. If you place an Agent in one of your own {{LinkBE|cities}}, the intrigue in that city will decrease over {{LinkBE|time}}.  {{LinkBE|Buildings}}, {{LinkBE|virtues}}, and satellites can also affect intrigue.]=];
AdvisorQuestion="TXT_KEY_INTRIGUE_ADJUST_COUNTER_ADV_QUEST";
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_ESPIONAGE";};

CONCEPT_COVERT_MONITOR={
Type="CONCEPT_COVERT_MONITOR";
Topic="TXT_KEY_TOPIC_COVERT";
Description=[=[Monitoring Agents]=];
Summary=[=[You can monitor your {{LinkBE|Covert Ops}}. Click on the Covert Ops button in the lower right of the Main Map screen. This opens the Covert Ops screen, which lists your {{LinkBE|Agents}} both at {{LinkBE|headquarters}} and on assignment. You can assign agents by clicking on the “Assign” button and specifying the city to which they will move. If on a {{LinkBE|mission}}, you can use the “Abort” button to abort the operation and you can choose a new mission for the Agent in the same city.

With the Covert Ops screen open, you can scroll around the Main Map. You can also jump to a city in which you have placed an agent by clicking on that agent’s name while “On Assignment.”]=];
AdvisorQuestion="TXT_KEY_MONITOR_COUNTER_ADV_QUEST";
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_ESPIONAGE";};

CONCEPT_COVERT_REPORT={
Type="CONCEPT_COVERT_REPORT";
Topic="TXT_KEY_TOPIC_COVERT";
Description=[=[Intel Reports]=];
Summary=[=[Once an {{LinkBE|agent}} has successfully completed the “{{LinkBE|Establish Network}}” operation in a city, that city will display an additional “{{LinkBE|Intel Report}}” beside its banner when the agent in the city is selected from the {{LinkBE|Covert Ops}} panel.  The higher the agent’s level, the more information will be shown in the intel report.

RECRUIT:
- Current {{LinkBE|research}}
- Current {{LinkBE|production}}
- {{LinkBE|Health}}

AGENT:
- All city yields

SPECIAL AGENT:
- Presence of a {{LinkBE|counter}} intelligence agent and the agent’s rank]=];
AdvisorQuestion="TXT_KEY_REPORT_COUNTER_ADV_QUEST";
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_ESPIONAGE";};

CONCEPT_COVERT_PROJECTS={
Type="CONCEPT_COVERT_PROJECTS";
Topic="TXT_KEY_TOPIC_COVERT";
Description=[=[National Security Projects]=];
Summary=[=[When the player gets {{LinkBE|Agents}} for the first {{LinkBE|time}}, he or she is asked to select a {{LinkBE|National Security Project}}. National Security Projects provide a passive global benefit to the player which scales depending on the number of Agents that are at {{LinkBE|Headquarters}} (the more Agents at Headquarters, the better the yield from the Project).

National Security Projects never "complete," but are ongoing and continuously beneficial. The player can change the current Project at any time, but there is a number of turns before the Project will become active, during which time no Project is active.]=];
AdvisorQuestion="TXT_KEY_PROJECTS_ADV_QUEST";
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_ESPIONAGE";};

CONCEPT_COVERT_PROJECTS_HOMELAND_SECURITY={
Type="CONCEPT_COVERT_PROJECTS_HOMELAND_SECURITY";
Topic="TXT_KEY_TOPIC_COVERT";
Description=[=[Homeland Security]=];
Summary=[=[In order to protect against external covert threats, intelligence agencies can create comprehensive systems to analyze the behavioral patterns of the citizens they protect. These {{LinkBE|networks}} identify individuals whose behavior is atypical and possibly subversive, then trace the social connections of those individuals in an effort to identify unfriendly or unauthorized intelligence activities. Unpopular in societies which cling to old Terran notions of privacy and individual freedom, they are none the less demonstrably effective in rooting out nests of spies.]=];
AdvisorQuestion="TXT_KEY_PROJECTS_HOMELAND_SECURITY_ADV_QUEST";
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_ESPIONAGE";};

CONCEPT_COVERT_PROJECTS_RESEARCH_DEVELOPMENT={
Type="CONCEPT_COVERT_PROJECTS_RESEARCH_DEVELOPMENT";
Topic="TXT_KEY_TOPIC_COVERT";
Description=[=[Research and Development]=];
Summary=[=[An {{LinkBE|Agent}} can {{LinkBE|quickly}} identify the potential intelligence application for each new scientific development. However, it takes {{LinkBE|resources}} to bring these ideas into effective and widescale use. R&D projects are conducted in specialized laboratories, and while they often make few contributions to primary {{LinkBE|research}}, they are unparalleled at finding practical spying applications for any scientific breakthrough.]=];
AdvisorQuestion="TXT_KEY_PROJECTS_RESEARCH_DEVELOPMENT_ADV_QUEST";
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_ESPIONAGE";};

CONCEPT_COVERT_PROJECTS_PROPAGANDA={
Type="CONCEPT_COVERT_PROJECTS_PROPAGANDA";
Topic="TXT_KEY_TOPIC_COVERT";
Description=[=[Propaganda]=];
Summary=[=[Political will is a powerful predictor of a faction’s future political direction. The process of shaping the will of an opponent is a {{LinkBE|time}}-honored part of the intelligence {{LinkBE|trade}}, and continues to undergo change after planetfall. {{LinkBE|Propaganda}} projects involve recognizing and exploiting political schisms, shaping attitudes towards events and factions, and even elements of marketing and public relations. An agency which adopts propaganda as a priority can use an enemy faction’s population against their political masters.]=];
AdvisorQuestion="TXT_KEY_PROJECTS_PROPAGANDA_ADV_QUEST";
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_ESPIONAGE";};

CONCEPT_COVERT_PROJECTS_SUPPORT={
Type="CONCEPT_COVERT_PROJECTS_SUPPORT";
Topic="TXT_KEY_TOPIC_COVERT";
Description=[=[Ops Support]=];
Summary=[=[Intelligence agencies undertake direct action (such as limited {{LinkBE|combat}}, infiltration, or assassination) only rarely, as these activities are risky and expensive. Losing a highly-trained direct action cell represents not only the loss of expensively-trained and equipped operatives, but carries opportunity costs as well. For this reason, many agencies choose to back their direct action teams with robust {{LinkBE|ops support}}, including realtime secure {{LinkBE|dark networks}}, black {{LinkBE|ice}} AI, and elite extraction logistics teams. An agency with robust ops support can take down an enemy target, anywhere they choose, with the maximum chance of success.]=];
AdvisorQuestion="TXT_KEY_PROJECTS_SUPPORT_ADV_QUEST";
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_ESPIONAGE";};

CONCEPT_COVERT_PROJECTS_RECON={
Type="CONCEPT_COVERT_PROJECTS_RECON";
Topic="TXT_KEY_TOPIC_COVERT";
Description=[=[Ops Reconnaissance]=];
Summary=[=[The fundamental purpose of an intelligence agency is to gather intelligence without being observed in return. As {{LinkBE|counter-intelligence}} programs grow in sophistication (including behavior analysis AI and massively interlinked socioanalyses), the need for better planning and surveillance grows as well. {{LinkBE|Ops Reconnaissance}} is designed to maximize the capabilities of {{LinkBE|Agents}} to do their fundamental work more efficiently, creating fieldcraft that is indistinguishable from ordinary behavior, maximizing individual awareness, mnemonic and eidetic memory training, and full cultural cloaking.]=];
AdvisorQuestion="TXT_KEY_PROJECTS_RECON_ADV_QUEST";
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_ESPIONAGE";};

CONCEPT_TRADE={
Type="CONCEPT_TRADE";
Topic="TXT_KEY_TOPIC_TRADE";
Description=[=[Trade]=];
Summary=[=[For most of Mankind’s history, {{LinkBE|trade}} – both internal and external – has driven the economy; for most overseas colonies on Old Earth, trade was vital. Although you can earn {{LinkBE|Energy}} in many ways, {{LinkBE|trade routes}} can be established between your city and {{LinkBE|cities}} in a different colony, bringing even more Energy.]=];
AdvisorQuestion=[=[How does Trade work?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_TRADE";};

CONCEPT_TRADE_ROUTES={
Type="CONCEPT_TRADE_ROUTES";
Topic="TXT_KEY_TOPIC_TRADE";
Description=[=[Trade Routes]=];
Summary=[=[{{LinkBE|Trade Routes}} can be established between any City with available slots and another {{LinkBE|visible}} city or {{LinkBE|station}}, as long as the path to that location is explored and not blocked by impassable {{LinkBE|terrain}}. {{LinkBE|Trade}} Routes can also be established with your own {{LinkBE|Outposts}} to speed their {{LinkBE|growth}} into {{LinkBE|cities}}. A City is limited in the total number of Trade Routes it can establish by its Population. Trade Routes have unlimited {{LinkBE|range}}, and the amount a specific route generates is dependent upon the diversity of {{LinkBE|resources}} in the two cities it connects.

