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Topic=[=[Combat]=];
 
Topic=[=[Combat]=];
 
Description=[=[Which Units Can Fight]=];
 
Description=[=[Which Units Can Fight]=];
Summary=[=[Any military [[unit (Civ5)|unit]] may attack an enemy unit. [[Scout (Civ5)|Scout]] units can initiate [[combat (Civ5)|combat]] and defend against enemy attacks, though they are weaker than other units. Non-military units such as [[workers (Civ5)|workers]], [[settlers (Civ5)|settlers]], and great people may not initiate attacks. If attacked while on their own, workers and settlers are captured (captured settlers turn into workers) and great people and [[work boats (Civ5)|work boats]] are destroyed. A [[city (Civ5)|city]] may attack an enemy military unit that is within the city's [[Ranged (Civ5)|Ranged]] Combat [[Range (Civ5)|Range]], and a unit may in turn attack an enemy city.]=];
+
Summary=[=[Any military [[unit (Civ5)|unit]] may attack an enemy unit. [[Scout (Civ5)|Scout]] units can initiate [[combat (Civ5)|combat]] and defend against enemy attacks, though they are weaker than other units. Non-military units such as [[workers (Civ5)|workers]], [[settlers (Civ5)|settlers]], and great people may not initiate attacks. If attacked while on their own, workers and settlers are captured (captured settlers turn into workers) and great people and [[Work Boat (Civ5)|work Boats]] are destroyed. A [[city (Civ5)|city]] may attack an enemy military unit that is within the city's [[Ranged (Civ5)|Ranged]] Combat [[Range (Civ5)|Range]], and a unit may in turn attack an enemy city.]=];
 
AdvisorQuestion=[=[Which units can fight?]=];
 
AdvisorQuestion=[=[Which units can fight?]=];
 
Advisor="MILITARY";
 
Advisor="MILITARY";
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Topic=[=[Combat]=];
 
Topic=[=[Combat]=];
 
Description=[=[Fort]=];
 
Description=[=[Fort]=];
Summary=[=[Once a civ has acquired the [[Engineering (Civ5)|Engineering]] [[technology (Civ5)|technology]], [[workers (Civ5)|workers]] can construct "[[forts (Civ5)|forts]]" in friendly or neutral [[territory (Civ5)|territory]]. Forts provide a hefty defensive bonus to [[units (Civ5)|units]] occupying them. Forts cannot be constructed in enemy territory. They can be constructed atop [[resources (Civ5)|resources]].]=];
+
Summary=[=[Once a civ has acquired the [[Engineering (Civ5)|Engineering]] [[technology (Civ5)|technology]], [[workers (Civ5)|workers]] can construct "[[fort (Civ5)|forts]]" in friendly or neutral [[territory (Civ5)|territory]]. Forts provide a hefty defensive bonus to [[units (Civ5)|units]] occupying them. Forts cannot be constructed in enemy territory. They can be constructed atop [[resources (Civ5)|resources]].]=];
 
AdvisorQuestion=[=[How do forts effect combat results?]=];
 
AdvisorQuestion=[=[How do forts effect combat results?]=];
 
Advisor="MILITARY";
 
Advisor="MILITARY";
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Topic=[=[Combat]=];
 
Topic=[=[Combat]=];
 
Description=[=[Naval Combat]=];
 
Description=[=[Naval Combat]=];
Summary=[=[Like [[land units (Civ5)|land units]], there are military and non-military [[naval units (Civ5)|naval units]]. [[Work boats (Civ5)|Work boats]] and any "[[embarked (Civ5)|embarked]]" land [[units (Civ5)|units]] are destroyed when attacked by [[barbarians (Civ5)|barbarians]] and other civs or [[city-states (Civ5)|city-states]].
+
Summary=[=[Like [[land units (Civ5)|land units]], there are military and non-military [[naval units (Civ5)|naval units]]. [[Work Boat (Civ5)|Work Boats]] and any "[[embarked (Civ5)|embarked]]" land [[units (Civ5)|units]] are destroyed when attacked by [[barbarians (Civ5)|barbarians]] and other civs or [[city-states (Civ5)|city-states]].
   
 
All military naval units are [[ranged (Civ5)|ranged]] [[combat (Civ5)|combat]] units. They may attack other naval units and any land units within [[range (Civ5)|range]] that they can see.
 
All military naval units are [[ranged (Civ5)|ranged]] [[combat (Civ5)|combat]] units. They may attack other naval units and any land units within [[range (Civ5)|range]] that they can see.
   
Naval combat is resolved like normal ranged combat. There are however certain late-[[era (Civ5)|era]] naval units that merit special attention: the [[carrier (Civ5)|carrier]], [[missile cruiser (Civ5)|missile cruiser]] and the [[submarines (Civ5)|submarines]]. They are discussed later, in the "Advanced Naval Combat" section.]=];
+
Naval combat is resolved like normal ranged combat. There are however certain late-[[era (Civ5)|era]] naval units that merit special attention: the [[carrier (Civ5)|carrier]], [[Missile Cruiser (Civ5)|missile cruiser]] and the [[submarines (Civ5)|submarines]]. They are discussed later, in the "Advanced Naval Combat" section.]=];
 
AdvisorQuestion=[=[How does naval combat work?]=];
 
AdvisorQuestion=[=[How does naval combat work?]=];
 
Advisor="MILITARY";
 
Advisor="MILITARY";
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Topic=[=[Combat]=];
 
Topic=[=[Combat]=];
 
Description=[=[Great Generals]=];
 
Description=[=[Great Generals]=];
Summary=[=[[[Great Generals (Civ5)|Great Generals]] are "Great People" skilled in the art of warfare. They provide [[combat (Civ5)|combat]] bonuses - offensive and defensive bonuses both - to any friendly [[units (Civ5)|units]] within two tiles of their location. A Great General itself is a non-combat unit, so it may be stacked with a combat unit for protection. If an enemy unit ever enters the tile containing a Great General, the General is destroyed.
+
Summary=[=[[[Great General (Civ5)|Great Generals]] are "Great People" skilled in the art of warfare. They provide [[combat (Civ5)|combat]] bonuses - offensive and defensive bonuses both - to any friendly [[units (Civ5)|units]] within two tiles of their location. A Great General itself is a non-combat unit, so it may be stacked with a combat unit for protection. If an enemy unit ever enters the tile containing a Great General, the General is destroyed.
   
 
A Great General gives a combat bonus of 20% to units in the General's tile and all friendly units within 2 tiles of the General.
 
A Great General gives a combat bonus of 20% to units in the General's tile and all friendly units within 2 tiles of the General.
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Topic=[=[Terrain]=];
 
Topic=[=[Terrain]=];
 
Description=[=[Jungle]=];
 
Description=[=[Jungle]=];
Summary=[=[Dark, forbidding, and deadly to the uninitiated, [[jungles (Civ5)|jungles]] are a rich source of [[food (Civ5)|food]] to those with the skill and knowledge to live within them. However, jungles do not provide much in the way of materials, and a growing [[civilization (Civ5)|civilization]] may be tempted to [[mine (Civ5)|mine]] them or turn them into cropland. However, military [[units (Civ5)|units]] situated in jungles receive a significant defensive bonus. When chopped, Jungle tiles become [[Plains (Civ5)|Plains]].
+
Summary=[=[Dark, forbidding, and deadly to the uninitiated, [[jungle (Civ5)|jungles]] are a rich source of [[food (Civ5)|food]] to those with the skill and knowledge to live within them. However, jungles do not provide much in the way of materials, and a growing [[civilization (Civ5)|civilization]] may be tempted to [[mine (Civ5)|mine]] them or turn them into cropland. However, military [[units (Civ5)|units]] situated in jungles receive a significant defensive bonus. When chopped, Jungle tiles become [[Plains (Civ5)|Plains]].
   
 
[[City (Civ5)|City]] Yield: 1 food, -1 [[production (Civ5)|production]]
 
[[City (Civ5)|City]] Yield: 1 food, -1 [[production (Civ5)|production]]
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Topic=[=[Workers and Improvements]=];
 
Topic=[=[Workers and Improvements]=];
 
Description=[=[Workers and Improvements]=];
 
Description=[=[Workers and Improvements]=];
Summary=[=[[[Workers (Civ5)|Workers]] represent the men and women who build your empire. They clear the [[jungles (Civ5)|jungles]] and build the [[farms (Civ5)|farms]] which feed your [[cities (Civ5)|cities]]. They dig the [[mines (Civ5)|mines]] that provide you with precious [[gold (Civ5)|gold]] and mighty [[iron (Civ5)|iron]]. They lay the [[roads (Civ5)|roads]] which connect your cities. Although they are not military [[units (Civ5)|units]], workers are important.
+
Summary=[=[[[Workers (Civ5)|Workers]] represent the men and women who build your empire. They clear the [[jungle (Civ5)|jungles]] and build the [[farms (Civ5)|farms]] which feed your [[cities (Civ5)|cities]]. They dig the [[mines (Civ5)|mines]] that provide you with precious [[gold (Civ5)|gold]] and mighty [[iron (Civ5)|iron]]. They lay the [[roads (Civ5)|roads]] which connect your cities. Although they are not military [[units (Civ5)|units]], workers are important.
   
 
[[Improvements (Civ5)|Improvements]] increase the [[production (Civ5)|production]], gold, and/or [[food (Civ5)|food]] output of tiles. They also provide access to the special bonuses provided by certain [[resources (Civ5)|resources]]. If you do not improve your land, your [[civilization (Civ5)|civilization]] will almost certainly be overwhelmed by others which have.]=];
 
[[Improvements (Civ5)|Improvements]] increase the [[production (Civ5)|production]], gold, and/or [[food (Civ5)|food]] output of tiles. They also provide access to the special bonuses provided by certain [[resources (Civ5)|resources]]. If you do not improve your land, your [[civilization (Civ5)|civilization]] will almost certainly be overwhelmed by others which have.]=];
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Summary=[=[Each [[improvement (Civ5)|improvement]] type takes a certain amount of time. It will take longer to construct improvements in [[marathon (Civ5)|marathon]] games, and shorter in games started in later [[eras (Civ5)|eras]].
 
Summary=[=[Each [[improvement (Civ5)|improvement]] type takes a certain amount of time. It will take longer to construct improvements in [[marathon (Civ5)|marathon]] games, and shorter in games started in later [[eras (Civ5)|eras]].
   
[[Terrain (Civ5)|Terrain]] Modifiers: Improvements constructed in [[tundra (Civ5)|tundra]] and [[deserts (Civ5)|deserts]] will take 25% longer than the [[standard (Civ5)|standard]] time to construct, while improvements constructed in [[snow (Civ5)|snow]] will take 50% longer.]=];
+
[[Terrain (Civ5)|Terrain]] Modifiers: Improvements constructed in [[tundra (Civ5)|tundra]] and [[desert (Civ5)|deserts]] will take 25% longer than the [[standard (Civ5)|standard]] time to construct, while improvements constructed in [[snow (Civ5)|snow]] will take 50% longer.]=];
 
AdvisorQuestion=[=[How long does it take to build an improvement?]=];
 
AdvisorQuestion=[=[How long does it take to build an improvement?]=];
 
Advisor="ECONOMIC";
 
Advisor="ECONOMIC";
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Topic=[=[Workers and Improvements]=];
 
Topic=[=[Workers and Improvements]=];
 
Description=[=[Work Boats]=];
 
Description=[=[Work Boats]=];
Summary=[=[[[Work Boats (Civ5)|Work Boats]] are special [[worker (Civ5)|worker]] [[units (Civ5)|units]] built in [[coastal (Civ5)|coastal]] [[cities (Civ5)|cities]]. They can create [[fishing boats (Civ5)|fishing boats]] and [[offshore platform (Civ5)|offshore platform]] [[improvements (Civ5)|improvements]] in [[water (Civ5)|water]]. Unlike land workers, Work Boats are consumed when they create an improvement.]=];
+
Summary=[=[[[Work Boat (Civ5)|Work Boats]] are special [[worker (Civ5)|worker]] [[units (Civ5)|units]] built in [[coastal (Civ5)|coastal]] [[cities (Civ5)|cities]]. They can create [[fishing boats (Civ5)|fishing boats]] and [[offshore platform (Civ5)|offshore platform]] [[improvements (Civ5)|improvements]] in [[water (Civ5)|water]]. Unlike land workers, Work Boats are consumed when they create an improvement.]=];
 
AdvisorQuestion=[=[What do work boats do?]=];
 
AdvisorQuestion=[=[What do work boats do?]=];
 
Advisor="ECONOMIC";
 
Advisor="ECONOMIC";
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Topic=[=[Workers and Improvements]=];
 
Topic=[=[Workers and Improvements]=];
 
Description=[=[Fishing Boats and Oil Platforms]=];
 
Description=[=[Fishing Boats and Oil Platforms]=];
Summary=[=[[[Water (Civ5)|Water]] [[improvements (Civ5)|improvements]] are totally destroyed when pillaged. They cannot be repaired; they must be rebuilt entirely (which consumes another [[work boat (Civ5)|work boat]]). Guard your water improvements!]=];
+
Summary=[=[[[Water (Civ5)|Water]] [[improvements (Civ5)|improvements]] are totally destroyed when pillaged. They cannot be repaired; they must be rebuilt entirely (which consumes another [[Work Boat (Civ5)|work boat]]). Guard your water improvements!]=];
 
AdvisorQuestion=[=[What happens when a water improvement is pillaged?]=];
 
AdvisorQuestion=[=[What happens when a water improvement is pillaged?]=];
 
Advisor="ECONOMIC";
 
Advisor="ECONOMIC";
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Topic=[=[Victory and Defeat]=];
 
Topic=[=[Victory and Defeat]=];
 
Description=[=[Victory and Defeat]=];
 
Description=[=[Victory and Defeat]=];
Summary=[=[There are multiple paths to victory in [[Civilization (Civ5)|Civilization]] V. You can win through scientific dominance, becoming the first civ to create and launch a [[spaceship (Civ5)|spaceship]] to Alpha Centauri. You can overwhelm the other civilizations through [[cultural (Civ5)|cultural]] superiority or political cunning. Or you can employ the ever-popular "crush all of your enemies beneath [[the wheels (Civ5)|the wheels]] of your chariot" tactic and win a mighty [[domination victory (Civ5)|domination victory]]. Whichever civilization achieves one set of victory conditions first wins.
+
Summary=[=[There are multiple paths to victory in [[Civilization (Civ5)|Civilization]] V. You can win through scientific dominance, becoming the first civ to create and launch a [[spaceship (Civ5)|spaceship]] to Alpha Centauri. You can overwhelm the other civilizations through [[cultural (Civ5)|cultural]] superiority or political cunning. Or you can employ the ever-popular "crush all of your enemies beneath the wheels of your chariot" tactic and win a mighty [[domination victory (Civ5)|domination victory]]. Whichever civilization achieves one set of victory conditions first wins.
 