Certain {{LinkBE|Quest}} decisions, {{LinkBE|Virtues}} and {{LinkBE|Buildings}} can increase the number of Trade Routes and the income they generate.]=];
AdvisorQuestion=[=[What is a Trade Route?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_TRADE";};

CONCEPT_TRADE_CARAVAN={
Type="CONCEPT_TRADE_CARAVAN";
Topic="TXT_KEY_TOPIC_TRADE";
Description=[=[Trade Convoys]=];
Summary=[=[{{LinkBE|Trade Convoys}} are used to establish {{LinkBE|trade routes}} between one location and another. They are special civilian {{LinkBE|units}} with some unique rules. {{LinkBE|Trade}} Convoys do not count against stacking limits, nor do they move normally, instead following a path that is automatically created once you select the destination.]=];
AdvisorQuestion=[=[What is a Trade Convoy?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_TRADE";};

CONCEPT_TRADE_WAR={
Type="CONCEPT_TRADE_WAR";
Topic="TXT_KEY_TOPIC_TRADE";
Description=[=[War and Pillaging]=];
Summary=[=[While {{LinkBE|trade routes}} offer many advantages, they are also vulnerable to many threats.

All {{LinkBE|trade}} routes with another colony’s {{LinkBE|cities}} are immediately broken when a {{LinkBE|Relationship}} drops below {{LinkBE|Neutral}}.

You can pillage trade routes, but doing so brings a declaration of war against the owner of the trade route and may negatively impact the diplomatic state of the other colony involved towards you.]=];
AdvisorQuestion=[=[How does War affect Trade Routes?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_TRADE";};

CONCEPT_TRADE_INTERNAL={
Type="CONCEPT_TRADE_INTERNAL";
Topic="TXT_KEY_TOPIC_TRADE";
Description=[=[Internal Trade Routes]=];
Summary=[=[{{LinkBE|Trade routes}} can be established between two {{LinkBE|cities}} within the same colony. A city in a colony may transfer {{LinkBE|food}} and {{LinkBE|production}} to another city in the same colony via a {{LinkBE|trade}} route. Such {{LinkBE|internal trade routes}} also bring benefits to the city of origin. These routes count against the total number of routes you have available.]=];
AdvisorQuestion=[=[What is an internal Trade Route?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_TRADE";};

CONCEPT_TRADE_DURATION={
Type="CONCEPT_TRADE_DURATION";
Topic="TXT_KEY_TOPIC_TRADE";
Description=[=[Duration]=];
Summary=[=[{{LinkBE|Trade routes}} have a limited {{LinkBE|duration}}; unless pillaged, once the number of turns has passed, you are free to select a new “home city” for your {{LinkBE|Trade Convoy}}, elect to continue to {{LinkBE|trade}} with the previous destination, or choose a new destination for your trade {{LinkBE|unit}}.]=];
AdvisorQuestion=[=[How long does a Trade Route persist?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_TRADE";};

CONCEPT_TRADE_RESOURCES={
Type="CONCEPT_TRADE_RESOURCES";
Topic="TXT_KEY_TOPIC_TRADE";
Description=[=[Trading Resources]=];
Summary=[=[While you may not have access to every kind of {{LinkBE|Strategic Resource}} within your own borders, you can can gain them through {{LinkBE|Trade Routes}}. If another colony has a surplus of a Strategic {{LinkBE|Resource}}, creating an international {{LinkBE|Trade}} Route to one of their {{LinkBE|Cities}} will create copies of that resource for your colony. Your Diplomatic {{LinkBE|Relationship}} with that colony must be {{LinkBE|Cooperative}} or better for resources to be tradeable. At Cooperative, up to 1 {{LinkBE|unit}} of the resource will be traded per Trade Route. If you are Allied, up to 3 units will be traded. You can never gain more units of the resource than the other colony has in its surplus.

{{LinkBE|Basic Resources}} are not stored by colonies and cannot be traded.]=];
AdvisorQuestion=[=[Can you trade resources?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_TRADE";};

CONCEPT_TRADE_ESTABLISH={
Type="CONCEPT_TRADE_ESTABLISH";
Topic="TXT_KEY_TOPIC_TRADE";
Description=[=[Establishing a Trade Route]=];
Summary=[=[In order to establish a {{LinkBE|Trade Route}}, the City first needs a {{LinkBE|Trade Depot}} and an available {{LinkBE|Trade}} Route slot. These slots allow the City to establish Trade Routes to other {{LinkBE|cities}}, {{LinkBE|outposts}}, or {{LinkBE|stations}}. Once the city has a Trade Depot and an open slot, build a new {{LinkBE|Trade Convoy}} in that city or transfer an existing one from another City.

With the Trade Convoy {{LinkBE|unit}} selected, click on its “Establish Trade Route” order. The trade route screen will open, listing all cities, outposts, and stations available to be traded with. Each destination shows the benefits to both parties.

Select the destination you wish this trade route to reach and it will be automatically established. Trade routes ignore ownership of {{LinkBE|tiles}} when established.]=];
AdvisorQuestion=[=[How do you establish a Trade Route?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_TRADE";};

CONCEPT_TRADE_STATIONS={
Type="CONCEPT_TRADE_STATIONS";
Topic="TXT_KEY_TOPIC_TRADE";
Description=[=[Trade with Stations]=];
Summary=[=[Some {{LinkBE|stations}} provide one or more yields to the city that establishes the {{LinkBE|trade route}} with them. Higher levels of stations provide greater amounts or more varieties of yields. In all aspects, establishing {{LinkBE|trade}} with a station operates as with any city.]=];
AdvisorQuestion=[=[How do you trade with Stations?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_TRADE";};

CONCEPT_TRADE_OVERVIEW={
Type="CONCEPT_TRADE_OVERVIEW";
Topic="TXT_KEY_TOPIC_TRADE";
Description=[=[Trade Overview]=];
Summary=[=[For details about your existing {{LinkBE|Trade Routes}}, view your {{LinkBE|Trade}} Route Overview screen by clicking on the "+" symbol next to the "End Turn" button, and selecting "Trade Route Overview".]=];
AdvisorQuestion=[=[Can I see details about my Trade Routes?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_TRADE";};

CONCEPT_QUESTS={
Type="CONCEPT_QUESTS";
Topic="TXT_KEY_TOPIC_QUESTS";
Description=[=[Quests]=];
Summary=[=[The {{LinkBE|Quest}} system of Beyond Earth is intended to both enrich and inform the player. The player receives Quests from a variety of sources, and completes them for rewards.]=];
AdvisorQuestion=[=[What are Quests?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_QUESTS";};

CONCEPT_QUESTS_FUNCTION={
Type="CONCEPT_QUESTS_FUNCTION";
Topic="TXT_KEY_TOPIC_QUESTS";
Description=[=[Function]=];
Summary=[=[{{LinkBE|Quests}} serve several important {{LinkBE|functions}}. Among these:

Teaches the player how to play the game; the tutorial takes the form of an extended Quest.

Delivers a {{LinkBE|narrative}}.

Provides the player with interesting things to do, and rewards.