It's important to keep an eye on your opponents' progress toward victory as you advance your own civilization. There's nothing so annoying as to be on the verge of capturing your last surviving enemy's final [[city (Civ5)|city]], only to [[watch (Civ5)|watch]] helplessly as he or she completes her spaceship and wins an upset scientific victory.]=];
 
It's important to keep an eye on your opponents' progress toward victory as you advance your own civilization. There's nothing so annoying as to be on the verge of capturing your last surviving enemy's final [[city (Civ5)|city]], only to [[watch (Civ5)|watch]] helplessly as he or she completes her spaceship and wins an upset scientific victory.]=];
 
AdvisorQuestion=[=[How can you win and lose the game?]=];
 
AdvisorQuestion=[=[How can you win and lose the game?]=];
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- [[Buildings (Civ5)|Buildings]]: Certain buildings provide culture. The [[monument (Civ5)|monument]] and [[temple (Civ5)|temple]] are two early examples.
 
- [[Buildings (Civ5)|Buildings]]: Certain buildings provide culture. The [[monument (Civ5)|monument]] and [[temple (Civ5)|temple]] are two early examples.
 
- [[Specialists (Civ5)|Specialists]]: Specialists, particularly [[artists (Civ5)|artists]], generate culture.
 
- [[Specialists (Civ5)|Specialists]]: Specialists, particularly [[artists (Civ5)|artists]], generate culture.
- [[Wonders (Civ5)|Wonders]]: Some wonders churn out culture. The [[Hermitage (Civ5)|Hermitage]], [[Heroic Epic (Civ5)|Heroic Epic]] and [[National Epics (Civ5)|National Epics]] are three national wonders that give you culture, and there are plenty more to discover.
+
- [[Wonders (Civ5)|Wonders]]: Some wonders churn out culture. The [[Hermitage (Civ5)|Hermitage]], [[Heroic Epic (Civ5)|Heroic Epic]] and [[National Epic (Civ5)|National Epic]] are three national wonders that give you culture, and there are plenty more to discover.
 
- Social Policies: Certain social policies will increase your culture output. The "[[Piety (Civ5)|Piety]]" branch has a number of policies targeted at culture.
 
- Social Policies: Certain social policies will increase your culture output. The "[[Piety (Civ5)|Piety]]" branch has a number of policies targeted at culture.
 
- [[Great Artist (Civ5)|Great Artist]]: A Great Artist can construct a "[[Landmark (Civ5)|Landmark]]" [[improvement (Civ5)|improvement]] in a tile. If your city works that tile, it will gain a lot of culture.
 
- [[Great Artist (Civ5)|Great Artist]]: A Great Artist can construct a "[[Landmark (Civ5)|Landmark]]" [[improvement (Civ5)|improvement]] in a tile. If your city works that tile, it will gain a lot of culture.
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Topic=[=[Gold]=];
 
Topic=[=[Gold]=];
 
Description=[=[Buildings]=];
 
Description=[=[Buildings]=];
Summary=[=[Many [[buildings (Civ5)|buildings]] - [[markets (Civ5)|markets]], [[bank (Civ5)|banks]] - increase a [[city (Civ5)|city]]'s output of [[gold (Civ5)|gold]], especially if you assign [[merchant (Civ5)|merchant]] [[specialists (Civ5)|specialists]] to them.]=];
+
Summary=[=[Many [[buildings (Civ5)|buildings]] - [[market (Civ5)|markets]], [[bank (Civ5)|banks]] - increase a [[city (Civ5)|city]]'s output of [[gold (Civ5)|gold]], especially if you assign [[merchant (Civ5)|merchant]] [[specialists (Civ5)|specialists]] to them.]=];
 
AdvisorQuestion=[=[Which buildings increase the output of gold?]=];
 
AdvisorQuestion=[=[Which buildings increase the output of gold?]=];
 
Advisor="ECONOMIC";
 
Advisor="ECONOMIC";
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Topic=[=[Specialists and Great People]=];
 
Topic=[=[Specialists and Great People]=];
 
Description=[=[Engineer]=];
 
Description=[=[Engineer]=];
Summary=[=[An [[engineer (Civ5)|engineer]] [[specialist (Civ5)|specialist]] produces [[production (Civ5)|production]] (hammers) and generates points toward a [[Great Engineer (Civ5)|Great Engineer]]. Engineers are assigned to production-related [[buildings (Civ5)|buildings]] like [[Workshops (Civ5)|Workshops]] and Factories.]=];
+
Summary=[=[An [[engineer (Civ5)|engineer]] [[specialist (Civ5)|specialist]] produces [[production (Civ5)|production]] (hammers) and generates points toward a [[Great Engineer (Civ5)|Great Engineer]]. Engineers are assigned to production-related [[buildings (Civ5)|buildings]] like [[Workshop (Civ5)|Workshops]] and Factories.]=];
 
AdvisorQuestion=[=[What does the engineer specialist do?]=];
 
AdvisorQuestion=[=[What does the engineer specialist do?]=];
 
Advisor="SCIENCE";
 
Advisor="SCIENCE";
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Topic=[=[Specialists and Great People]=];
 
Topic=[=[Specialists and Great People]=];
 
Description=[=[Merchant]=];
 
Description=[=[Merchant]=];
Summary=[=[A [[merchant (Civ5)|merchant]] [[specialists (Civ5)|specialists]] produces [[gold (Civ5)|gold]] and generates points toward a [[Great Merchant (Civ5)|Great Merchant]]. Merchants are assigned to [[wealth (Civ5)|wealth]]-related [[buildings (Civ5)|buildings]] like [[Markets (Civ5)|Markets]] and [[Bank (Civ5)|Banks]].]=];
+
Summary=[=[A [[merchant (Civ5)|merchant]] [[specialists (Civ5)|specialists]] produces [[gold (Civ5)|gold]] and generates points toward a [[Great Merchant (Civ5)|Great Merchant]]. Merchants are assigned to [[wealth (Civ5)|wealth]]-related [[buildings (Civ5)|buildings]] like [[Market (Civ5)|Markets]] and [[Bank (Civ5)|Banks]].]=];
 
AdvisorQuestion=[=[What does the merchant specialist do?]=];
 
AdvisorQuestion=[=[What does the merchant specialist do?]=];
 
Advisor="SCIENCE";
 
Advisor="SCIENCE";
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Topic=[=[Specialists and Great People]=];
 
Topic=[=[Specialists and Great People]=];
 
Description=[=[Great People]=];
 
Description=[=[Great People]=];
Summary=[=[There are five types of Great People: [[Great Artists (Civ5)|Great Artists]], [[Great Engineers (Civ5)|Great Engineers]], [[Great Merchants (Civ5)|Great Merchants]], [[Great Scientists (Civ5)|Great Scientists]], and [[Great Generals (Civ5)|Great Generals]]. The first four types are quite similar in functionality, while Great Generals are rather different: they are generated differently and they have different effects upon play. Great Generals will be discussed in detail below; first, let's examine the other four types of Great People.]=];
+
Summary=[=[There are five types of Great People: [[Great Artists (Civ5)|Great Artists]], [[Great Engineers (Civ5)|Great Engineers]], [[Great Merchants (Civ5)|Great Merchants]], [[Great Scientists (Civ5)|Great Scientists]], and [[Great General (Civ5)|Great Generals]]. The first four types are quite similar in functionality, while Great Generals are rather different: they are generated differently and they have different effects upon play. Great Generals will be discussed in detail below; first, let's examine the other four types of Great People.]=];
 
AdvisorQuestion=[=[What are great people?]=];
 
AdvisorQuestion=[=[What are great people?]=];
 
Advisor="SCIENCE";
 
Advisor="SCIENCE";
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Topic=[=[Air Power]=];
 
Topic=[=[Air Power]=];
 
Description=[=[Air Units]=];
 
Description=[=[Air Units]=];
Summary=[=[There are four main types of [[air units (Civ5)|air units]] in [[Civilization (Civ5)|Civilization]] V: [[helicopter gunships (Civ5)|helicopter gunships]], [[missiles (Civ5)|missiles]], [[fighters (Civ5)|fighters]], and [[bombers (Civ5)|bombers]]. Helicopter gunships are the closest to [[standard (Civ5)|standard]] ground [[combat (Civ5)|combat]] [[units (Civ5)|units]] and will be discussed separately.
+
Summary=[=[There are four main types of [[air units (Civ5)|air units]] in [[Civilization (Civ5)|Civilization]] V: [[Helicopter Gunship (Civ5)|helicopter gunships]], [[missiles (Civ5)|missiles]], [[fighters (Civ5)|fighters]], and [[bombers (Civ5)|bombers]]. Helicopter gunships are the closest to [[standard (Civ5)|standard]] ground [[combat (Civ5)|combat]] [[units (Civ5)|units]] and will be discussed separately.
   
 
Of the other air units, missiles are essentially "one-shot" weapons: you fire 'em, they hit their target and they're gone. Fighters are primarily used to defend against other air power and to clear the target of interceptors to allow bombers to hit their targets. Bombers do damage to targets on the ground, if not intercepted. Anti-air units defend against fighters and bombers.]=];
 
Of the other air units, missiles are essentially "one-shot" weapons: you fire 'em, they hit their target and they're gone. Fighters are primarily used to defend against other air power and to clear the target of interceptors to allow bombers to hit their targets. Bombers do damage to targets on the ground, if not intercepted. Anti-air units defend against fighters and bombers.]=];
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Topic=[=[Air Power]=];
 
Topic=[=[Air Power]=];
 
Description=[=[Helicopter Gunships]=];
 
Description=[=[Helicopter Gunships]=];
Summary=[=[As stated above, [[helicopter gunships (Civ5)|helicopter gunships]] are quite similar to [[standard (Civ5)|standard]] [[land units (Civ5)|land units]]. They are extremely effective at killing [[tanks (Civ5)|tanks]], but remain vulnerable to anti-[[aircraft (Civ5)|aircraft]] fire.]=];
+
Summary=[=[As stated above, [[Helicopter Gunship (Civ5)|helicopter gunships]] are quite similar to [[standard (Civ5)|standard]] [[land units (Civ5)|land units]]. They are extremely effective at killing [[tanks (Civ5)|tanks]], but remain vulnerable to anti-[[aircraft (Civ5)|aircraft]] fire.]=];
 
AdvisorQuestion=[=[How do gunship helicopters work?]=];
 
AdvisorQuestion=[=[How do gunship helicopters work?]=];
 
Advisor="MILITARY";
 
Advisor="MILITARY";
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Topic=[=[Air Power]=];
 
Topic=[=[Air Power]=];
 
Description=[=[Air Bases]=];
 
Description=[=[Air Bases]=];
Summary=[=[[[Air units (Civ5)|Air units]] do not move around the map like ground and [[naval units (Civ5)|naval units]]. They must be "based" on a player-owned friendly [[city (Civ5)|city]]. [[Fighters (Civ5)|Fighters]] and some [[bombers (Civ5)|bombers]] can be based upon [[aircraft (Civ5)|aircraft]] [[carriers (Civ5)|carriers]] as well. [[Missile (Civ5)|Missile]] [[units (Civ5)|units]] may be based on [[cities (Civ5)|cities]], [[Nuclear Submarine (Civ5)|nuclear submarines]], and [[missile cruisers (Civ5)|missile cruisers]]. Air units cannot [[embark (Civ5)|embark]]. If on extended sea voyages, they must be carried by the appropriate vessel - carrier, cruiser, or nuclear sub.
+
Summary=[=[[[Air units (Civ5)|Air units]] do not move around the map like ground and [[naval units (Civ5)|naval units]]. They must be "based" on a player-owned friendly [[city (Civ5)|city]]. [[Fighters (Civ5)|Fighters]] and some [[bombers (Civ5)|bombers]] can be based upon [[aircraft (Civ5)|aircraft]] [[carriers (Civ5)|carriers]] as well. [[Missile (Civ5)|Missile]] [[units (Civ5)|units]] may be based on [[cities (Civ5)|cities]], [[Nuclear Submarine (Civ5)|nuclear submarines]], and [[Missile Cruiser (Civ5)|missile cruisers]]. Air units cannot [[embark (Civ5)|embark]]. If on extended sea voyages, they must be carried by the appropriate vessel - carrier, cruiser, or nuclear sub.
   