Defines a clear path to {{LinkBE|Victory}}. All Victory types other than {{LinkBE|Domination}} take the form of Quests with multiple steps.]=];
AdvisorQuestion=[=[What is the function of Quests?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_QUESTS";};

CONCEPT_QUESTS_NARRATIVE={
Type="CONCEPT_QUESTS_NARRATIVE";
Topic="TXT_KEY_TOPIC_QUESTS";
Description=[=[Narrative]=];
Summary=[=[{{LinkBE|Quests}} are completed by reaching one or more objectives, and may entail one or more {{LinkBE|choices}}. Each Quest has its own unique {{LinkBE|narrative}}.]=];
AdvisorQuestion=[=[Do Quests contribute to the game narrative?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_QUESTS";};

CONCEPT_QUESTS_CHOICES={
Type="CONCEPT_QUESTS_CHOICES";
Topic="TXT_KEY_TOPIC_QUESTS";
Description=[=[Choices]=];
Summary=[=[{{LinkBE|Quests}} may involve the player making a {{LinkBE|choice}}. Choices can branch the quest {{LinkBE|narrative}} or provide alternate rewards. When a player is presented with a choice, it must be resolved before the turn is complete. In the case of a multiplayer game where the player fails to make the choice before the turn {{LinkBE|timer}} expires, the player is presented with the choice on the next turn.]=];
AdvisorQuestion=[=[What choices do you make in Quests?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_QUESTS";};

CONCEPT_QUESTS_CATEGORIES={
Type="CONCEPT_QUESTS_CATEGORIES";
Topic="TXT_KEY_TOPIC_QUESTS";
Description=[=[Quest Categories]=];
Summary=[=[{{LinkBE|Quests}} are broken down into several general categories. When a new quest is presented to the player, its category is illustrated with an image to help the player prioritize which quests they want to do first based on the elements of the game they are interested in.]=];
AdvisorQuestion=[=[What are Quest categories?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_QUESTS";};

CONCEPT_QUESTS_SURVIVAL={
Type="CONCEPT_QUESTS_SURVIVAL";
Topic="TXT_KEY_TOPIC_QUESTS";
Description=[=[Survival]=];
Summary=[=[These {{LinkBE|quests}} center around surviving on a hostile {{LinkBE|alien}} world, and serve to introduce the player to the basic systems of the game. {{LinkBE|Survival}} quests also provide short-term goals for the player in the early game.]=];
AdvisorQuestion=[=[What are survival Quests?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_QUESTS";};

CONCEPT_QUESTS_GROWTH={
Type="CONCEPT_QUESTS_GROWTH";
Topic="TXT_KEY_TOPIC_QUESTS";
Description=[=[Growth]=];
Summary=[=[{{LinkBE|Growth}} {{LinkBE|quests}} encourage the player to grow their colony, and serve as longer-term goals for the early and middle game.]=];
AdvisorQuestion=[=[What are growth Quests?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_QUESTS";};

CONCEPT_QUESTS_TRADE={
Type="CONCEPT_QUESTS_TRADE";
Topic="TXT_KEY_TOPIC_QUESTS";
Description=[=[Trade]=];
Summary=[=[{{LinkBE|Trade}} {{LinkBE|quests}} center on interactions with the trade system as it applies to both {{LinkBE|stations}} and to other colonies.]=];
AdvisorQuestion=[=[What are trade Quests?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_QUESTS";};

CONCEPT_QUESTS_DIPLOMACY={
Type="CONCEPT_QUESTS_DIPLOMACY";
Topic="TXT_KEY_TOPIC_QUESTS";
Description=[=[Diplomacy]=];
Summary=[=[{{LinkBE|Diplomacy}} {{LinkBE|quests}} all have the player interacting with other colonies in some manner.]=];
AdvisorQuestion=[=[What are diplomacy Quests?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_QUESTS";};

CONCEPT_QUESTS_MILITARY={
Type="CONCEPT_QUESTS_MILITARY";
Topic="TXT_KEY_TOPIC_QUESTS";
Description=[=[Military]=];
Summary=[=[{{LinkBE|Military}} {{LinkBE|quests}} involve all things military, like attacking a hostile {{LinkBE|alien}}.]=];
AdvisorQuestion=[=[What are military Quests?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_QUESTS";};

CONCEPT_QUESTS_COVERT={
Type="CONCEPT_QUESTS_COVERT";
Topic="TXT_KEY_TOPIC_QUESTS";
Description=[=[Covert Ops]=];
Summary=[=[{{LinkBE|Covert Ops}} {{LinkBE|quests}} entail undertaking some nefarious activity in a city in another colony.]=];
AdvisorQuestion=[=[What are covert operations Quests?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_QUESTS";};

CONCEPT_QUESTS_EXPLORATION={
Type="CONCEPT_QUESTS_EXPLORATION";
Topic="TXT_KEY_TOPIC_QUESTS";
Description=[=[Exploration]=];
Summary=[=[{{LinkBE|Exploration}} {{LinkBE|quests}} involve expanding your visibility, exploring ruins, and probing unknown {{LinkBE|features}} of the map.]=];
AdvisorQuestion=[=[What are exploration Quests?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_QUESTS";};

CONCEPT_QUESTS_VICTORY={
Type="CONCEPT_QUESTS_VICTORY";
Topic="TXT_KEY_TOPIC_QUESTS";
Description=[=[Victory]=];
Summary=[=[Several {{LinkBE|Quests}} involve some aspect of {{LinkBE|Victory}}, usually thematically linked to one of the {{LinkBE|Affinity}} victory conditions.]=];
AdvisorQuestion=[=[What are victory Quests?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_QUESTS";};

CONCEPT_QUESTS_CUSTOM={
Type="CONCEPT_QUESTS_CUSTOM";
Topic="TXT_KEY_TOPIC_QUESTS";
Description=[=[Custom]=];
Summary=[=[{{LinkBE|Custom}} {{LinkBE|quests}} are designed to provide players with {{LinkBE|narrative}} flavor for their {{LinkBE|domestic}} activities: territory expansion, {{LinkBE|city growth}}, {{LinkBE|buildings}}, {{LinkBE|wonders}}, and {{LinkBE|improvements}}. Each is intended to be fairly straightforward with one or two {{LinkBE|choices}} that allow the player to express a preference or a perspective on their recent activities and guide the development of their homeland in thematic and substantive ways, typically along {{LinkBE|Affinity}} lines.]=];
AdvisorQuestion=[=[What are custom Quests?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_QUESTS";};

CONCEPT_QUESTS_AFFINITY={
Type="CONCEPT_QUESTS_AFFINITY";
Topic="TXT_KEY_TOPIC_QUESTS";
Description=[=[Affinity]=];
Summary=[=[{{LinkBE|Affinity}} {{LinkBE|quests}} are multi-stage, complex quests entailing multiple {{LinkBE|choices}}. Upon completion, the quests will award points in an Affinity...which is determined by the choices you make.]=];
AdvisorQuestion=[=[What are Affinity Quests?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_QUESTS";};

CONCEPT_QUESTS_AFFINITY_INVEST={
Type="CONCEPT_QUESTS_AFFINITY_INVEST";
Topic="TXT_KEY_TOPIC_QUESTS";
Description=[=[Affinity Investment]=];
Summary=[=[{{LinkBE|Affinity Investment}} {{LinkBE|quests}} are each keyed to a specific {{LinkBE|Affinity}}, offering benefits to the player if they have taken up that Affinity.]=];
AdvisorQuestion=[=[What are Affinity investment Quests?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_QUESTS";};

CONCEPT_QUESTS_AFFINITY_CHAINS={
Type="CONCEPT_QUESTS_AFFINITY_CHAINS";
Topic="TXT_KEY_TOPIC_QUESTS";
Description=[=[Affinity Quest Chains]=];
Summary=[=[{{LinkBE|Affinity}} {{LinkBE|Quests}} will now trigger quest chains after completion. These quest chains typically have 3 quests, each yielding different rewards and Affinity XP. The player’s decisions in each quest trigger a new twist and a new {{LinkBE|outcome}} for the whole chain.]=];
AdvisorQuestion="TXT_KEY_QUESTS_AFFINITY_CHAINS_ADV_QUEST";
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_QUESTS";};

CONCEPT_STATIONS={
Type="CONCEPT_STATIONS";
Topic="TXT_KEY_TOPIC_STATIONS";
Description=[=[Stations]=];
Summary=[=[In Beyond Earth, {{LinkBE|Stations}} are laboratories, organizations, or complexes established by entities independent from any colony or {{LinkBE|Affinity}}. They exist to pursue one or more activities (themed to the major systems of the game), and are exploitable by colonies. They do not own territory on the map and are not “{{LinkBE|cities}}” capable of creating {{LinkBE|buildings}}, {{LinkBE|Workers}}, or {{LinkBE|tile}} {{LinkBE|improvements}}. They are without territory and do not participate in {{LinkBE|diplomacy}}; they have one particular role or interaction they can offer the player.]=];
AdvisorQuestion=[=[What are Stations?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_STATIONS";};

CONCEPT_STATIONS_APPEAR={
Type="CONCEPT_STATIONS_APPEAR";
Topic="TXT_KEY_TOPIC_STATIONS";
Description=[=[Station Occurrence]=];
Summary=[=[{{LinkBE|Stations}} have the capability to begin on turn 0 with the players, or to appear later in the game. Their frequency and type designation will be determined by 1) game options, 2) an AI subsystem making {{LinkBE|choices}} based on game state, and 3) some random chance.]=];
AdvisorQuestion=[=[When do Stations appear?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_STATIONS";};

CONCEPT_STATIONS_REWARDS={
Type="CONCEPT_STATIONS_REWARDS";
Topic="TXT_KEY_TOPIC_STATIONS";
Description=[=[Station Rewards]=];
Summary=[=[Each {{LinkBE|station}} is capable of a set of rewards or effects that it provides to a player via a {{LinkBE|Trade Route}}. Multiple successive {{LinkBE|Trade}} Routes will increase a Station’s benefit, offering incentives for players to maintain long-term trading partnerships with them and to protect them with their {{LinkBE|Military}} {{LinkBE|Units}}.]=];
AdvisorQuestion=[=[What do Stations give you?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_STATIONS";};

CONCEPT_STATIONS_TYPES={
Type="CONCEPT_STATIONS_TYPES";
Topic="TXT_KEY_TOPIC_STATIONS";
Description=[=[Station Types]=];
Summary=[=[Although each {{LinkBE|station}} is unique, most fall into one of two types: {{LinkBE|quest}} or yield.

Quest stations are unique, and their interactions are tailored to their specific role. In most cases, a quest station's interaction is simple a sequence of activities that, if completed, produces a reward from the station for the player.

Yield stations, as the name suggests, provide one or more bonuses to the city that establishes a {{LinkBE|trade route}} with them. Higher levels of stations provide greater yields or more varieties of yields.]=];
AdvisorQuestion=[=[What types of Stations are there?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_STATIONS";};

CONCEPT_STATIONS_TIERS={
Type="CONCEPT_STATIONS_TIERS";
Topic="TXT_KEY_TOPIC_STATIONS";
Description=[=[Station Tiers]=];
Summary=[=[{{LinkBE|Stations}} have different levels – referred to as “Tiers” – that increase in response to active {{LinkBE|trade}} with players. While each station’s level conditions and level cap may be increased, the default behavior is: the station will level up each {{LinkBE|time}} a player successfully completes a {{LinkBE|trade route}}; higher tiers produce the same reward as lower tiers, but in greater quantity; stations max out at Tier 3.

The Station will inform the player what Tier the station is and what conditions must be met for it to advance to the next Tier (or if the station is at its maximum). It will also describe what reward the station will provide at the next Tier.]=];
AdvisorQuestion=[=[Are there different Station tiers?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_STATIONS";};

CONCEPT_STATIONS_WITHDRAW={
Type="CONCEPT_STATIONS_WITHDRAW";
Topic="TXT_KEY_TOPIC_STATIONS";
Description=[=[Station Withdrawal]=];
Summary=[=[If a {{LinkBE|Station}} receives no {{LinkBE|trade}} from any player, it will eventually withdraw from the planet, vacating its position on the map and returning to a pool to potentially respawn in a new location later in the game. By default, a Station will withdraw if 35 turns elapse with no active {{LinkBE|Trade Route}} to any player.

After a Station withdraws, its vacated position will be re-added to the pool of available Station spawn plots, and another Station could spawn there at any point in the future.]=];
AdvisorQuestion=[=[Do Stations ever leave?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_STATIONS";};

CONCEPT_STATIONS_COMBAT={
Type="CONCEPT_STATIONS_COMBAT";
Topic="TXT_KEY_TOPIC_STATIONS";
Description=[=[Station Combat]=];
Summary=[=[{{LinkBE|Stations}} can be attacked in a manner similar to {{LinkBE|Outposts}}: they have no {{LinkBE|ranged}} strike capabilities and weak {{LinkBE|Combat Strength}}, and are destroyed rather than captured when they are overrun.

Each Station is treated as an independent entity for purposes of hostility; attacking one will not affect the opinions of any others.]=];
AdvisorQuestion=[=[Do Stations ever leave?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_STATIONS";};

CONCEPT_STATIONS_ATTACK={
Type="CONCEPT_STATIONS_ATTACK";
Topic="TXT_KEY_TOPIC_STATIONS";
Description=[=[Attacking a Station]=];
Summary=[=[Players can attack {{LinkBE|Stations}} at any point, but on their first attempt they will receive a message asking them to confirm the declaration of hostility. If they confirm, they will be set as “Openly Hostile” to the station. Once hostile, all future attacks made against the station will be permitted automatically in the manner of open war with another colony. However, the station will never again support {{LinkBE|trade}} with the player, and other trading partners with the station may adjust their diplomatic opinion based on the aggression.

In addition to their trade interactions, all stations provide a reward if conquered. When a station is captured, it is cleared from the map in the same manner as a nest, and grants the conquering player a one-{{LinkBE|time}} effect based on the station’s type, level, and status.]=];
AdvisorQuestion=[=[Can Stations be attacked?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_STATIONS";};

CONCEPT_ORBITAL={
Type="CONCEPT_ORBITAL";
Topic="TXT_KEY_TOPIC_ORBITAL";
Description=[=[Orbitals]=];
Summary=[=[Inevitably, colonies on {{LinkBE|alien}} worlds will launch satellites to aid in their {{LinkBE|survival}}, surveying, {{LinkBE|terraforming}}, {{LinkBE|communications}} and many other tasks. In Beyond Earth, several systems combine to recreate {{LinkBE|orbital}} mechanics, including the {{LinkBE|Orbital Layer}} which is populated by {{LinkBE|Orbital Units}}.]=];
AdvisorQuestion=[=[What are Orbital Units?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_ORBITAL";};

CONCEPT_ORBITAL_LAYER={
Type="CONCEPT_ORBITAL_LAYER";
Topic="TXT_KEY_TOPIC_ORBITAL";
Description=[=[Orbital Layer]=];
Summary=[=[Clicking on the “{{LinkBE|Orbital}} View” button opens the {{LinkBE|Orbital Layer}} map. The Orbital Layer map, though sitting above the ground layer map, has a hex grid that aligns exactly with the hex grid on the ground. This map is home to all {{LinkBE|orbital units}}.]=];
AdvisorQuestion=[=[What is the Orbital Layer?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_ORBITAL";};

CONCEPT_ORBITAL_UNIT={
Type="CONCEPT_ORBITAL_UNIT";
Topic="TXT_KEY_TOPIC_ORBITAL";
Description=[=[Orbital Units]=];
Summary=[=[{{LinkBE|Orbital units}} are powerful but temporary orbiting {{LinkBE|units}}, and provide offensive, defensive, and support capabilities to players willing to invest in them. Each {{LinkBE|orbital}} unit has a different effect.

Orbital units generally don’t interact with one another. They instead support the activities, units, and {{LinkBE|tiles}} which exist on the ground layer below them.

After a certain amount of {{LinkBE|time}}, they de-orbit, and are automatically destroyed.]=];
AdvisorQuestion=[=[What is an Orbital Unit?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_ORBITAL";};

CONCEPT_ORBITAL_CONSTRUCTION={
Type="CONCEPT_ORBITAL_CONSTRUCTION";
Topic="TXT_KEY_TOPIC_ORBITAL";
Description=[=[Construction]=];
Summary=[=[Like regular {{LinkBE|units}}, {{LinkBE|Orbital Units}} are unlocked by technologies and constructed in {{LinkBE|cities}}. Some {{LinkBE|Orbital}} Units require the use of {{LinkBE|strategic resources}}.]=];
AdvisorQuestion=[=[How do you build an Orbital Unit?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_ORBITAL";};

CONCEPT_ORBITAL_LAUNCH={
Type="CONCEPT_ORBITAL_LAUNCH";
Topic="TXT_KEY_TOPIC_ORBITAL";
Description=[=[Launch and Deployment]=];
Summary=[=[An {{LinkBE|orbital unit}} must be launched from a city {{LinkBE|tile}} to a tile that has launch coverage. Once launched, {{LinkBE|orbital}} {{LinkBE|units}} are placed in the {{LinkBE|orbital layer}} map. These can be launched to a tile that already has a ground or {{LinkBE|naval unit}}, but not another orbital unit.