 
Anti-air units and helicopters don't need to be based. They move around the map like other units, and can embark.]=];
 
Anti-air units and helicopters don't need to be based. They move around the map like other units, and can embark.]=];
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Topic=[=[Air Power]=];
 
Topic=[=[Air Power]=];
 
Description=[=[Fighters and Jet Fighters]=];
 
Description=[=[Fighters and Jet Fighters]=];
Summary=[=[[[Fighters (Civ5)|Fighters]] and [[jet fighters (Civ5)|jet fighters]] can be based on [[cities (Civ5)|cities]] and [[aircraft (Civ5)|aircraft]] [[carriers (Civ5)|carriers]].]=];
+
Summary=[=[[[Fighters (Civ5)|Fighters]] and [[Jet Fighter (Civ5)|jet fighters]] can be based on [[cities (Civ5)|cities]] and [[aircraft (Civ5)|aircraft]] [[carriers (Civ5)|carriers]].]=];
 
AdvisorQuestion=[=[Where can fighters and jet fighters be based?]=];
 
AdvisorQuestion=[=[Where can fighters and jet fighters be based?]=];
 
Advisor="MILITARY";
 
Advisor="MILITARY";
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Topic=[=[Air Power]=];
 
Topic=[=[Air Power]=];
 
Description=[=[All Missiles]=];
 
Description=[=[All Missiles]=];
Summary=[=[[[Missiles (Civ5)|Missiles]] can be based on player-owned [[cities (Civ5)|cities]], on [[missile cruisers (Civ5)|missile cruisers]] and on [[Nuclear Submarine (Civ5)|nuclear submarines]].]=];
+
Summary=[=[[[Missiles (Civ5)|Missiles]] can be based on player-owned [[cities (Civ5)|cities]], on [[Missile Cruiser (Civ5)|missile cruisers]] and on [[Nuclear Submarine (Civ5)|nuclear submarines]].]=];
 
AdvisorQuestion=[=[Where can missiles be based?]=];
 
AdvisorQuestion=[=[Where can missiles be based?]=];
 
Advisor="MILITARY";
 
Advisor="MILITARY";
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Topic=[=[Air Power]=];
 
Topic=[=[Air Power]=];
 
Description=[=[Missile Cruiser]=];
 
Description=[=[Missile Cruiser]=];
Summary=[=[A [[missile cruiser (Civ5)|missile cruiser]] can carry up to three [[missiles (Civ5)|missiles]] of any type.]=];
+
Summary=[=[A [[Missile Cruiser (Civ5)|missile cruiser]] can carry up to three [[missiles (Civ5)|missiles]] of any type.]=];
 
AdvisorQuestion=[=[What air units can a missile cruiser base?]=];
 
AdvisorQuestion=[=[What air units can a missile cruiser base?]=];
 
Advisor="MILITARY";
 
Advisor="MILITARY";
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Topic=[=[Air Power]=];
 
Topic=[=[Air Power]=];
 
Description=[=[Recon]=];
 
Description=[=[Recon]=];
Summary=[=[[[Fighters (Civ5)|Fighters]], [[jet fighters (Civ5)|jet fighters]] and [[stealth bombers (Civ5)|stealth bombers]] have a special "recon" ability. At the start of their turn, everything within 6 tiles of their base is visible. This isn't a mission and it doesn't use up their turn: it happens automatically.]=];
+
Summary=[=[[[Fighters (Civ5)|Fighters]], [[Jet Fighter (Civ5)|jet fighters]] and [[stealth bombers (Civ5)|stealth bombers]] have a special "recon" ability. At the start of their turn, everything within 6 tiles of their base is visible. This isn't a mission and it doesn't use up their turn: it happens automatically.]=];
 
AdvisorQuestion=[=[What does the recon ability for air units do?]=];
 
AdvisorQuestion=[=[What does the recon ability for air units do?]=];
 
Advisor="MILITARY";
 
Advisor="MILITARY";
Line 3,662: Line 3,662:
 
Topic=[=[Air Power]=];
 
Topic=[=[Air Power]=];
 
Description=[=[Interception]=];
 
Description=[=[Interception]=];
Summary=[=[[[Fighters (Civ5)|Fighters]] and [[jet fighters (Civ5)|jet fighters]] can be set to "intercept" enemy air attacks. (AA gun, [[mobile SAM (Civ5)|mobile SAM]], and certain [[naval units (Civ5)|naval units]] automatically intercept; they don't need to be given a special mission.) If an [[air unit (Civ5)|air unit]] tries an air strike against a target within the [[range (Civ5)|range]] of an intercepting [[unit (Civ5)|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.
+
Summary=[=[[[Fighters (Civ5)|Fighters]] and [[Jet Fighter (Civ5)|jet fighters]] can be set to "intercept" enemy air attacks. (AA gun, [[mobile SAM (Civ5)|mobile SAM]], and certain [[naval units (Civ5)|naval units]] automatically intercept; they don't need to be given a special mission.) If an [[air unit (Civ5)|air unit]] tries an air strike against a target within the [[range (Civ5)|range]] of an intercepting [[unit (Civ5)|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 (though certain [[promotions (Civ5)|promotions]] can increase this). So if you're expecting multiple air attacks on a target, you might want to pile multiple fighters and AA units on and around that target.]=];
 
Only one unit can intercept an air strike, and once it does so, it cannot intercept any more that turn (though certain [[promotions (Civ5)|promotions]] can increase this). So if you're expecting multiple air attacks on a target, you might want to pile multiple fighters and AA units on and around that target.]=];
Line 3,700: Line 3,700:
 
Summary=[=[While the [[atomic bomb (Civ5)|atomic bomb]] does a fair amount of damage, [[nuclear missiles (Civ5)|nuclear missiles]] are truly devastating. All [[units (Civ5)|units]] caught in the blast radius are destroyed, and the damage done to [[cities (Civ5)|cities]] is even greater. Unlike atomic bombs, nuclear [[missiles (Civ5)|missiles]] are even capable of wiping cities off the map completely (note that a player's original [[capital (Civ5)|capital]] may not be destroyed in this manner).
 
Summary=[=[While the [[atomic bomb (Civ5)|atomic bomb]] does a fair amount of damage, [[nuclear missiles (Civ5)|nuclear missiles]] are truly devastating. All [[units (Civ5)|units]] caught in the blast radius are destroyed, and the damage done to [[cities (Civ5)|cities]] is even greater. Unlike atomic bombs, nuclear [[missiles (Civ5)|missiles]] are even capable of wiping cities off the map completely (note that a player's original [[capital (Civ5)|capital]] may not be destroyed in this manner).
   
As their name implies, nuclear missiles are missile units, which means they may be stationed on [[missile cruisers (Civ5)|missile cruisers]] or [[Nuclear Submarine (Civ5)|nuclear submarines]], but not [[aircraft (Civ5)|aircraft]] [[carriers (Civ5)|carriers]].]=];
+
As their name implies, nuclear missiles are missile units, which means they may be stationed on [[Missile Cruiser (Civ5)|missile cruisers]] or [[Nuclear Submarine (Civ5)|nuclear submarines]], but not [[aircraft (Civ5)|aircraft]] [[carriers (Civ5)|carriers]].]=];
 
AdvisorQuestion=[=[What are the rules for nuclear missiles?]=];
 
AdvisorQuestion=[=[What are the rules for nuclear missiles?]=];
 
Advisor="MILITARY";
 
Advisor="MILITARY";
Line 3,708: Line 3,708:
 
Topic=[=[Buildings]=];
 
Topic=[=[Buildings]=];
 
Description=[=[Buildings]=];
 
Description=[=[Buildings]=];
Summary=[=[A [[city (Civ5)|city]] is more than a bunch of homes. It contains schools and libraries, [[markets (Civ5)|markets]] and granaries, [[bank (Civ5)|banks]] and [[barracks (Civ5)|barracks]]. [[Buildings (Civ5)|Buildings]] represent the [[improvements (Civ5)|improvements]] and upgrades that you make in a city. Buildings can increase the city's rate of growth, can speed [[production (Civ5)|production]], can increase the [[science (Civ5)|science]] of a city, can improve its [[defenses (Civ5)|defenses]], and can do lots of other good things as well. See the Civilopedia Building section for more details on buildings.
+
Summary=[=[A [[city (Civ5)|city]] is more than a bunch of homes. It contains schools and libraries, [[market (Civ5)|markets]] and granaries, [[bank (Civ5)|banks]] and [[barracks (Civ5)|barracks]]. [[Buildings (Civ5)|Buildings]] represent the [[improvements (Civ5)|improvements]] and upgrades that you make in a city. Buildings can increase the city's rate of growth, can speed [[production (Civ5)|production]], can increase the [[science (Civ5)|science]] of a city, can improve its [[defenses (Civ5)|defenses]], and can do lots of other good things as well. See the Civilopedia Building section for more details on buildings.
   
 
A city that has no buildings is pretty weak and primitive and will probably remain fairly small, while a city with a lot of buildings can indeed grow to dominate the world.]=];
 
A city that has no buildings is pretty weak and primitive and will probably remain fairly small, while a city with a lot of buildings can indeed grow to dominate the world.]=];
Line 4,011: Line 4,011:
 
Topic=[=[Units]=];
 
Topic=[=[Units]=];
 
Description=[=[Non-Combat Units]=];
 
Description=[=[Non-Combat Units]=];
Summary=[=[There are five types of non-[[combat (Civ5)|combat]] [[units (Civ5)|units]]: [[Settlers (Civ5)|Settlers]], [[Workers (Civ5)|Workers]], [[Work Boats (Civ5)|Work Boats]], Great People, and [[Spaceship (Civ5)|Spaceship]] Parts. Each is critically important to a [[civilization (Civ5)|civilization]]'s success. As the name "non-combat" would suggest, these units cannot fight. If attacked by an enemy unit while alone in a hex they are automatically captured or destroyed. Therefore it usually makes sense to escort them with a military unit when sending them out into the wilderness.]=];
+
Summary=[=[There are five types of non-[[combat (Civ5)|combat]] [[units (Civ5)|units]]: [[Settlers (Civ5)|Settlers]], [[Workers (Civ5)|Workers]], [[Work Boat (Civ5)|Work Boats]], Great People, and [[Spaceship (Civ5)|Spaceship]] Parts. Each is critically important to a [[civilization (Civ5)|civilization]]'s success. As the name "non-combat" would suggest, these units cannot fight. If attacked by an enemy unit while alone in a hex they are automatically captured or destroyed. Therefore it usually makes sense to escort them with a military unit when sending them out into the wilderness.]=];
 
AdvisorQuestion=[=[Which units are non-combat units?]=];
 
AdvisorQuestion=[=[Which units are non-combat units?]=];
 
Advisor="MILITARY";
 
Advisor="MILITARY";

Revision as of 20:52, 14 February 2018

Documentation for this module may be created at Module:Data/Civ5/Base/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={
Topic=[=[Cities]=];
Description=[=[Cities]=];
Summary=[=[[[Cities (Civ5)|Cities]] are vital to your [[civilization (Civ5)|civilization]]'s success. They allow you to build [[units (Civ5)|units]], [[buildings (Civ5)|buildings]] and [[wonders (Civ5)|wonders]]. They allow you to [[research (Civ5)|research]] new [[technologies (Civ5)|technologies]] and gather [[wealth (Civ5)|wealth]]. You cannot win without powerful, well-situated cities.]=];
AdvisorQuestion=[=[What are cities?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_CITIES";};

CONCEPT_FOUNDING_CITIES={
Topic=[=[Cities]=];
Description=[=[How to Build Cities]=];
Summary=[=[[[Cities (Civ5)|Cities]] are constructed by [[Settler (Civ5)|Settler]] [[units (Civ5)|units]]. If the Settler is in a location where a [[city (Civ5)|city]] can be constructed, the "Found City" action button will appear. Click on the button and the Settler will disappear, to be replaced by the new city.]=];
AdvisorQuestion=[=[How can I found more cities?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_CITIES";};

CONCEPT_WHERE_TO_FOUND_CITIES={
Topic=[=[Cities]=];
Description=[=[Where to Found Cities]=];
Summary=[=[[[Cities (Civ5)|Cities]] should be founded in locations with plenty of [[food (Civ5)|food]] and [[production (Civ5)|production]] and with access to [[resources (Civ5)|resources]] such as [[wheat (Civ5)|wheat]], [[fish (Civ5)|fish]], and [[cattle (Civ5)|cattle]]. It's often a good idea to build a [[city (Civ5)|city]] on a [[river (Civ5)|river]] or [[coastal (Civ5)|coastal]] hex. Cities founded on [[hills (Civ5)|hills]] gain a defensive bonus, making it harder for enemies to capture them.]=];
AdvisorQuestion=[=[Where should cities be founded?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_CITIES";};

CONCEPT_CITY_BANNER={
Topic=[=[Cities]=];
Description=[=[The City Banner]=];
Summary=[=[The [[city (Civ5)|city]] banner appears on the Main Map. It provides a useful snapshot of the goings-on in the city.
				 Name*
				 Defensive [[Strength (Civ5)|Strength]] 
				 [[Unit (Civ5)|Unit]] Garrisoned in City
				 Item Being Constructed in City**
				 Turns Until [[Construction (Civ5)|Construction]] is Complete**
				 City's Size 
				 Turns Until City Grows**
				 *A [[city-state (Civ5)|city-state]]'s name is followed by a number showing your civ's [[Influence (Civ5)|Influence]] level, say, '(0/30).'
				 **Not displayed on foreign city.]=];
AdvisorQuestion=[=[What is the city banner?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_CITIES";};

CONCEPT_CITY_SCREEN={
Topic=[=[Cities]=];
Description=[=[The City Screen]=];
Summary=[=[Click on a [[city (Civ5)|city]]'s banner to reach the city screen. The city-screen allows you to "fine tune" your control over each city.]=];
AdvisorQuestion=[=[What is the city screen?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_CITIES";};

CONCEPT_CITY_COMBATUNITS={
Topic=[=[Cities]=];
Description=[=[Combat Units]=];
Summary=[=[Only one [[combat (Civ5)|combat]] [[unit (Civ5)|unit]] may occupy a [[city (Civ5)|city]] at a time. That military unit is said to "Garrison" the city, and it adds a significant defensive bonus to the city. Additional combat units may move through the city, but they cannot end their turn there. (So if you build a combat unit in a city with a garrison, you have to move one of the two units out before you end your turn.)]=];
AdvisorQuestion=[=[How do military units work with cities?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_CITIES";};