Launch coverage is provided for the player over certain areas automatically, such as the areas surrounding his/her {{LinkBE|cities}}. Other additions to launch coverage can be earned through technologies, {{LinkBE|wonders}}, {{LinkBE|virtues}}, {{LinkBE|buildings}}, {{LinkBE|station}} contracts, and so forth.

Orbital units cannot occupy the same tile in the orbital layer. In other words, orbital units obey the one unit per tile rule with other orbital units. Additionally, the skirts of orbital units cannot overlap.]=];
AdvisorQuestion=[=[How do you launch an Orbital Unit?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_ORBITAL";};

CONCEPT_ORBITAL_SKIRT={
Type="CONCEPT_ORBITAL_SKIRT";
Topic="TXT_KEY_TOPIC_ORBITAL";
Description=[=[Area of Effect]=];
Summary=[=[An {{LinkBE|orbital unit}}’s effect is applied to an area below it, called the effect area or “skirt.” For passive effects (say, a {{LinkBE|Food}} increase for {{LinkBE|tiles}}), this skirt is the area which receives the effect. For activated abilities (for example, a ground bombardment), this is the {{LinkBE|range}} where the ability may be used.

{{LinkBE|Orbital}} {{LinkBE|units}} can have different skirt sizes. For instance, defensive {{LinkBE|military}} satellites may affect units within a radius of four hexes, while {{LinkBE|terraforming}} satellites being narrowly targeted have a radius of one hex.]=];
AdvisorQuestion=[=[How much area does an Orbital Unit effect?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_ORBITAL";};

CONCEPT_ORBITAL_ARRAY={
Type="CONCEPT_ORBITAL_ARRAY";
Topic="TXT_KEY_TOPIC_ORBITAL";
Description=[=[The Array Improvement]=];
Summary=[=[An {{LinkBE|Array}} is a {{LinkBE|tile}} {{LinkBE|improvement}} that can be constructed in any non-{{LinkBE|resource}}, flatland tile without {{LinkBE|forests}}. It is a satellite dish/antenna array for extending and improving {{LinkBE|orbital}} coverage and {{LinkBE|orbital units}}. It offers a {{LinkBE|Science}} bonus as well when worked.]=];
AdvisorQuestion=[=[How can I extend Orbital coverage?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_ORBITAL";};

CONCEPT_ORBITAL_MOVEMENT={
Type="CONCEPT_ORBITAL_MOVEMENT";
Topic="TXT_KEY_TOPIC_ORBITAL";
Description=[=[Movement]=];
Summary=[=[Once launched, the {{LinkBE|orbital unit}} is immobile. {{LinkBE|Orbital}} {{LinkBE|units}}, and their effects, are fixed in place until they de-orbit.]=];
AdvisorQuestion=[=[Can an Orbital Unit move?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_ORBITAL";};

CONCEPT_ORBITAL_COMBAT={
Type="CONCEPT_ORBITAL_COMBAT";
Topic="TXT_KEY_TOPIC_ORBITAL";
Description=[=[Combat]=];
Summary=[=[{{LinkBE|Cities}} and certain ground-based {{LinkBE|units}} can launch attacks at {{LinkBE|Orbital Units}}. This works in the same manner as {{LinkBE|Ranged Units}} or City Bombardment: the player chooses the City or unit, chooses its {{LinkBE|Orbital}} Strike ability, and selects the Orbital Unit as the target.

Certain {{LinkBE|Military}} Orbital Units can launch attacks at ground units. This works in the same manner as {{LinkBE|Ranged combat}}.

Orbital Units cannot attack other Orbital Units.]=];
AdvisorQuestion=[=[Can an Orbital Unit launch attacks?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_ORBITAL";};

CONCEPT_ORBITAL_DEORBIT={
Type="CONCEPT_ORBITAL_DEORBIT";
Topic="TXT_KEY_TOPIC_ORBITAL";
Description=[=[De-orbiting]=];
Summary=[=[Every {{LinkBE|orbital unit}} has a fixed number of turns, called the “{{LinkBE|duration}},” which it can stay in orbit. After the duration expires, the {{LinkBE|orbital}} {{LinkBE|unit}} de-orbits, removing its skirt of effects and destroying it automatically. This clears the {{LinkBE|tile}} in the {{LinkBE|Orbital Layer}} it used to occupy for a new orbital unit to potentially take its place.]=];
AdvisorQuestion=[=[How long does an Orbital Unit last?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_ORBITAL";};

CONCEPT_ORBITAL_CRASH={
Type="CONCEPT_ORBITAL_CRASH";
Topic="TXT_KEY_TOPIC_ORBITAL";
Description=[=[Crash Site]=];
Summary=[=[After {{LinkBE|de-orbiting}}, the {{LinkBE|orbital unit}} may leave behind a {{LinkBE|crash site}} on the ground layer. An {{LinkBE|Explorer}} {{LinkBE|unit}} can use this crash site for a variety of purposes, such as producing yields for a nearby city or gaining a {{LinkBE|Covert Ops}} advantage against the owning player.]=];
AdvisorQuestion=[=[What happens to an Orbital Unit when it de-orbits?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_ORBITAL";};

CONCEPT_UNIT_UPGRADE={
Type="CONCEPT_UNIT_UPGRADE";
Topic=[=[Units]=];
Description=[=[Unit Upgrades]=];
Summary=[=[Each {{LinkBE|Unit}} Type has a {{LinkBE|Unit Upgrade}} Tree associated with it. As the player progresses in different Affinities, {{LinkBE|Upgrades}} in this tree will unlock. When the player selects one of these Upgrades in the tree, their unit’s {{LinkBE|Combat Strength}} is increased, and they pick one of two unique {{LinkBE|combat}} benefits. The Unit also changes appearance to reflect the new Upgrade. Upgrades apply instantly to all current and future Units of the same type. A Unit Upgrade's gameplay effects are cumulative, working together with Upgrades previously chosen.]=];
AdvisorQuestion=[=[What are Unit Upgrades?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_UNITS";};

CONCEPT_UNIT_VETERANCY={
Type="CONCEPT_UNIT_VETERANCY";
Topic=[=[Units]=];
Description=[=[Veterancy]=];
Summary=[=[By participating in {{LinkBE|combat}}, a {{LinkBE|Unit}} gains experience points. Once a certain number of points is reached, that unit will “level up.” When the Unit levels up, the player may choose whether to instantly heal part of that Unit’s damage, or give that unit a permanent boost to {{LinkBE|Combat Strength}} (either Combat Strength or {{LinkBE|Ranged Combat Strength}}, depending on the Unit Type).]=];
AdvisorQuestion=[=[What is veterancy?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_UNITS";};

CONCEPT_UNIT_TECHNOLOGY={
Type="CONCEPT_UNIT_TECHNOLOGY";
Topic=[=[Units]=];
Description=[=[Units and Technology]=];
Summary=[=[A {{LinkBE|Unit}} Type becomes available to build once its prerequisite {{LinkBE|Technology}} is {{LinkBE|researched}}. Based on this, Unit Types can be roughly divided into two categories. Generic Units are unlocked by researching technologies that are found relatively early in the game. The Technology and their {{LinkBE|Upgrades}} are not closely tied to any particular {{LinkBE|Affinity}}. Affinity Units, on the other hand, are unlocked by later Technologies. Both in their required Technology and in the structure of their Upgrades, they are strongly tied to one Affinity.]=];
AdvisorQuestion=[=[What are technology prerequisites?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_UNITS";};

CONCEPT_MARVELS={
Type="CONCEPT_MARVELS";
Topic="TXT_KEY_TOPIC_MARVELS";
Description=[=[Marvels]=];
Summary=[=[{{LinkBE|Marvels}} are enormous, powerful landmarks that appear as part of the planet {{LinkBE|terrain}}. Each Marvel is unique to the biome of the planet. They may or may not appear on each planet, and never more than one per planet.