CONCEPT_CITY_CONSTRUCTION={
Topic=[=[Cities]=];
Description=[=[Construction in Cities]=];
Summary=[=[You may construct [[buildings (Civ5)|buildings]], [[wonders (Civ5)|wonders]], or [[units (Civ5)|units]] in a [[city (Civ5)|city]]. Only one can be constructed at a time. When [[construction (Civ5)|construction]] is complete the "CHOOSE [[PRODUCTION (Civ5)|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={
Topic=[=[Cities]=];
Description=[=[The City Build Menu]=];
Summary=[=[The [[City (Civ5)|City]] Build Menu displays all of the [[Units (Civ5)|Units]], [[Buildings (Civ5)|Buildings]] and [[Wonders (Civ5)|Wonders]] that you can construct in that city at that time. As your [[Technology (Civ5)|Technology]] increases new items will appear and obsolete items will disappear. Each entry tells you how many turns it will take until [[construction (Civ5)|construction]] is complete.  If an entry is grayed-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={
Topic=[=[Cities]=];
Description=[=[Changing Construction]=];
Summary=[=[If you wish to change what a [[city (Civ5)|city]] is constructing, you may do so on the City Screen. The [[production (Civ5)|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 [[construction (Civ5)|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={
Topic=[=[Cities]=];
Description=[=[Purchasing an Item]=];
Summary=[=[You can purchase [[units (Civ5)|units]] or [[buildings (Civ5)|buildings]] with [[gold (Civ5)|gold]] from within your [[city (Civ5)|city]] screen. This can be helpful if you need something in a hurry, like additional units to defend against an invader.]=];
AdvisorQuestion=[=[How can you use {{gold5}} gold to purchase things in a city?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_CITIES";};

CONCEPT_CITY_CONSTRUCTING_UNITS={
Topic=[=[Cities]=];
Description=[=[Constructing Units]=];
Summary=[=[You can build any number of [[units (Civ5)|units]] in a [[city (Civ5)|city]] (as long as you have the required [[resources (Civ5)|resources]] and the unit hasn't become obsolete). Since you can only have one [[combat (Civ5)|combat]] and one non-combat unit in a city, you may have to move the newly-constructed unit out of the city immediately after it's built.]=];
AdvisorQuestion=[=[How does constructing units at a city work?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_CITIES";};

CONCEPT_CITY_CONSTRUCTING_BUILDINGS={
Topic=[=[Cities]=];
Description=[=[Constructing Buildings]=];
Summary=[=[Only one [[building (Civ5)|building]] of each kind may be constructed in a [[city (Civ5)|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.) See the section on Buildings for more details.]=];
AdvisorQuestion=[=[How does constructing buildings at a city work?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_CITIES";};

CONCEPT_CITY_CONSTRUCTING_WONDERS={
Topic=[=[Cities]=];
Description=[=[Constructing Wonders]=];
Summary=[=[There are three kinds of [[Wonders (Civ5)|Wonders]] in the game: National Wonders, [[World Wonders (Civ5)|World Wonders]], and Project Wonders. Each [[civilization (Civ5)|civilization]] may construct a single copy of a National Wonder (in other words, each civ may build one [[National Epic (Civ5)|National Epic]], but no civ may build two). Projects work exactly the same as National Wonders. Only one of each World Wonder may be constructed anywhere in the world: once one civ has constructed one, no other civ may do so. Wonders will disappear from the [[City (Civ5)|City]] Build Menu once you can no longer construct them.

If another civ completes [[construction (Civ5)|construction]] of a World Wonder while you are [[building (Civ5)|building]] it, you will receive a [[gold (Civ5)|gold]] bonus to compensate you for your efforts, and you'll have to begin construction on something else.

See the section on Wonders for more details.]=];
AdvisorQuestion=[=[How does constructing wonders at a city work?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_CITIES";};

CONCEPT_CITY_WORKINGLAND={
Topic=[=[Cities]=];
Description=[=[Working the Land]=];
Summary=[=[[[Cities (Civ5)|Cities]] thrive based upon the land around them. Their [[citizens (Civ5)|citizens]] "work" the land, harvesting [[food (Civ5)|food]], [[gold (Civ5)|gold]], [[production (Civ5)|production]] and [[science (Civ5)|science]] from the tiles. Citizens can work tiles that are within three tiles' distance from the [[city (Civ5)|city]] and that are within your [[civilization (Civ5)|civilization]]'s borders. Only one city can work a single tile even if it's within three 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={
Topic=[=[Cities]=];
Description=[=[Assigning Citizens to Work the Land]=];
Summary=[=[As your [[city (Civ5)|city]] grows, it automatically assigns its [[citizens (Civ5)|citizens]] to work the lands around it. It seeks to provide a balanced amount of [[food (Civ5)|food]], [[production (Civ5)|production]], and [[gold (Civ5)|gold]]. You may order a city's citizens to work other tiles; for example: if you want a certain city to concentrate on generating gold, or production.]=];
AdvisorQuestion=[=[How can a city's citizens be assigned to work the land?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_CITIES";};

CONCEPT_CITY_IMPROVINGLAND={
Topic=[=[Cities]=];
Description=[=[Improving the Land]=];
Summary=[=[While certain tiles naturally provide good amounts of [[food (Civ5)|food]], [[gold (Civ5)|gold]], and so [[forth (Civ5)|forth]], many can be "improved" to provide even more, thus increasing a [[city (Civ5)|city]]'s growth, gold, productivity, or [[science (Civ5)|science]]. You need to build "[[Workers (Civ5)|Workers]]" to improve the lands. Once you have a Worker, you can order it to construct [[improvements (Civ5)|improvements]] such as [[farms (Civ5)|farms]], [[mines (Civ5)|mines]] and so forth that will make the land around your [[cities (Civ5)|cities]] far more productive.  See the section on Workers for more details.]=];
AdvisorQuestion=[=[How can the land around a city be improved?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_CITIES";};

CONCEPT_CITY_SPECIALISTS={
Topic=[=[Cities]=];
Description=[=[Specialists]=];
Summary=[=[[[Specialists (Civ5)|Specialists]] are [[citizens (Civ5)|citizens]] who have been assigned to work in a [[building (Civ5)|building]] constructed in their [[city (Civ5)|city]]. There are four kinds of specialists in [[Civilization (Civ5)|Civilization]] V: [[Scientists (Civ5)|Scientists]], [[Merchants (Civ5)|Merchants]], [[Artists (Civ5)|Artists]], and [[Engineers (Civ5)|Engineers]]. A [[Temple (Civ5)|Temple]], for example, allows one or two citizens to be assigned to work in the building as Artist specialists. Not all buildings allow specialists to be assigned to them. See the individual building entries for details.]=];
AdvisorQuestion=[=[What are specialists?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_CITIES";};

CONCEPT_CITY_SPECIALISTS_NOTWORKTILE={
Topic=[=[Cities]=];
Description=[=[Specialists are Not in the Fields]=];
Summary=[=[When a [[citizen (Civ5)|citizen]] is assigned to be a [[Specialist (Civ5)|Specialist]], that citizen is no longer available to work in the tiles around the [[city (Civ5)|city]]; therefore the city loses the [[food (Civ5)|food]], [[production (Civ5)|production]] or [[science (Civ5)|science]] that citizen would otherwise bring in. (However, if the city has more citizens than it has tiles to work, the Specialist may have no negative effect upon production at all.) See the section on assigning citizens to work tiles for details.]=];
AdvisorQuestion=[=[Why can't specialists work on a tile as well?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_CITIES";};

CONCEPT_CITY_SPECIALISTS_BENEFIT={
Topic=[=[Cities]=];
Description=[=[Benefits of Specialists]=];
Summary=[=[[[Specialists (Civ5)|Specialists]] provide the following benefits:

[[Artists (Civ5)|Artists]] increase a [[city (Civ5)|city]]'s [[cultural (Civ5)|cultural]] output and speed the creation of [[Great Artists (Civ5)|Great Artists]].

[[Merchants (Civ5)|Merchants]] increase a city's [[gold (Civ5)|gold]] output and speed the creation of [[Great Merchants (Civ5)|Great Merchants]].

[[Scientists (Civ5)|Scientists]] increase a city's [[science (Civ5)|science]] output and speed the creation of [[Great Scientists (Civ5)|Great Scientists]].

[[Engineers (Civ5)|Engineers]] increase a city's [[production (Civ5)|production]] output and speed the creation of [[Great Engineers (Civ5)|Great Engineers]].]=];
AdvisorQuestion=[=[What are the benefit of specialists?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_CITIES";};

CONCEPT_CITY_UNEMPLOYED_CITIZENS={
Topic=[=[Cities]=];
Description=[=[Unemployed Citizens]=];
Summary=[=[If a [[citizen (Civ5)|citizen]] is not assigned to work in the fields and is not a [[specialist (Civ5)|specialist]], that citizen still provides a benefit of + 1 [[Production (Civ5)|Production]] to the [[city (Civ5)|city]].]=];
AdvisorQuestion=[=[What if a {{citizen5}} citizen is not working the fields or is not a specialist?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_CITIES";};

CONCEPT_CITY_COMBAT={
Topic=[=[Cities]=];
Description=[=[City Combat]=];
Summary=[=[[[Cities (Civ5)|Cities]] may be attacked and captured by enemy [[units (Civ5)|units]]. Each [[city (Civ5)|city]] has a "defensive value" which is determined by the city's location, its size, whether any military units are "garrisoned" in that city, and whether defensive [[buildings (Civ5)|buildings]] such as [[walls (Civ5)|walls]] have been constructed in the city. The higher the city's defensive value, the harder it is to capture the city. Unless the city is extremely weak or the attacking unit is extremely strong, it will take multiple units multiple turns to capture a city. See the section on [[Combat (Civ5)|Combat]] for details on warfare in general.]=];
AdvisorQuestion=[=[How does city combat work?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_CITIES";};

CONCEPT_CITY_ATTACKING_MELEE={
Topic=[=[Cities]=];
Description=[=[Attacking a City]=];
Summary=[=[To attack an enemy [[city (Civ5)|city]] order your melee [[unit (Civ5)|unit]] to enter the city's hex. A round of [[combat (Civ5)|combat]] will ensue, and both you and the city may take damage. If your unit's [[hit points (Civ5)|hit points]] are reduced to [[zero (Civ5)|zero]], it is destroyed. If the city's hit points are reduced to zero, your unit captures the city.]=];
AdvisorQuestion=[=[How does attacking a city with melee units work?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_CITIES";};

CONCEPT_CITY_ATTACKING_RANGED={
Topic=[=[Cities]=];
Description=[=[Attacking with Ranged Units]=];
Summary=[=[Although you can attack a [[city (Civ5)|city]] and wear it down with [[ranged units (Civ5)|ranged units]], you cannot capture the city with a [[ranged (Civ5)|ranged]] [[unit (Civ5)|unit]]; you must move a melee unit into the city to take it. Similarly, [[water (Civ5)|water]] and [[air units (Civ5)|air units]] cannot capture a city, though they can wear its [[defenses (Civ5)|defenses]] down to nothing.]=];
AdvisorQuestion=[=[How does attacking a city with ranged units work?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_CITIES";};

CONCEPT_CITY_DEFENDING={
Topic=[=[Cities]=];
Description=[=[Defending A City]=];
Summary=[=[There are a number of things you can do to improve a [[city (Civ5)|city]]'s [[defenses (Civ5)|defenses]]. You may "garrison" a strong [[unit (Civ5)|unit]] in the city. A melee unit will greatly increase the city's defensive [[strength (Civ5)|strength]], while a [[ranged unit (Civ5)|ranged unit]] can fire outward from within a city at nearby enemy units.

You may also construct [[Walls (Civ5)|Walls]] and [[Castle (Civ5)|Castles]] that will improve the city's strength. A city on a [[hill (Civ5)|hill]] gets a defensive bonus as well.

No matter how powerful a city is, however, it is very important to have units outside the city supporting it.

See the section on [[Combat (Civ5)|Combat]] for more details.]=];
AdvisorQuestion=[=[What can be done to help defend a city?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_CITIES";};

CONCEPT_CITY_CONQUERING={
Topic=[=[Cities]=];
Description=[=[Conquering A City]=];
Summary=[=[When your [[unit (Civ5)|unit]] enters an enemy [[city (Civ5)|city]], you have three choices: you can destroy the city, you can [[annex (Civ5)|annex]] it and make it part of your empire, or you can make it into a [[puppet (Civ5)|puppet]] state. Each has its own benefits and costs.]=];
AdvisorQuestion=[=[How is a city conquered?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_CITIES";};

CONCEPT_CITY_DESTROY={
Topic=[=[Cities]=];
Description=[=[Destroying the City]=];
Summary=[=[If you destroy the [[city (Civ5)|city]], it's gone. For good. All of its [[buildings (Civ5)|buildings]], [[wonders (Civ5)|wonders]], and [[citizens (Civ5)|citizens]] are no more. We hope you're proud of yourself, you big bully! While there are some good reasons for destroying a city, mostly to do with your population's [[happiness (Civ5)|happiness]], this extreme behavior does have significant [[diplomatic (Civ5)|diplomatic]] consequences - i.e., other civs and [[city-states (Civ5)|city-states]] may be less likely to ally with you if they think you're a bloodthirsty maniac. You can destroy 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={
Topic=[=[Cities]=];
Description=[=[Indestructible Cities]=];
Summary=[=[You can't destroy a [[city (Civ5)|city]] that you founded.  (Some other civ can, but not you.) Also, you cannot destroy another civ's [[capital (Civ5)|capital]] city.]=];
AdvisorQuestion=[=[Why can some cities not be destroyed?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_CITIES";};

CONCEPT_CITY_ANNEX={
Topic=[=[Cities]=];
Description=[=[Annexing the City]=];
Summary=[=[If you [[annex (Civ5)|annex]] the [[city (Civ5)|city]], you make it a part of your empire. You have total control over the city, just as if you had constructed the city yourself. The one downside to annexation is that doing so makes your [[citizens (Civ5)|citizens]] very unhappy, and you will be required to construct [[happiness (Civ5)|happiness]]-related [[buildings (Civ5)|buildings]] like [[colosseum (Civ5)|colosseums]] or connect up to [[luxury resources (Civ5)|luxury resources]] to counteract their extreme displeasure. Annexing too many [[cities (Civ5)|cities]] too rapidly can bring your empire to a grinding halt.]=];
AdvisorQuestion=[=[What does it mean to annex a city?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_CITIES";};

CONCEPT_CITY_PUPPET={
Topic=[=[Cities]=];
Description=[=[Making the City a Puppet]=];
Summary=[=[If you make the conquered [[city (Civ5)|city]] a [[puppet (Civ5)|puppet]], you gain the benefit of the city's [[research (Civ5)|research]] and its output of [[gold (Civ5)|gold]], while taking a much smaller hit to your [[citizens (Civ5)|citizens]]' [[happiness (Civ5)|happiness]]. However, you do not control the city's [[production (Civ5)|production]]. It makes the [[buildings (Civ5)|buildings]] it chooses and it creates no new [[units (Civ5)|units]] or [[wonders (Civ5)|wonders]] at all. Thus you'll have to provide the military force for its [[defense (Civ5)|defense]], and if you want to make the city more efficient, you'll have to order your civ's [[Workers (Civ5)|Workers]] to improve its land.  You can [[annex (Civ5)|annex]] a puppet city at any 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_COMBAT={
Topic=[=[Combat]=];
Description=[=[Combat]=];
Summary=[=[[[Combat (Civ5)|Combat]] occurs between two political entities that are at war with each other. A [[civilization (Civ5)|civilization]] may be at war with another civ or with a [[city-state (Civ5)|city-state]]. [[Barbarians (Civ5)|Barbarians]] are always at war with all civilizations and [[city (Civ5)|city]]-states.
There are three major forms of combat: melee, [[ranged (Civ5)|ranged]], and air combat. The first two occur throughout most of the game, while air combat doesn't happen (naturally) until somebody discovers [[flight (Civ5)|flight]].