Once any colony discovers the Marvel, all colonies in the game learn of its location and receive a special {{LinkBE|Quest}}. This quest requires players to send {{LinkBE|units}} to explore numerous smaller sites, called minor Marvels, and complete action at their locations. Once any colony completes the Marvel quest, the Marvel's secrets are {{LinkBE|revealed}} and all colonies that complete the Marvel quest will gain the use of it's special abilities for the remainder of the game. Each Marvel is different, and their effects can radically change the course of the game.]=];
AdvisorQuestion=[=[What are Marvels?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_TERRAIN";};

CONCEPT_ARTIFACTS={
Type="CONCEPT_ARTIFACTS";
Topic="TXT_KEY_CONCEPT_ARTIFACTS";
Description=[=[Artifacts]=];
Summary=[=[{{LinkBE|Artifacts}} are objects of value which can be found from various sources on the planet's landscape. Some may be found in {{LinkBE|Resource Pods}}, others in {{LinkBE|Expedition Sites}}, and others in {{LinkBE|Alien Nests}}. There are 3 different types of Artifacts based on where they come from: Old Earth, the {{LinkBE|Alien}} World, or Progenitors.]=];
AdvisorQuestion="TXT_KEY_CONCEPT_ARTIFACTS_ADV_QUEST";
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_ARTIFACTS";};

CONCEPT_COLLECTING_ARTIFACTS={
Type="CONCEPT_COLLECTING_ARTIFACTS";
Topic="TXT_KEY_CONCEPT_COLLECTING_ARTIFACTS";
Description=[=[Collecting Artifacts]=];
Summary=[=[While exploring the map, {{LinkBE|Artifacts}} can be found in {{LinkBE|Resource Pods}}, {{LinkBE|Expedition Sites}}, and {{LinkBE|Alien Nests}}. As soon as an Artifact is found, it is placed into the {{LinkBE|Artifact Library}}.]=];
AdvisorQuestion="TXT_KEY_CONCEPT_COLLECTING_ARTIFACTS_ADV_QUEST";
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_ARTIFACTS";};

CONCEPT_ARTIFACT_REWARDS={
Type="CONCEPT_ARTIFACT_REWARDS";
Topic="TXT_KEY_CONCEPT_ARTIFACT_REWARDS";
Description=[=[Artifact Rewards]=];
Summary=[=[There are 4 categories of rewards: {{LinkBE|Buildings}}, {{LinkBE|Wonders}}, {{LinkBE|Unit}} Perks, or Perks for your whole civilization. Which reward you receive will be based upon the {{LinkBE|Artifact}} combination used.]=];
AdvisorQuestion="TXT_KEY_CONCEPT_ARTIFACT_REWARDS_ADV_QUEST";
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_ARTIFACTS";};

CONCEPT_ARTIFACTS_CATEGORIES={
Type="CONCEPT_ARTIFACTS_CATEGORIES";
Topic="TXT_KEY_TOPIC_ARTIFACTS_CATEGORIES";
Description=[=[Artifact Categories]=];
Summary=[=[{{LinkBE|Artifacts}} come in three categories: Old Earth, {{LinkBE|Alien}} World, Progenitor. Old Earth Artifacts come from {{LinkBE|Resource Pods}}, {{LinkBE|Derelict Settlements}}, and {{LinkBE|Wrecked Colony Landers}}. Alien World Artifacts are found in {{LinkBE|expeditions}} on {{LinkBE|Alien Skeletons}} and in {{LinkBE|Alien Nests}}. Progenitor Artifacts are found by exploring {{LinkBE|Progenitor Ruins}} and {{LinkBE|Progenitor Devices}}.]=];
AdvisorQuestion=[=[What types of Artifacts can I find?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_ARTIFACTS";};

CONCEPT_ARTIFACTS_BREAKING_DOWN={
Type="CONCEPT_ARTIFACTS_BREAKING_DOWN";
Topic="TXT_KEY_TOPIC_ARTIFACTS_BREAKING_DOWN";
Description=[=[Breaking Down Artifacts]=];
Summary=[=[{{LinkBE|Artifacts}} can be individually studied for one-{{LinkBE|time}} rewards. {{LinkBE|Breaking down Artifacts}} in this way consumes the Artifact, but grants significant quantities of one or more yields. Sometime breaking down an Artifact can be more beneficial than saving it for use in a set once more Artifacts are collected.]=];
AdvisorQuestion=[=[How do I break down Artifacts?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_ARTIFACTS";};

CONCEPT_ARTIFACTS_CASHING_IN_SETS={
Type="CONCEPT_ARTIFACTS_CASHING_IN_SETS";
Topic="TXT_KEY_TOPIC_ARTIFACTS_CASHING_IN_SETS";
Description=[=[Making Artifact Sets]=];
Summary=[=[In addition to {{LinkBE|breaking down Artifacts}} singly, they can be combined into a set of three and cashed in together to unlock a unique benefit. Depending on the types of the {{LinkBE|Artifacts}} combined in the set, this reward could be a special {{LinkBE|building}} or {{LinkBE|wonder}} that can be built in one of your {{LinkBE|cities}}, or it could be a persistent buff that improves your colony for the entire game. Each set combination is different and could produce a different reward.]=];
AdvisorQuestion=[=[How do I make an Artifact Set?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_ARTIFACTS";};

CONCEPT_ARTIFACT_LIBRARY={
Type="CONCEPT_ARTIFACT_LIBRARY";
Topic="TXT_KEY_CONCEPT_ARTIFACT_LIBRARY";
Description=[=[Artifact Library]=];
Summary=[=[The {{LinkBE|Artifact Library}} displays all {{LinkBE|Artifacts}} found. There is information about the Artifact, and Artifacts may be {{LinkBE|Researched}} in the Library to unlock a reward.]=];
AdvisorQuestion="TXT_KEY_CONCEPT_ARTIFACT_LIBRARY_ADV_QUEST";
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_ARTIFACTS";};

CONCEPT_HYBRID_AFFINITY={
Type="CONCEPT_HYBRID_AFFINITY";
Topic="TXT_KEY_HYBRID_AFFINITY";
Description=[=[Hybrid Affinity]=];
Summary=[=[In addition to the benefits and unique {{LinkBE|buildings}} and {{LinkBE|units}} you receive for progress in a single {{LinkBE|affinity}}, you can also unlock special advantages for having levels in two affinities at the same {{LinkBE|time}}. These {{LinkBE|hybrid affinity}} benefits include unique player powers or abilities and unique {{LinkBE|military}} units. Each affinity pair produces a different sequence of advantages, growing stronger as your levels in both affinities improve.]=];
AdvisorQuestion=[=[What are hybrid Affinities?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_AFFINITY";};

CONCEPT_DIPLOMATIC_CAPITAL={
Type="CONCEPT_DIPLOMATIC_CAPITAL";
Topic="TXT_KEY_DIPLOMATIC_CAPITAL";
Description=[=[Diplomatic Capital]=];
Summary=[=[ICON_DIPLO_{{LinkBE|CAPITAL}}] {{LinkBE|Diplomatic Capital}} is the currency of {{LinkBE|diplomacy}}. It represents a mixture of your leader's power, experience, and prestige on the global stage. You earn [ICON_DIPLO_CAPITAL] Diplomatic Capital locally from {{LinkBE|Wonders}} and certain special {{LinkBE|buildings}}, and you earn it internationally when you allow other leaders to make {{LinkBE|Agreements}}. Likewise, you spend [ICON_DIPLO_CAPITAL] Diplomatic Capital to make and maintain Agreements with other leaders. You can also spend it to level up or change your leader's {{LinkBE|Personality Traits}}, which will improve its effects.]=];
AdvisorQuestion=[=[What is Diplomatic Capital?]=];
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_DIPLOMACY";};

CONCEPT_MAKING_AGREEMENTS={
Type="CONCEPT_MAKING_AGREEMENTS";
Topic="TXT_KEY_MAKING_AGREEMENTS";
Description=[=[Making Agreements]=];
Summary=[=[{{LinkBE|Agreements}} are ongoing deals that exchange [ICON_DIPLO_{{LinkBE|CAPITAL}}] {{LinkBE|Diplomatic Capital}} for some benefit. To make an Agreement with another leader, select their icon in the {{LinkBE|Diplomacy}} Menu's leader ribbon, then select "Discuss potential Agreements." From here, you can browse the Agreements the leader is willing to make with you. If you see one you want and have the [ICON_DIPLO_CAPITAL] Diplomatic Capital income to maintain it and meet the minimum {{LinkBE|Relationship}} requirement, you can propose the Agreement. An Agreement is automatically canceled if its Relationship requirement is no longer met or if the proposing leader cannot afford the [ICON_DIPLO_CAPITAL] Diplomatic Capital upkeep.]=];
AdvisorQuestion=[=[How do I make Agreements?]=];
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_DIPLOMACY";};

CONCEPT_PERSONALITY_TRAITS={
Type="CONCEPT_PERSONALITY_TRAITS";
Topic="TXT_KEY_CONCEPT_PERSONALITY_TRAITS";
Description=[=[Personality Traits]=];
Summary=[=[Traits are leader characteristics which fall into four categories and perform three {{LinkBE|functions}}.

Traits provide a bonus to the player who has them, provide foreign policies which can be purchased by other players, and determine what activities a leader cares about. Players can change or level up their traits over the course of the game by spending {{LinkBE|diplomatic capital}}.]=];
AdvisorQuestion="TXT_KEY_CONCEPT_PERSONALITY_TRAITS_ADV_QUEST";
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_DIPLOMACY";};

CONCEPT_LEVELING_UP_TRAITS={
Type="CONCEPT_LEVELING_UP_TRAITS";
Topic="TXT_KEY_LEVELING_UP_TRAITS";
Description=[=[Leveling Up Personality Traits]=];
Summary=[=[{{LinkBE|Personality Traits}} have multiple levels that, when unlocked, improve the Trait's effects. To {{LinkBE|upgrade}} a Trait, open the {{LinkBE|Diplomacy}} view, select your leader at the top of the leader ribbon, and select "Manage my Personality Traits." If you have enough [ICON_DIPLO_{{LinkBE|CAPITAL}}] {{LinkBE|Diplomatic Capital}} to upgrade the Trait, it will appear highlighted.  Click the highlighted level to upgrade.]=];
AdvisorQuestion=[=[How do I level up Personality Traits?]=];
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_DIPLOMACY";};

CONCEPT_CHANGING_TRAITS={
Type="CONCEPT_CHANGING_TRAITS";
Topic="TXT_KEY_CHANGING_TRAITS";
Description=[=[Changing Personality Traits]=];
Summary=[=[You may change your leader's {{LinkBE|Personality Traits}} at any {{LinkBE|time}}, provided you have enough [ICON_DIPLO_{{LinkBE|CAPITAL}}] {{LinkBE|Diplomatic Capital}}. To change a Trait, open the {{LinkBE|Diplomacy}} view, select your leader at the top of the leader ribbon, and select "Manage my Personality Traits." {{LinkBE|Changing Personality Traits}} costs [ICON_DIPLO_CAPITAL] Diplomatic Capital.  Any {{LinkBE|Agreements}} which that Trait provided will be canceled, and this can have a negative effect on other leaders' Respect for you.]=];
AdvisorQuestion=[=[How do I change Personality Traits?]=];
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_DIPLOMACY";};

CONCEPT_AQUATIC_SETTLING={
Type="CONCEPT_AQUATIC_SETTLING";
Topic="TXT_KEY_CONCEPT_AQUATIC_SETTLING";
Description=[=[Settling an Aquatic Colony]=];
Summary=[=[On this new planet, you may choose to land your Colony, or settle new {{LinkBE|Outposts}}, on any shallow water {{LinkBE|tile}}. {{LinkBE|Aquatic Cities}} will not undergo {{LinkBE|Culture}} border {{LinkBE|growth}} like land {{LinkBE|cities}}, but instead grow their borders by moving the City through the {{LinkBE|ocean}}. While this will remove any {{LinkBE|Improvement}} you pass over, it will claim all plots in a one tile radius of your new location, without losing those you owned previously. This new territory can then be worked by this city and improved by {{LinkBE|Workers}}.]=];
AdvisorQuestion="TXT_KEY_CONCEPT_AQUATIC_SETTLING_ADV_QUEST";
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_CITIES";};

CONCEPT_AQUATIC_TERRITORY={
Type="CONCEPT_AQUATIC_TERRITORY";
Topic="TXT_KEY_CONCEPT_AQUATIC_TERRITORY";
Description=[=[Aquatic Territory]=];
Summary=[=[{{LinkBE|Aquatic Cities}} do not experience {{LinkBE|culture}} border {{LinkBE|growth}}. Instead, expanding your borders relies on either moving your city or buying {{LinkBE|tiles}}.]=];
AdvisorQuestion="TXT_KEY_CONCEPT_AQUATIC_TERRITORY_ADV_QUEST";
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_CITIES";};

CONCEPT_AQUATIC_CITY_COMBAT={
Type="CONCEPT_AQUATIC_CITY_COMBAT";
Topic="TXT_KEY_CONCEPT_AQUATIC_CITY_COMBAT";
Description=[=[Aquatic City Combat]=];
Summary=[=[Because of their somewhat precarious position, {{LinkBE|Aquatic Cities}} are comparatively vulnerable to attack, with only half the defensive capacity of a land City.]=];
AdvisorQuestion="TXT_KEY_CONCEPT_AQUATIC_CITY_COMBAT_ADV_QUEST";
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_CITIES";};

CONCEPT_AQUATIC_UNHEALTH={
Type="CONCEPT_AQUATIC_UNHEALTH";
Topic="TXT_KEY_CONCEPT_AQUATIC_UNHEALTH";
Description=[=[Aquatic City Health]=];
Summary=[=[The citizens of {{LinkBE|Aquatic Cities}} are less vulnerable to sickness, and will produce only half the unhealth of a land City.]=];
AdvisorQuestion="TXT_KEY_CONCEPT_AQUATIC_UNHEALTH_ADV_QUEST";
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_CITIES";};

CONCEPT_AQUATIC_PRODUCTION={
Type="CONCEPT_AQUATIC_PRODUCTION";
Topic="TXT_KEY_CONCEPT_AQUATIC_PRODUCTION";
Description=[=[Aquatic City Production]=];
Summary=[=[The experienced and well-equipped {{LinkBE|Aquatic Cities}} build {{LinkBE|Naval Units}} at double speed, though the {{LinkBE|production}} rate for Land and {{LinkBE|Air Units}} is reduced by 50%.]=];
AdvisorQuestion="TXT_KEY_CONCEPT_AQUATIC_PRODUCTION_ADV_QUEST";
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_CITIES";};

CONCEPT_AQUATIC_TRADE_ROUTES={
Type="CONCEPT_AQUATIC_TRADE_ROUTES";
Topic="TXT_KEY_CONCEPT_AQUATIC_TRADE_ROUTES";
Description=[=[Aquatic City Trade Routes]=];
Summary=[=[Thanks to the ease of water-based transportation, the {{LinkBE|Trade Routes}} of {{LinkBE|Aquatic Cities}} are more efficient. This also makes them more lucrative, generating 50% more yield than those originating from land {{LinkBE|Cities}}.]=];
AdvisorQuestion="TXT_KEY_CONCEPT_AQUATIC_TRADE_ROUTES_ADV_QUEST";
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_CITIES";};

CONCEPT_DEEP_OCEAN={
Type="CONCEPT_DEEP_OCEAN";
Topic="TXT_KEY_CONCEPT_DEEP_OCEAN";
Description=[=[Deep Ocean]=];
Summary=[=[The {{LinkBE|deep ocean}} is a dangerous place, and too volatile for new Colonies to settle or move onto. However, these tiles can still be improved and worked for {{LinkBE|Resources}} and yields, and {{LinkBE|movement}} onto them can eventually be unlocked through {{LinkBE|research}}.]=];
AdvisorQuestion="TXT_KEY_CONCEPT_DEEP_OCEAN_ADV_QUEST";
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_CITIES";};

CONCEPT_CHARACTER_TRAITS={
Type="CONCEPT_CHARACTER_TRAITS";
Topic="TXT_KEY_CONCEPT_CHARACTER_TRAITS";
Description=[=[Character Traits]=];
Summary=[=[{{LinkBE|Character traits}} are unique abilities specific to the leader that bears them. They are permanent and cannot be altered or exchanged.]=];
AdvisorQuestion="TXT_KEY_CONCEPT_CHARACTER_TRAITS_ADV_QUEST";
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_DIPLOMACY";};