Since it occurs so late in the game you needn't be concerned with how to conduct air combat when you begin play.]=];
AdvisorQuestion=[=[What are the basics of combat?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_DECLARE_WAR={
Topic=[=[Combat]=];
Description=[=[Declaring War]=];
Summary=[=[War against another civ may be declared in a couple of different ways, or you may find yourself on the receiving end of an enemy's own declaration.]=];
AdvisorQuestion=[=[How does declaring war work?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_DECLARE_WAR_DIPLOMATICALLY={
Topic=[=[Combat]=];
Description=[=[Diplomatically Declaring War]=];
Summary=[=[You may declare war on a [[civilization (Civ5)|civilization]] through the Diplomacy panel (see that section). You may declare war on a [[city-state (Civ5)|city-state]] by clicking on the [[city (Civ5)|city]]-state's city and picking "Declare War" from the pop-up.]=];
AdvisorQuestion=[=[How do you declare war diplomatically?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_DECLARE_WAR_ATTACK_UNIT={
Topic=[=[Combat]=];
Description=[=[Attacking Another Unit]=];
Summary=[=[You can simply order one of your [[units (Civ5)|units]] to attack another civ's units. If you're not currently at war with the civ you're attacking, a pop-up will appear asking if you want to declare war on that civ (or [[city-state (Civ5)|city-state]]); if you choose to do so, the attack occurs. If you decline, the attack is aborted.]=];
AdvisorQuestion=[=[Can you declare war by simply attacking a unit?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_DECLARE_WAR_ENTER_TERRITORY={
Topic=[=[Combat]=];
Description=[=[Entering a Civilization's Territory]=];
Summary=[=[It is also an act of war to enter a civ's [[territory (Civ5)|territory]] if you don't have an "open borders" agreement with that civ. A pop-up will appear and ask you to confirm your move. Note that it isn't an act of war to cross a [[city-state (Civ5)|city-state]]'s borders, so no pop-up will appear in that case.]=];
AdvisorQuestion=[=[Can you declare war by walking into another civ's territory?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_DECLARE_WAR_RECEIVED={
Topic=[=[Combat]=];
Description=[=[An Enemy Declaration of War]=];
Summary=[=[At any time another [[civilization (Civ5)|civilization]] or [[city-state (Civ5)|city-state]] may declare war on you. If so, you'll be informed by an unpleasant pop-up (or notification). You may have an opportunity to try to negotiate your way out of the conflict, or you may have no choice but to fight. See the Diplomacy section for details. [[Barbarians (Civ5)|Barbarians]] are always at war with you, so you'll never get a declaration of war from them.]=];
AdvisorQuestion=[=[Can other civs declare war on me?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_END_WAR={
Topic=[=[Combat]=];
Description=[=[Ending a War]=];
Summary=[=[Wars can end automatically when one side has been destroyed because it has lost its last [[city (Civ5)|city]]. Or the [[combatants (Civ5)|combatants]] can agree to halt hostilities short of this unpleasant eventuality through [[diplomatic (Civ5)|diplomatic]] negotiations. You or your opponent may choose to initiate such discussions. See the section on Diplomacy for details.  [[Barbarians (Civ5)|Barbarians]] cannot be negotiated with. You'll remain at war with them as long as they're around.]=];
AdvisorQuestion=[=[How can a war be ended?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_WHICH_UNITS_CAN_FIGHT={
Topic=[=[Combat]=];
Description=[=[Which Units Can Fight]=];
Summary=[=[Any military [[unit (Civ5)|unit]] may attack an enemy unit. [[Scout (Civ5)|Scout]] units can initiate [[combat (Civ5)|combat]] and defend against enemy attacks, though they are weaker than other units. Non-military units such as [[workers (Civ5)|workers]], [[settlers (Civ5)|settlers]], and great people may not initiate attacks. If attacked while on their own, workers and settlers are captured (captured settlers turn into workers) and great people and [[Work Boat (Civ5)|work Boats]] are destroyed.  A [[city (Civ5)|city]] may attack an enemy military unit that is within the city's [[Ranged (Civ5)|Ranged]] Combat [[Range (Civ5)|Range]], and a unit may in turn attack an enemy city.]=];
AdvisorQuestion=[=[Which units can fight?]=];
Advisor="MILITARY";
CivilopediaPage=4;
CivilopediaPageText=[=[Unit List]=];
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_UNIT_STATS={
Topic=[=[Combat]=];
Description=[=[Unit Combat Statistics]=];
Summary=[=[A military [[unit (Civ5)|unit]]'s [[combat (Civ5)|combat]] abilities are determined by its combat statistics. There are four basic combat stats: [[hit points (Civ5)|hit points]], [[combat strength (Civ5)|combat strength]], [[ranged (Civ5)|ranged]] combat [[strength (Civ5)|strength]], and [[range (Civ5)|range]].]=];
AdvisorQuestion=[=[What are the unit combat statistics?]=];
Advisor="MILITARY";
CivilopediaPage=4;
CivilopediaPageText=[=[Unit List]=];
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_UNIT_STATS_RANGED_COMBAT_STRENGTH={
Topic=[=[Combat]=];
Description=[=[Ranged Combat Strength]=];
Summary=[=[Only [[units (Civ5)|units]] able to engage in "[[Ranged (Civ5)|Ranged]] [[Combat (Civ5)|Combat]]" have this stat. It is the [[ranged unit (Civ5)|ranged unit]]'s [[combat strength (Civ5)|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={
Topic=[=[Combat]=];
Description=[=[Range]=];
Summary=[=[The [[unit (Civ5)|unit]]'s "[[range (Civ5)|range]]" stat determines the distance at which a unit can launch a [[ranged (Civ5)|ranged]] attack. A range of "2" means that the target can be in an adjacent tile or one tile distant. A range of "1" would mean that the target had to be adjacent to the attacker. (There are no units with a range of 1, by the way, so don't scour the Civilopedia for 'em.)]=];
AdvisorQuestion=[=[How does the range unit stat work?]=];
Advisor="MILITARY";
CivilopediaPage=4;
CivilopediaPageText=[=[Unit List]=];
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_UNIT_STATS_COMBAT_STRENGTH={
Topic=[=[Combat]=];
Description=[=[Combat Strength]=];
Summary=[=[All military [[units (Civ5)|units]] have this stat. Melee units use their [[Combat strength (Civ5)|Combat strength]] when attacking or defending. [[Ranged units (Civ5)|Ranged units]] use their [[Combat (Civ5)|Combat]] [[strength (Civ5)|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={
Topic=[=[Combat]=];
Description=[=[Hit Points]=];
Summary=[=[A [[unit (Civ5)|unit]]'s health is measured in "[[Hit Points (Civ5)|Hit Points]]". When fully healthy, all [[combat (Civ5)|combat]] units have 10 hit points. As it takes damage, it loses hit points. If 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={
Topic=[=[Combat]=];
Description=[=[Melee Combat]=];
Summary=[=[Melee [[combat (Civ5)|combat]] occurs when a melee [[unit (Civ5)|unit]] (any military unit which doesn't have the [[Ranged (Civ5)|Ranged]] Combat ability) attacks an enemy unit or [[city (Civ5)|city]]. It doesn't matter if the defender has [[Ranged (Civ5)|Ranged]] Combat; as 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={
Topic=[=[Combat]=];
Description=[=[Resolving Melee Combat]=];
Summary=[=[When two [[units (Civ5)|units]] engage in melee [[combat (Civ5)|combat]], the result is determined by relative [[strengths (Civ5)|strengths]] of the two units - e.g., if a powerful unit fights a weak one, the powerful unit is likely to do a lot more damage to its enemy, possibly destroying it altogether.

However many different factors may affect a unit's strength in battle. Many units receive "defensive bonuses" that will increase their melee strength when they are attacked while occupying [[forests (Civ5)|forests]] or [[hills (Civ5)|hills]], or are [[fortified (Civ5)|fortified]]. Some units get bonuses when fighting other specific unit types (spearmen get bonuses when fighting [[mounted units (Civ5)|mounted units]], for example). Also, a unit's injuries may reduce its current [[combat strength (Civ5)|combat strength]]. (See the section on Combat Bonuses for details.)

The Combat Information Table will help you determine the relative strengths of two melee units during your turn.]=];
AdvisorQuestion=[=[How is melee combat resolved?]=];
Advisor="MILITARY";
CivilopediaPage=4;
CivilopediaPageText=[=[Unit List]=];
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_MELEE_MULTIPLE_UNITS={
Topic=[=[Combat]=];
Description=[=[Multiple Units in Combat]=];
Summary=[=[[[Units (Civ5)|Units]] receive a "flanking" attack bonus of 15% for each unit adjacent to the target unit. Some [[promotions (Civ5)|promotions]] and social policies give an attacking unit additional bonuses beyond the basic flanking bonus. These bonuses can be incredibly powerful when enough units are involved. In general, the more units "ganged up" on the target unit, the better!]=];
AdvisorQuestion=[=[How do other units effect melee attacks?]=];
Advisor="MILITARY";
CivilopediaPage=4;
CivilopediaPageText=[=[Unit List]=];
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_COMBAT_INFORMATION_TABLE={
Topic=[=[Combat]=];
Description=[=[Combat Information Table]=];
Summary=[=[When one of your [[units (Civ5)|units]] is active, hover the cursor over an enemy unit to bring up the "[[Combat (Civ5)|Combat]] Information Table" and learn of the probable outcome of any battle between the two units. This table shows your unit's modified [[combat strength (Civ5)|combat strength]] on the left and your enemy's on the right. The box at the bottom 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 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={
Topic=[=[Combat]=];
Description=[=[Initiating Melee Combat]=];
Summary=[=[The attacking [[unit (Civ5)|unit]] initiates the melee by attempting to move into the enemy's hex. The attacker cannot engage in melee unless it can enter the defender's hex. (In other words, a [[Spearman (Civ5)|Spearman]] cannot engage in melee [[combat (Civ5)|combat]] against a [[trireme (Civ5)|trireme]] since it can't enter that space except when [[embarked (Civ5)|embarked]].)

To order an active unit to attack, right-click on the target. The active unit will initiate the combat.]=];
AdvisorQuestion=[=[How can I initiate melee combat?]=];
Advisor="MILITARY";
CivilopediaPage=4;
CivilopediaPageText=[=[Unit List]=];
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_MELEE_RESULTS={
Topic=[=[Combat]=];
Description=[=[Melee Combat Results]=];
Summary=[=[At the end of melee [[combat (Civ5)|combat]], one or both [[units (Civ5)|units]] may have sustained damage and lost "[[hit points (Civ5)|hit points]]." If a unit's hit points are reduced to 0, that unit is destroyed. If after melee combat the defending unit has been destroyed and the attacker survives, the attacking unit moves into the defender's hex, capturing any non-military units in that hex. If the defending unit survives, it retains possession of its hex and any other units in the hex.

Most units use up all of their [[movement (Civ5)|movement]] when attacking. Some however have the ability to move after combat - if they survive the battle and have movement points left to expend.

Any surviving units involved in the combat will receive "[[experience (Civ5)|experience]] points" (XPs), which may be expended to give the unit [[promotions (Civ5)|promotions]].]=];
AdvisorQuestion=[=[How can I tell what happened after melee combat?]=];
Advisor="MILITARY";
CivilopediaPage=4;
CivilopediaPageText=[=[Unit List]=];
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_RANGED_COMBAT={
Topic=[=[Combat]=];
Description=[=[Ranged Combat]=];
Summary=[=[Some [[units (Civ5)|units]] like [[archers (Civ5)|archers]] and [[catapult (Civ5)|catapults]] and [[triremes (Civ5)|triremes]] engage in [[Ranged (Civ5)|Ranged]] [[combat (Civ5)|combat]] (that is, they shoot [[missiles (Civ5)|missiles]] at enemy units) when attacking rather than engaging in melee combat. Such units have two distinct advantages over melee units: first, they can attack enemy units that are not adjacent to them, and second, they do not 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={
Topic=[=[Combat]=];
Description=[=[Ranged Combat Strength]=];
Summary=[=[Any [[unit (Civ5)|unit]] that can engage in [[ranged (Civ5)|ranged]] [[combat (Civ5)|combat]] has a [[Ranged (Civ5)|Ranged]] [[Combat strength (Civ5)|Combat strength]] statistic. This number is [[compared (Civ5)|compared]] with the target's Combat [[Strength (Civ5)|Strength]] to determine the results of the attack.
To see the potential effects of a ranged attack, with the attacking unit active hover the cursor over the potential target. The "Combat Information Table" will appear, showing you the losses (if any) the target will take from a ranged attack by the active unit.]=];
AdvisorQuestion=[=[What is a pointless question?]=];
Advisor="MILITARY";
CivilopediaPage=4;
CivilopediaPageText=[=[Unit List]=];
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_RANGED_COMBAT_RANGE={
Topic=[=[Combat]=];
Description=[=[Range]=];
Summary=[=[Only [[ranged (Civ5)|ranged]] [[combat (Civ5)|combat]] [[units (Civ5)|units]] have this stat. It is the distance, in tiles, within which the [[ranged (Civ5)|ranged]] 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={
Topic=[=[Combat]=];
Description=[=[Line of Sight]=];
Summary=[=[Generally, a [[ranged unit (Civ5)|ranged unit]] must be able to "see" its target in order to be able to fire at it (with the exception of [[units (Civ5)|units]] with the "Indirect Fire" [[promotion (Civ5)|promotion]]). A unit cannot see a target if a blocking object is between the two - a [[mountain (Civ5)|mountain]] or [[hill (Civ5)|hill]], for example, or a [[forest (Civ5)|forest]] tile. A unit can always see into a tile, even if it contains blocking [[terrain (Civ5)|terrain]], but it cannot see objects in tiles past the blocking terrain.  Note that units on hills and flying units can often see over 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={
Topic=[=[Combat]=];
Description=[=[Initiating Ranged Combat]=];
Summary=[=[With the [[ranged unit (Civ5)|ranged unit]] active, right-click on the target, and the attack will commence.]=];
AdvisorQuestion=[=[How can I initiate ranged combat?]=];
Advisor="MILITARY";
CivilopediaPage=4;
CivilopediaPageText=[=[Unit List]=];
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_RANGED_RESULTS={
Topic=[=[Combat]=];
Description=[=[Ranged Combat Results]=];
Summary=[=[At the end of [[ranged (Civ5)|ranged]] [[combat (Civ5)|combat]], the target [[unit (Civ5)|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 [[ranged (Civ5)|ranged]] combat (except possibly for [[air units (Civ5)|air units]]). If the target is destroyed, the attacking unit does not automatically enter the now-vacant tile (which is what usually happens during melee combat), but you may of course send another unit into the empty space if you've got one with the [[movement (Civ5)|movement]] points available.
The attacking and defending units may receive "[[experience (Civ5)|experience]] points" (XPs) as a result of the combat. See the section on "[[Promotions (Civ5)|Promotions]]" for details.]=];
AdvisorQuestion=[=[How can I determine the results of ranged combat?]=];
Advisor="MILITARY";
CivilopediaPage=4;
CivilopediaPageText=[=[Unit List]=];
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_BONUSES={
Topic=[=[Combat]=];
Description=[=[Combat Bonuses]=];
Summary=[=[[[Units (Civ5)|Units]] receive a variety of benefits during [[combat (Civ5)|combat]], some from the unit's location, others from its defensive posture, and others from a variety of special [[circumstances (Civ5)|circumstances]]. Some bonuses apply only to an attacking unit, some only to a defending unit, and some might apply to both. The most common bonuses come from the [[terrain (Civ5)|terrain]] the unit occupies, and whether the defending unit is "[[fortified (Civ5)|fortified]]."]=];
AdvisorQuestion=[=[How do combat bonuses work?]=];
Advisor="MILITARY";
CivilopediaPage=4;
CivilopediaPageText=[=[Unit List]=];
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_BONUSES_TERRAIN={
Topic=[=[Combat]=];
Description=[=[Terrain Bonuses]=];
Summary=[=[Defending [[units (Civ5)|units]] get important bonuses for occupying [[forest (Civ5)|forest]], [[jungle (Civ5)|jungle]], or [[hill (Civ5)|hill]] tiles. Attacking melee units are penalized if they attack an enemy across a [[river (Civ5)|river]]. Attacking units get bonuses when attacking from a hill.  See the section on [[Terrain (Civ5)|Terrain]] for more details.]=];
AdvisorQuestion=[=[How do terrain bonuses work?]=];
Advisor="MILITARY";
CivilopediaPage=12;
CivilopediaPageText=[=[Terrain and Feature List]=];
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_BONUSES_FORT={
Topic=[=[Combat]=];
Description=[=[Fort]=];
Summary=[=[Once a civ has acquired the [[Engineering (Civ5)|Engineering]] [[technology (Civ5)|technology]], [[workers (Civ5)|workers]] can construct "[[fort (Civ5)|forts]]" in friendly or neutral [[territory (Civ5)|territory]]. Forts provide a hefty defensive bonus to [[units (Civ5)|units]] occupying them. Forts cannot be constructed in enemy territory. They can be constructed atop [[resources (Civ5)|resources]].]=];
AdvisorQuestion=[=[How do forts effect combat results?]=];
Advisor="MILITARY";
CivilopediaPage=14;
CivilopediaPageText=[=[Improvement List]=];
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_FORTIFICATION_EXPLANATION={
Topic=[=[Combat]=];
Description=[=[Fortification]=];
Summary=[=[Many [[units (Civ5)|units]] have the ability to "[[fortify (Civ5)|fortify]]." This means that the unit "digs in" and creates defensive works in its current location. This gives the unit certain defensive bonuses, making it much tougher to kill. However, 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={
Topic=[=[Combat]=];
Description=[=[Which Units Can Fortify]=];
Summary=[=[Most melee and [[ranged units (Civ5)|ranged units]] can [[fortify (Civ5)|fortify]]. Non-military, mounted, naval, armored, and [[air units (Civ5)|air units]] cannot fortify. These latter [[units (Civ5)|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.]=];
AdvisorQuestion=[=[Which units can fortify?]=];
Advisor="MILITARY";
CivilopediaPage=4;
CivilopediaPageText=[=[Unit List]=];
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_BONUSES_FORTIFICATION={
Topic=[=[Combat]=];
Description=[=[Fortification Bonuses]=];
Summary=[=[The amount of the bonus depends upon the length of time the [[unit (Civ5)|unit]] has been [[fortified (Civ5)|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={
Topic=[=[Combat]=];
Description=[=[The "Alert" Order]=];
Summary=[=[The "alert" order is similar to "[[fortify (Civ5)|fortify]]," except that the [[unit (Civ5)|unit]] will "wake up" when it sees a nearby enemy unit. The wakened unit retains the 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={
Topic=[=[Combat]=];
Description=[=[Naval Combat]=];
Summary=[=[Like [[land units (Civ5)|land units]], there are military and non-military [[naval units (Civ5)|naval units]]. [[Work Boat (Civ5)|Work Boats]] and any "[[embarked (Civ5)|embarked]]" land [[units (Civ5)|units]] are destroyed when attacked by [[barbarians (Civ5)|barbarians]] and other civs or [[city-states (Civ5)|city-states]].

All military naval units are [[ranged (Civ5)|ranged]] [[combat (Civ5)|combat]] units. They may attack other naval units and any land units within [[range (Civ5)|range]] that they can see.

Naval combat is resolved like normal ranged combat. There are however certain late-[[era (Civ5)|era]] naval units that merit special attention: the [[carrier (Civ5)|carrier]], [[Missile Cruiser (Civ5)|missile cruiser]] and the [[submarines (Civ5)|submarines]]. They are discussed later, in the "Advanced Naval Combat" section.]=];
AdvisorQuestion=[=[How does naval combat work?]=];
Advisor="MILITARY";
CivilopediaPage=4;
CivilopediaPageText=[=[Unit List]=];
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_CITY_COMBAT_STRENGTH={
Topic=[=[Combat]=];
Description=[=[City Combat]=];
Summary=[=[[[Cities (Civ5)|Cities]] are big, important targets, and if [[fortified (Civ5)|fortified]] and defended by other [[units (Civ5)|units]], can be quite difficult to capture. However, doing so can reap rich rewards - in fact, the only way to knock another [[civilization (Civ5)|civilization]] out of the game is to capture or destroy all of its cities. Do this to enough opponents and you can win a mighty conquest victory (see the section on Victory).]=];
AdvisorQuestion=[=[How does combat strength work for cities?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_CITY_HIT_POINTS={
Topic=[=[Combat]=];
Description=[=[City Hit Points]=];
Summary=[=[A fully-healthy [[city (Civ5)|city]] has 20 [[hit points (Civ5)|hit points]]. As it takes damage, the city's hit points are reduced. If a city's hit points reach 0, an enemy [[unit (Civ5)|unit]] can capture the city by entering its tile.]=];
AdvisorQuestion=[=[How do hit points work with a city?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_CITY_ATTACKING_WITH_RANGED_UNITS={
Topic=[=[Combat]=];
Description=[=[Attacking Cities with Ranged Units]=];
Summary=[=[To target a [[city (Civ5)|city]] with a [[ranged unit (Civ5)|ranged unit]], move the [[unit (Civ5)|unit]] so that the city falls within the unit's [[range (Civ5)|range]] and then right-click on the city. Depending upon the power behind the attack, the city's [[hit points (Civ5)|hit points]] may be reduced by the attack. (The attacking unit is not damaged, of course.) Note that a [[ranged (Civ5)|ranged]] attack cannot drop a city below 1 HP; the city must be captured by a melee unit.]=];
AdvisorQuestion=[=[How do I attack cities with ranged units?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_CITY_ATTACKING_WITH_MELEE_UNITS={
Topic=[=[Combat]=];
Description=[=[Attacking Cities with Melee Combat]=];
Summary=[=[When a [[unit (Civ5)|unit]] engages in melee [[combat (Civ5)|combat]] with a [[city (Civ5)|city]], the city may take damage to its [[hit points (Civ5)|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 (Civ5)|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={
Topic=[=[Combat]=];
Description=[=[Garrison Units in Cities]=];
Summary=[=[A [[city (Civ5)|city]]'s owner may "garrison" a military [[unit (Civ5)|unit]] inside the city to bolster its [[defenses (Civ5)|defenses]]. A portion of the garrisoned unit's [[combat strength (Civ5)|combat strength]] is added to the city's [[strength (Civ5)|strength]]. The garrisoned unit will take no damage when the city is attacked; however, if the city is captured the garrisoned unit is destroyed.

A unit stationed in the city may attack surrounding enemy units, but if it does so the city loses its garrison bonus, and, if it's a melee attack, the unit may take damage during the [[combat (Civ5)|combat]] as normal.]=];
AdvisorQuestion=[=[What does garrisoning a unit in a city do?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_CITY_BOMBARD={
Topic=[=[Combat]=];
Description=[=[Cities Firing at Attackers]=];
Summary=[=[A [[city (Civ5)|city]] has a [[Ranged (Civ5)|Ranged]] [[Combat Strength (Civ5)|Combat Strength]] equal to its full [[Strength (Civ5)|Strength]] at the start of [[combat (Civ5)|combat]], and it has a [[range (Civ5)|range]] of 2. It may attack any one enemy [[unit (Civ5)|unit]] within that range. Note that the city's Ranged 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={
Topic=[=[Combat]=];
Description=[=[Healing Damage to Cities]=];
Summary=[=[A [[city (Civ5)|city]] heals one point of damage every turn, even during [[combat (Civ5)|combat]]. Therefore to capture a city the attacker must do more than one point of damage per turn (and usually a lot more than that).]=];
AdvisorQuestion=[=[How can a city repair damage it has taken?]=];
Advisor="MILITARY";};

CONCEPT_COMBAT_CITY_CAPTURE={
Topic=[=[Combat]=];
Description=[=[Capturing Cities]=];
Summary=[=[When a [[city (Civ5)|city]]'s [[hit points (Civ5)|hit points]] reach "0", an enemy [[unit (Civ5)|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, making it a "[[puppet (Civ5)|puppet]]," or adding the city to his empire. Whichever he chooses to do, the [[civilization (Civ5)|civilization]] which loses the city has taken a huge blow.  See the City section for more details.]=];
AdvisorQuestion=[=[How can a city be captured?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_CITY_CAPTURE_MORE={
Topic=[=[Combat]=];
Description=[=[Special City Capture Rules]=];
Summary=[=[[[Naval units (Civ5)|Naval units]] and [[missiles (Civ5)|missiles]] cannot capture a [[city (Civ5)|city]] - although they certainly can soften one up a good deal before the ground [[unit (Civ5)|unit]] strolls right in. (And remember that [[ranged units (Civ5)|ranged units]] cannot capture [[cities (Civ5)|cities]] either.)]=];
AdvisorQuestion=[=[What are the special rules on capturing cities?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_SIEGE={
Topic=[=[Combat]=];
Description=[=[Siege Weapons]=];
Summary=[=[Certain [[ranged (Civ5)|ranged]] weapons are classified as "siege weapons" - [[catapult (Civ5)|catapults]], [[ballista (Civ5)|ballistae]], [[trebuchet (Civ5)|trebuchets]], and so [[forth (Civ5)|forth]]. These [[units (Civ5)|units]] get [[combat (Civ5)|combat]] bonuses when attacking enemy [[cities (Civ5)|cities]]. They are extremely vulnerable to melee combat, and should be accompanied by melee units to fend off enemy assault.

Most siege weapons have to be disassembled to move around the map. When they have reached their destination, they must expend a [[movement (Civ5)|movement]] point to "set up." They cannot attack until they have done so.

Siege weapons are important. It's really difficult to capture a well-defended [[city (Civ5)|city]] without them!]=];
AdvisorQuestion=[=[How do siege weapons work?]=];
Advisor="MILITARY";
CivilopediaPage=4;
CivilopediaPageText=[=[Unit List]=];
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_GREAT_GENERAL={
Topic=[=[Combat]=];
Description=[=[Great Generals]=];
Summary=[=[[[Great General (Civ5)|Great Generals]] are "Great People" skilled in the art of warfare. They provide [[combat (Civ5)|combat]] bonuses - offensive and defensive bonuses both - to any friendly [[units (Civ5)|units]] within two tiles of their location. A Great General itself is a non-combat unit, so it may be stacked with a combat unit for protection. If an enemy unit ever enters the tile containing a Great General, the General is destroyed.

A Great General gives a combat bonus of 20% to units in the General's tile and all friendly units within 2 tiles of the General.