CONCEPT_POLITICAL_TRAITS={
Type="CONCEPT_POLITICAL_TRAITS";
Topic="TXT_KEY_CONCEPT_POLITICAL_TRAITS";
Description=[=[Political Traits]=];
Summary=[=[{{LinkBE|Political traits}} can be changed and affect things like {{LinkBE|science}}, population, and {{LinkBE|culture}}.]=];
AdvisorQuestion="TXT_KEY_CONCEPT_POLITICAL_TRAITS_ADV_QUEST";
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_DIPLOMACY";};

CONCEPT_DOMESTIC_TRAITS={
Type="CONCEPT_DOMESTIC_TRAITS";
Topic="TXT_KEY_CONCEPT_DOMESTIC_TRAITS";
Description=[=[Domestic Traits]=];
Summary=[=[{{LinkBE|Domestic traits}} can be changed and focus on {{LinkBE|buildings}}, {{LinkBE|improvements}}, and {{LinkBE|production}}.]=];
AdvisorQuestion="TXT_KEY_CONCEPT_DOMESTIC_TRAITS_ADV_QUEST";
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_DIPLOMACY";};

CONCEPT_MILITARY_TRAITS={
Type="CONCEPT_MILITARY_TRAITS";
Topic="TXT_KEY_CONCEPT_MILITARY_TRAITS";
Description=[=[Military Traits]=];
Summary=[=[{{LinkBE|Military traits}} can be changed, and improve your army, {{LinkBE|military}} strategies, and {{LinkBE|combat}} abilities.]=];
AdvisorQuestion="TXT_KEY_CONCEPT_MILITARY_TRAITS_ADV_QUEST";
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_DIPLOMACY";};

CONCEPT_RELATIONSHIPS={
Type="CONCEPT_RELATIONSHIPS";
Topic="TXT_KEY_CONCEPT_RELATIONSHIPS";
Description=[=[Relationships]=];
Summary=[=[All players have a {{LinkBE|Relationship}} with every other player. These represent standing, attitude, and willingness to work with or against one another. Player can degrade their Relationship with other leaders at will, but improving them requires minimum levels of either Fear or Respect. Each Relationship level brings particular advantages or restrictions.]=];
AdvisorQuestion="TXT_KEY_CONCEPT_RELATIONSHIPS_ADV_QUEST";
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_DIPLOMACY";};

CONCEPT_DIPLOMACY_SANCTIONED={
Type="CONCEPT_DIPLOMACY_SANCTIONED";
Topic=[=[Diplomacy]=];
Description=[=[Sanctioned]=];
Summary=[=[{{LinkBE|Sanctioned}} is the lowest {{LinkBE|Relationship}} level and the most hostile status above War. While Sanctioned, neither player may make {{LinkBE|Agreements}} with the other leader or establish international {{LinkBE|Trade Routes}} between their {{LinkBE|cities}}.]=];
AdvisorQuestion="TXT_KEY_DIPLOMACY_SANCTIONED_ADV_QUEST";
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_DIPLOMACY";};

CONCEPT_DIPLOMACY_NEUTRAL={
Type="CONCEPT_DIPLOMACY_NEUTRAL";
Topic=[=[Diplomacy]=];
Description=[=[Neutral]=];
Summary=[=[{{LinkBE|Neutral}} is the default {{LinkBE|Relationship}} level and represents neither friendship nor hostility between colonies. While at Neutral, both sides may exchange {{LinkBE|Agreements}} and international {{LinkBE|Trade Routes}}, but receive no other benefits or abilities.]=];
AdvisorQuestion="TXT_KEY_DIPLOMACY_NEUTRAL_ADV_QUEST";
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_DIPLOMACY";};

CONCEPT_DIPLOMACY_COOPERATIVE={
Type="CONCEPT_DIPLOMACY_COOPERATIVE";
Topic=[=[Diplomacy]=];
Description=[=[Cooperative]=];
Summary=[=[{{LinkBE|Cooperative}} is the first {{LinkBE|Relationship}} level that represents friendship between colonies. While Cooperative, both sides gain the following benefits:

*Open borders for both colonies
*{{LinkBE|Agreements}} are more powerful and lucrative
*Up to 1 of each {{LinkBE|Strategic Resource}} received per {{LinkBE|Trade Route}}]=];
AdvisorQuestion="TXT_KEY_DIPLOMACY_COOPERATIVE_ADV_QUEST";
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_DIPLOMACY";};

CONCEPT_DIPLOMACY_ALLIANCE={
Type="CONCEPT_DIPLOMACY_ALLIANCE";
Topic=[=[Diplomacy]=];
Description=[=[Alliance]=];
Summary=[=[{{LinkBE|Alliances}} are the highest {{LinkBE|Relationship}} level and represent the closest friendship with another colony. All players in an Alliance will automatically join wars declared by or against their allies. Additionally, while in Alliance, both sides gain the following benefits:

*Open borders for both colonies
*{{LinkBE|Agreements}} are at their most powerful and lucractive
*Up to 3 of each {{LinkBE|Strategic Resource}} received per {{LinkBE|Trade Route}}]=];
AdvisorQuestion=[=[How does an alliance work?]=];
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_DIPLOMACY";};

CONCEPT_AGREEMENTS={
Type="CONCEPT_AGREEMENTS";
Topic="TXT_KEY_CONCEPT_AGREEMENTS";
Description=[=[Agreements]=];
Summary=[=[{{LinkBE|Agreements}} are made when a player exchanges their {{LinkBE|diplomatic capital}} to receive the benefits of another player's Foreign Policies. The player receiving the Foreign Policy bonus gives the other player diplomatic {{LinkBE|capital}} every turn until the agreement is cancelled.  Agreements last until they are cancelled by the instigating player or the two players go to war. Each civilization can have up to five active agreements for other players’ foreign policies.]=];
AdvisorQuestion="TXT_KEY_CONCEPT_AGREEMENTS_ADV_QUEST";
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_DIPLOMACY";};

CONCEPT_CONVERSATIONS={
Type="CONCEPT_CONVERSATIONS";
Topic="TXT_KEY_CONCEPT_CONVERSATIONS";
Description=[=[Conversations]=];
Summary=[=[{{LinkBE|Conversations}} are interactions with other players. These include {{LinkBE|making agreements}} and changing international {{LinkBE|relationships}}. Conversations also include short {{LinkBE|communiques}} from other leaders, shown as small messages during play, and confrontations, shown as fullscreen interactions. Both of these are responses to player actions.]=];
AdvisorQuestion="TXT_KEY_CONCEPT_CONVERSATIONS_ADV_QUEST";
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_DIPLOMACY";};

CONCEPT_FEAR_AND_RESPECT={
Type="CONCEPT_FEAR_AND_RESPECT";
Topic="TXT_KEY_CONCEPT_FEAR_AND_RESPECT";
Description=[=[Fear and Respect]=];
Summary=[=[{{LinkBE|Fear and respect}} represent how an AI player feels about another player, and affect how the AI player behaves during the game. Fear is determined by the difference in power between the two players, both {{LinkBE|military}}, economic, and political. Respect is how much an AI player likes another player and approves of their actions both past and present.  What causes them to like or dislike another player is determined by their traits.]=];
AdvisorQuestion="TXT_KEY_CONCEPT_FEAR_AND_RESPECT_ADV_QUEST";
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_DIPLOMACY";};

CONCEPT_COMMUNIQUES={
Type="CONCEPT_COMMUNIQUES";
Topic="TXT_KEY_CONCEPT_COMMUNIQUES";
Description=[=[Communiques]=];
Summary=[=[{{LinkBE|Communiques}} are diplomatic messages sent by a leader to comment on the activities of another. Each leader's {{LinkBE|personality traits}} govern what types of activities that leader cares about. When another colony demonstrates strength or weakness in the areas that match a leader's traits, that leader will send a communique mentioning the activity and indicating their approval or disapproval, including any Respect gained or lost as a result. Communiques can be sent fairly frequently, but any missed messages can be viewed in the Communique Log.]=];
AdvisorQuestion="TXT_KEY_CONCEPT_COMMUNIQUES_ADV_QUEST";
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_DIPLOMACY";};

}
return data
Advertisement