Great Generals are created when your units have been in battle and also can be acquired when you unlock the "[[Warrior (Civ5)|Warrior]] Code" [[social policy (Civ5)|social policy]]. See the section on "Great People" for more details.]=];
AdvisorQuestion=[=[How do Great Generals work?]=];
Advisor="MILITARY";
CivilopediaPage=4;
CivilopediaPageText=[=[Unit List]=];
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_UNIT_COMBAT_DAMAGE={
Topic=[=[Combat]=];
Description=[=[Combat Damage]=];
Summary=[=[A fully healthy [[unit (Civ5)|unit]] has 10 "[[hit points (Civ5)|hit points]]" (HPs). When a unit takes damage during [[combat (Civ5)|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. Wherever possible, it's a good idea to "rotate out" damaged units from battle to allow them to heal up before reentering the fray. This, of course, is not always possible.]=];
AdvisorQuestion=[=[How does unit combat damage work?]=];
Advisor="MILITARY";
CivilopediaPage=4;
CivilopediaPageText=[=[Unit List]=];
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_UNIT_GROUND_HEALING_DAMAGE={
Topic=[=[Combat]=];
Description=[=[Healing Damage]=];
Summary=[=[To heal damage, a [[unit (Civ5)|unit]] must remain inactive for a turn. The amount of damage that a unit heals depends upon the unit's location.

In a [[City (Civ5)|City]]: A unit heals 3 HPs per turn.
In Friendly [[Territory (Civ5)|Territory]]: 2 HP per turn.
In Neutral or Enemy Territory: 1 HP per turn.
Note that certain [[promotions (Civ5)|promotions]] will accelerate a unit's healing rate.]=];
AdvisorQuestion=[=[How can a ground unit heal damage it's suffered?]=];
Advisor="MILITARY";
CivilopediaPage=4;
CivilopediaPageText=[=[Unit List]=];
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_UNIT_NAVAL_HEALING_DAMAGE={
Topic=[=[Combat]=];
Description=[=[Naval Units Healing Damage]=];
Summary=[=[[[Naval units (Civ5)|Naval units]] cannot heal unless in Friendly [[territory (Civ5)|territory]], where they heal 2 HPs per turn.]=];
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={
Topic=[=[Combat]=];
Description=[=[The "Fortify Until Healed" Button]=];
Summary=[=[If a [[unit (Civ5)|unit]] is damaged, the "[[Fortify (Civ5)|Fortify]] Until Healed" button appears in its Action buttons. If you click on this button, the unit will fortify and remain in its present location until it is fully healed. See the section on Fortifications for details of the defensive benefits of fortification.]=];
AdvisorQuestion=[=[How does "Fortify Until Healed" work?]=];
Advisor="MILITARY";
CivilopediaPage=4;
CivilopediaPageText=[=[Unit List]=];
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_EXPERIENCE_AND_PROMOTIONS={
Topic=[=[Combat]=];
Description=[=[Experience Points and Promotions]=];
Summary=[=[A [[unit (Civ5)|unit]] that survives [[combat (Civ5)|combat]] will gain "[[experience (Civ5)|experience]] points" (XPs). Once the unit has acquired enough XPs, you may expend them to acquire "[[Promotions (Civ5)|Promotions]]" for that unit. There are a large variety of promotions in Civ V. Each gives a unit special advantages in battle.]=];
AdvisorQuestion=[=[How do experience points and promotions work?]=];
Advisor="MILITARY";
CivilopediaPage=5;
CivilopediaPageText=[=[Promotion List]=];
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_EXPERIENCE_ACCUMULATING_COMBAT={
Topic=[=[Combat]=];
Description=[=[Acquiring XPs Through Combat]=];
Summary=[=[A [[unit (Civ5)|unit]] gains XPs for surviving a round of [[combat (Civ5)|combat]]. The unit doesn't have to win the combat or destroy the enemy to get the [[experience (Civ5)|experience]]; it accrues each round that the unit lives through.

The amount of XPs the unit gets depends upon the [[circumstances (Civ5)|circumstances]] of the combat. Generally, units get more XPs for attacking than defending, and more for engaging in melee combat than for other types. Here are some numbers (see the Charts and Tables section for a complete list):
An Attacking Melee Unit: 5 XPs
Defending Against a Melee Attack: 4 XPs
An Attacking [[Ranged Unit (Civ5)|Ranged Unit]]: 2 XPs
Being Attacked by a [[Ranged (Civ5)|Ranged]] Unit: 2 XPs
[[Barbarian (Civ5)|Barbarian]] Limitations: Once a unit has gotten 30 XPs, it no longer gets any additional XPs for fighting Barbarians.]=];
AdvisorQuestion=[=[How is experience accumulated during combat?]=];
Advisor="MILITARY";
CivilopediaPage=5;
CivilopediaPageText=[=[Promotion List]=];
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_EXPERIENCE_ACCUMULATING_OTHER={
Topic=[=[Combat]=];
Description=[=[Other Methods of Getting XPs]=];
Summary=[=[A [[unit (Civ5)|unit]] constructed in a [[city (Civ5)|city]] containing a [[Barracks (Civ5)|Barracks]] or other military [[building (Civ5)|building]] will begin its life with XPs, the number depending upon the specific building. (Barracks and Armories each provide 15 XPs.) Also, certain Social Policies and other special effects may provide XPs to units.]=];
AdvisorQuestion=[=[How can a unit gain experience aside from combat?]=];
Advisor="MILITARY";
CivilopediaPage=5;
CivilopediaPageText=[=[Promotion List]=];
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_EXPERIENCE_SPENDING={
Topic=[=[Combat]=];
Description=[=[Expending XPs]=];
Summary=[=[When a [[unit (Civ5)|unit]] has acquired enough XPs to purchase a [[promotion (Civ5)|promotion]], the "Promote Unit" button will flash every time the unit is active. If you click on that button, a list of the promotions available to the unit is displayed. Click on a promotion to choose one. The XPs are expended and the unit acquires the promotion immediately.]=];
AdvisorQuestion=[=[How and when can I use experience to gain promotions?]=];
Advisor="MILITARY";
CivilopediaPage=5;
CivilopediaPageText=[=[Promotion List]=];
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_COMBAT_PROMOTIONS={
Topic=[=[Combat]=];
Description=[=[Promotions List]=];
Summary=[=[There are dozens of [[promotions (Civ5)|promotions]] available in [[Civilization (Civ5)|Civilization]] V. Some are available to all [[units (Civ5)|units]], while others can be acquired only by certain unit types. Some promotions require that a unit have acquired other promotions before they become available.
If a promotion is available to a unit, it will be listed when you click on the "Promote Unit" button.
See the Civilopedia Section on "Promotions" for more details and for a full list of all promotions.]=];
AdvisorQuestion=[=[What are the different promotions available?]=];
Advisor="MILITARY";
CivilopediaPage=5;
CivilopediaPageText=[=[Promotion List]=];
CivilopediaHeaderType="HEADER_COMBAT";};

CONCEPT_TERRAIN={
Topic=[=[Terrain]=];
Description=[=[Terrain]=];
Summary=[=[In [[Civilization (Civ5)|Civilization]] V, the world is made up of hexagonally-shaped "tiles" (also occasionally known as hexes and spaces). These tiles come in a variety of "[[terrain (Civ5)|terrain]]-types" - [[desert (Civ5)|desert]], [[plains (Civ5)|plains]], [[grassland (Civ5)|grassland]], [[hills (Civ5)|hills]] and so [[forth (Civ5)|forth]] - and many also include "features" like [[forests (Civ5)|forests]] and [[jungle (Civ5)|jungle]]. These elements help to determine the tile's usefulness to a nearby [[city (Civ5)|city]] as well as how easy or difficult it is to move through the tile. A tile's terrain and features may have important effects upon any [[combat (Civ5)|combat]] occurring there.]=];
AdvisorQuestion=[=[How does terrain effect things?]=];
Advisor="SCIENCE";
CivilopediaPage=12;
CivilopediaPageText=[=[Terrain and Feature List]=];
CivilopediaHeaderType="HEADER_TERRAIN";};

CONCEPT_TERRAIN_RESOURCES={
Topic=[=[Terrain]=];
Description=[=[Resources]=];
Summary=[=[[[Resources (Civ5)|Resources]] are sources of [[food (Civ5)|food]], productivity, or [[culture (Civ5)|culture]], or they provide other special bonuses to a [[civilization (Civ5)|civilization]]. They appear in certain hexes. Some are visible at the start of the game, others require the acquisition of specific [[technologies (Civ5)|technologies]] before you can see them. See the section on Resources for more details.]=];
AdvisorQuestion=[=[What are resources?]=];
Advisor="SCIENCE";
CivilopediaPage=12;
CivilopediaPageText=[=[Terrain and Feature List]=];
CivilopediaHeaderType="HEADER_TERRAIN";};

CONCEPT_TERRAIN_TABLES={
Topic=[=[Terrain]=];
Description=[=[The Terrain Tables]=];
Summary=[=[The [[Terrain (Civ5)|Terrain]] tables are incredibly useful for all of the various terrain, features and [[resources (Civ5)|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={
Topic=[=[Terrain]=];
Description=[=[Terrain Types]=];
Summary=[=[There are 9 basic [[terrain (Civ5)|terrain]] types in the game: [[coast (Civ5)|coast]], [[desert (Civ5)|desert]], [[grassland (Civ5)|grassland]], [[hills (Civ5)|hills]], [[mountain (Civ5)|mountain]], [[ocean (Civ5)|ocean]], [[plains (Civ5)|plains]], [[snow (Civ5)|snow]], [[tundra (Civ5)|tundra]].]=];
AdvisorQuestion=[=[What kinds of terrain are there?]=];
Advisor="SCIENCE";
CivilopediaPage=12;
CivilopediaPageText=[=[Terrain and Feature List]=];
CivilopediaHeaderType="HEADER_TERRAIN";};

CONCEPT_TERRAIN_VALUES={
Topic=[=[Terrain]=];
Description=[=[Explanation of Terrain Values]=];
Summary=[=[[[City (Civ5)|City]] Yield: This is how much [[food (Civ5)|food]], [[gold (Civ5)|gold]] or productivity a nearby city can get from an unimproved tile of that type.

[[Movement (Civ5)|Movement]] Cost: The cost, in movement points (MPs) to enter the tile type.
[[Combat (Civ5)|Combat]] Modifier: The change in attack or [[defense (Civ5)|defense]] [[strength (Civ5)|strength]] of a [[unit (Civ5)|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={
Topic=[=[Terrain]=];
Description=[=[Coast]=];
Summary=[=[[[Coast (Civ5)|Coast]] hexes are the [[ocean (Civ5)|ocean]] hexes directly adjacent to land. They provide [[food (Civ5)|food]] and [[gold (Civ5)|gold]] to a nearby [[city (Civ5)|city]]. If that [[civilization (Civ5)|civilization]] has the [[Sailing (Civ5)|Sailing]] [[technology (Civ5)|technology]], then there are additional benefits. Only [[naval units (Civ5)|naval units]] and "[[embarked (Civ5)|embarked]]" [[land units (Civ5)|land units]] may enter coastal hexes. Coast can be worked without Sailing.

City Yield: 1 food, 1 gold
[[Movement (Civ5)|Movement]] Cost: 1
[[Combat (Civ5)|Combat]] Modifier: 0]=];
AdvisorQuestion=[=[What can you tell me about coasts?]=];
Advisor="SCIENCE";
CivilopediaPage=12;
CivilopediaPageText=[=[Terrain and Feature List]=];
CivilopediaHeaderType="HEADER_TERRAIN";};

CONCEPT_TERRAIN_DESERT={
Topic=[=[Terrain]=];
Description=[=[Desert]=];
Summary=[=[In general, [[desert (Civ5)|desert]] hexes are remarkably unuseful. They provide no benefits to [[cities (Civ5)|cities]] (unless the desert contains an [[oasis (Civ5)|oasis]] or [[resource (Civ5)|resource]], of course, or if it has access to fresh [[water (Civ5)|water]]), and [[units (Civ5)|units]] occupying them receive a significant defensive penalty in [[combat (Civ5)|combat]].

[[City (Civ5)|City]] Yield: none
[[Movement (Civ5)|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={
Topic=[=[Terrain]=];
Description=[=[Grassland]=];
Summary=[=[Generally, [[grassland (Civ5)|grassland]] produces the most [[food (Civ5)|food]] of any [[terrain (Civ5)|terrain]] types. [[Cities (Civ5)|Cities]] constructed near to grasslands will tend to grow faster than cities built elsewhere. The major drawback is the defensive penalty that an unprepared [[unit (Civ5)|unit]] might get if attacked in a grassland tile.

[[City (Civ5)|City]] Yield: 2 food
[[Movement (Civ5)|Movement]] Cost: 1
[[Combat (Civ5)|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={
Topic=[=[Terrain]=];
Description=[=[Hills]=];
Summary=[=[[[Hills (Civ5)|Hills]] are well, hilly. They're difficult to [[farm (Civ5)|farm]] and hard to move through, but they provide good defensive bonuses and many different [[resources (Civ5)|resources]] can be found therein. 

[[City (Civ5)|City]] Yield: 2 [[production (Civ5)|production]]
[[Movement (Civ5)|Movement]] Cost: 2
[[Combat (Civ5)|Combat]] Modifier: 25% defensive combat bonus to [[unit (Civ5)|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={
Topic=[=[Terrain]=];
Description=[=[Mountain]=];
Summary=[=[[[Mountains (Civ5)|Mountains]] are tall upthrusts of [[terrain (Civ5)|terrain]], impossible for non-flying [[units (Civ5)|units]] to move through. They're not particularly helpful to a [[civilization (Civ5)|civilization]], except as barriers to invasion.

[[City (Civ5)|City]] Yield: none
[[Movement (Civ5)|Movement]] Cost: impassable
[[Combat (Civ5)|Combat]] Modifier: 25% defensive combat bonus]=];
AdvisorQuestion=[=[What can you tell me about mountains?]=];
Advisor="SCIENCE";
CivilopediaPage=12;
CivilopediaPageText=[=[Terrain and Feature List]=];
CivilopediaHeaderType="HEADER_TERRAIN";};

CONCEPT_TERRAIN_OCEANS={
Topic=[=[Terrain]=];
Description=[=[Ocean]=];
Summary=[=[[[Ocean (Civ5)|Ocean]] hexes are deep-[[water (Civ5)|water]] hexes. They provide [[food (Civ5)|food]] and [[gold (Civ5)|gold]] to a [[city (Civ5)|city]], once the city has the [[technology (Civ5)|technology]] to access them.

City Yield: 1 food, 1 gold
[[Movement (Civ5)|Movement]] Cost: 1
[[Combat (Civ5)|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_PLAINS={
Topic=[=[Terrain]=];
Description=[=[Plains]=];
Summary=[=[[[Plains (Civ5)|Plains]] provide a mix of [[food (Civ5)|food]] and [[production (Civ5)|production]] to a nearby [[city (Civ5)|city]]. A city surrounded by plains will grow more slowly than one in [[grassland (Civ5)|grassland]], but it will be far more productive. 

City Yield: 1 food, 1 production
[[Movement (Civ5)|Movement]] Cost: 1
[[Combat (Civ5)|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={
Topic=[=[Terrain]=];
Description=[=[Snow]=];
Summary=[=[[[Snow (Civ5)|Snow]] is quite unproductive, with no [[food (Civ5)|food]] or [[production (Civ5)|production]] benefit to a nearby [[city (Civ5)|city]]. Of course a snow hex might contain a useful [[resource (Civ5)|resource]], but otherwise they're just cold and barren.

City Yield: none
[[Movement (Civ5)|Movement]] Cost: 1
[[Combat (Civ5)|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={
Topic=[=[Terrain]=];
Description=[=[Tundra]=];
Summary=[=[[[Tundra (Civ5)|Tundra]] is the semi-frozen land found in the world's colder climates. It is less useful than [[plains (Civ5)|plains]] or [[grassland (Civ5)|grassland]], but slightly better than [[desert (Civ5)|desert]]. Nobody builds [[cities (Civ5)|cities]] in the tundra unless they're desperate for [[resources (Civ5)|resources]] - or they've got nowhere else to go.

[[City (Civ5)|City]] Yield: 1 [[food (Civ5)|food]]
[[Movement (Civ5)|Movement]] Cost: 1
[[Combat (Civ5)|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_FEATURES={
Topic=[=[Terrain]=];
Description=[=[Features]=];
Summary=[=[Features are elements of [[terrain (Civ5)|terrain]] or vegetation that appear in a hex, atop the hex's terrain. (A [[grassland (Civ5)|grassland]] hex might have [[forest (Civ5)|forest]] or [[marsh (Civ5)|marsh]] on it as well, for example.) Features modify a hex's productivity and might also alter the amount of "[[movement (Civ5)|movement]] points" (MP) a [[unit (Civ5)|unit]] expends when entering the hex. Features may also provide defensive [[combat (Civ5)|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={
Topic=[=[Terrain]=];
Description=[=[Feature Values]=];
Summary=[=[Like [[terrain (Civ5)|terrain]], features also have values for [[city (Civ5)|city]] yield, [[movement (Civ5)|movement]], and [[combat (Civ5)|combat]].]=];
AdvisorQuestion=[=[What do features effect?]=];
Advisor="SCIENCE";
CivilopediaPage=12;
CivilopediaPageText=[=[Terrain and Feature List]=];
CivilopediaHeaderType="HEADER_TERRAIN";};

CONCEPT_TERRAIN_FEATURE_FALLOUT={
Topic=[=[Terrain]=];
Description=[=[Fallout]=];
Summary=[=[[[Fallout (Civ5)|Fallout]] is a special "feature" (it's more of an anti-feature, really) that appears after the nukes begin flying. Fallout badly reduces the output of a tile until it is cleaned up by a [[worker (Civ5)|worker]].

[[City (Civ5)|City]] Yield: -3 [[food (Civ5)|food]], -3 [[production (Civ5)|production]], -3 [[gold (Civ5)|gold]]
[[Movement (Civ5)|Movement]] Cost: 2
[[Combat (Civ5)|Combat]] Modifier: 15% defensive penalty]=];
AdvisorQuestion=[=[What can you tell me about fallout?]=];
Advisor="SCIENCE";
CivilopediaPage=12;
CivilopediaPageText=[=[Terrain and Feature List]=];
CivilopediaHeaderType="HEADER_TERRAIN";};

CONCEPT_TERRAIN_FEATURE_FLOOD_PLAINS={
Topic=[=[Terrain]=];
Description=[=[Flood Plains]=];
Summary=[=[[[Flood plains (Civ5)|Flood plains]] are low-lying areas adjacent to [[rivers (Civ5)|rivers]]. Every year the river floods, providing natural irrigation and rich nutrients to the land, making flood [[plains (Civ5)|plains]] incredibly fertile and the most productive [[farmland (Civ5)|farmland]] in the world. Ancient Egypt owed most of its [[wealth (Civ5)|wealth]] and power to the annual flood of the mighty Nile river. 

[[City (Civ5)|City]] Yield: 2 [[food (Civ5)|food]]
[[Movement (Civ5)|Movement]] Cost: 1
[[Combat (Civ5)|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={
Topic=[=[Terrain]=];
Description=[=[Forest]=];
Summary=[=[For early man, the [[forests (Civ5)|forests]] were a great source of bounty, providing wood for fire, tools and shelter, and also many animals for sustenance and clothing. As a [[city (Civ5)|city]] grows there is a great temptation to cut down the forests for [[farmland (Civ5)|farmland]], but a wise leader will always leave some standing - for productivity and to lift his people's spirits. Also, military [[units (Civ5)|units]] stationed in forests receive a significant defensive bonus.

Remember that forest tiles' yield is always 1 [[food (Civ5)|food]] and 1 [[production (Civ5)|production]], no matter the [[terrain (Civ5)|terrain]] type or if the tile is [[hilly (Civ5)|hilly]].

City Yield: 1 food, 1 production
[[Movement (Civ5)|Movement]] Cost: 2
[[Combat (Civ5)|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={
Topic=[=[Terrain]=];
Description=[=[Ice]=];
Summary=[=[[[Ice (Civ5)|Ice]] is just that: ice. It's almost entirely useless to [[civilization (Civ5)|civilization]]. It is impassable (except to flying [[units (Civ5)|units]] and [[submarines (Civ5)|submarines]]) and provides no yields. Stay away from ice.

[[City (Civ5)|City]] Yield: none
[[Movement (Civ5)|Movement]] Cost: impassable
[[Combat (Civ5)|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_JUNGLE={
Topic=[=[Terrain]=];
Description=[=[Jungle]=];
Summary=[=[Dark, forbidding, and deadly to the uninitiated, [[jungle (Civ5)|jungles]] are a rich source of [[food (Civ5)|food]] to those with the skill and knowledge to live within them. However, jungles do not provide much in the way of materials, and a growing [[civilization (Civ5)|civilization]] may be tempted to [[mine (Civ5)|mine]] them or turn them into cropland. However, military [[units (Civ5)|units]] situated in jungles receive a significant defensive bonus. When chopped, Jungle tiles become [[Plains (Civ5)|Plains]]. 

[[City (Civ5)|City]] Yield: 1 food, -1 [[production (Civ5)|production]]
[[Movement (Civ5)|Movement]] Cost: 2
[[Combat (Civ5)|Combat]] Modifier: 25% defensive bonus]=];
AdvisorQuestion=[=[What can you tell me about jungles?]=];
Advisor="SCIENCE";
CivilopediaPage=12;
CivilopediaPageText=[=[Terrain and Feature List]=];
CivilopediaHeaderType="HEADER_TERRAIN";};

CONCEPT_TERRAIN_FEATURE_MARSH={
Topic=[=[Terrain]=];
Description=[=[Marsh]=];
Summary=[=[Although rich in biodiversity,  [[marshes (Civ5)|marshes]] have little to offer a hungry, growing [[civilization (Civ5)|civilization]]. Marshes can be drained or [[farmed (Civ5)|farmed]] to increase their yield. Note that military [[units (Civ5)|units]] in marshes receive a significant penalty when attacked.

[[City (Civ5)|City]] Yield: 1 [[food (Civ5)|food]]
[[Movement (Civ5)|Movement]] Cost: 2
[[Combat (Civ5)|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_NATURAL_WONDER={
Topic=[=[Terrain]=];
Description=[=[Natural Wonders]=];
Summary=[=[[[Natural Wonders (Civ5)|Natural Wonders]] include such marvels as [[Mt. Fuji (Civ5)|Mt. Fuji]], [[The Grand Mesa (Civ5)|The Grand Mesa]], and [[the Great Barrier Reef (Civ5)|the Great Barrier Reef]] - all places that truly display the grand beauty of the natural world. In addition to providing [[wealth (Civ5)|wealth]], Natural [[Wonders (Civ5)|Wonders]] permanently increase [[happiness (Civ5)|happiness]] when first seen by a [[civilization (Civ5)|civilization]].  Natural Wonders are impassable (except to [[air units (Civ5)|air units]]).

[[City (Civ5)|City]] Yield: Varies depending on the Natural Wonder
[[Movement (Civ5)|Movement]] Cost: impassable
[[Combat (Civ5)|Combat]] Modifier: none]=];
AdvisorQuestion=[=[What are Natural Wonders?]=];
Advisor="SCIENCE";
CivilopediaPage=12;
CivilopediaPageText=[=[Terrain and Feature List]=];
CivilopediaHeaderType="HEADER_TERRAIN";};

CONCEPT_TERRAIN_FEATURE_OASIS={
Topic=[=[Terrain]=];
Description=[=[Oasis]=];
Summary=[=[An [[oasis (Civ5)|oasis]] is an especially lush and verdant area within a [[desert (Civ5)|desert]], usually because it sits atop a source of clean and plentiful [[water (Civ5)|water]]. Oases are extremely valuable [[resources (Civ5)|resources]] in an otherwise barren and lifeless desert, and countless battles have been fought between desperate desert tribesmen to possess them.

[[City (Civ5)|City]] Yield: 3 [[food (Civ5)|food]], 1 [[gold (Civ5)|gold]]
[[Movement (Civ5)|Movement]] Cost: 1
[[Combat (Civ5)|Combat]] Modifier: 10% defensive combat penalty]=];
AdvisorQuestion=[=[What can you tell me about oases?]=];
Advisor="SCIENCE";
CivilopediaPage=12;
CivilopediaPageText=[=[Terrain and Feature List]=];
CivilopediaHeaderType="HEADER_TERRAIN";};

CONCEPT_TERRAIN_RIVERS={
Topic=[=[Terrain]=];
Description=[=[Rivers]=];
Summary=[=[[[Traditionally (Civ5)|Traditionally]], [[cities (Civ5)|cities]] have been built along [[rivers (Civ5)|rivers]], and for good reason. Rivers provide irrigation, improving the [[farmland (Civ5)|farmland]] around the [[city (Civ5)|city]], and they also protect a city, as it is quite difficult to mount an assault against a city 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={
Topic=[=[Terrain]=];
Description=[=[River Locations]=];
Summary=[=[Unlike other features, [[rivers (Civ5)|rivers]] run along the sides of the tiles rather than in them, so rivers provide their benefits to the tiles/[[units (Civ5)|units]] adjacent to them.]=];
AdvisorQuestion=[=[How do rivers interact with tiles?]=];
Advisor="SCIENCE";
CivilopediaPage=12;
CivilopediaPageText=[=[Terrain and Feature List]=];
CivilopediaHeaderType="HEADER_TERRAIN";};

CONCEPT_TERRAIN_RIVERS_YIELD={
Topic=[=[Terrain]=];
Description=[=[City Yield Modifier]=];
Summary=[=[[[Rivers (Civ5)|Rivers]] give +1 [[gold (Civ5)|gold]] to adjacent tiles.]=];
AdvisorQuestion=[=[How do rivers effect a tile's yield?]=];
Advisor="SCIENCE";
CivilopediaPage=12;
CivilopediaPageText=[=[Terrain and Feature List]=];
CivilopediaHeaderType="HEADER_TERRAIN";};

CONCEPT_TERRAIN_RIVERS_COMBAT={
Topic=[=[Terrain]=];
Description=[=[Offensive Penalty]=];
Summary=[=[When attacking across a [[river (Civ5)|river]], the attacking [[unit (Civ5)|unit]] gets a 20% penalty to its [[combat strength (Civ5)|combat strength]].]=];
AdvisorQuestion=[=[How do rivers effect combat?]=];
Advisor="SCIENCE";
CivilopediaPage=12;
CivilopediaPageText=[=[Terrain and Feature List]=];
CivilopediaHeaderType="HEADER_TERRAIN";};

CONCEPT_TERRAIN_RIVERS_MOVEMENT={
Topic=[=[Terrain]=];
Description=[=[Movement Effect]=];
Summary=[=[A [[unit (Civ5)|unit]] uses up all of its [[movement (Civ5)|movement]] points when crossing a [[river (Civ5)|river]]. There is no additional cost for crossing a river if a [[road (Civ5)|road]] passes over the river and your civ has the [[Engineering (Civ5)|Engineering]] tech.]=];
AdvisorQuestion=[=[How does crossing a river affect movement?]=];
Advisor="SCIENCE";
CivilopediaPage=12;
CivilopediaPageText=[=[Terrain and Feature List]=];
CivilopediaHeaderType="HEADER_TERRAIN";};

CONCEPT_RESOURCES={
Topic=[=[Resources]=];
Description=[=[Resources]=];
Summary=[=[[[Resources (Civ5)|Resources]] are sources of [[food (Civ5)|food]], productivity, or [[culture (Civ5)|culture]], or they provide other special bonuses to a [[civilization (Civ5)|civilization]]. To a large degree your civilization's [[wealth (Civ5)|wealth]] and power will be determined by the number and kinds of resources you control. To utilize a resource, it must be within your civilization's borders and you must construct the appropriate "[[improvement (Civ5)|improvement]]" in that hex. (For example, you must construct the "[[plantation (Civ5)|plantation]]" improvement to get the benefit from a "[[banana (Civ5)|banana]]" resource.)

There are three different kinds of resources: bonus, strategic and luxury. All three provide yield benefits to nearby [[cities (Civ5)|cities]], and strategic and [[luxury resources (Civ5)|luxury resources]] have additional important benefits.

While you may not have access to every kind of resource within your own borders, you can trade some resources with other civilizations.]=];
AdvisorQuestion=[=[What are resources?]=];
Advisor="ECONOMIC";
CivilopediaPage=13;
CivilopediaPageText=[=[Resource List]=];
CivilopediaHeaderType="HEADER_RESOURCES";};

CONCEPT_RESOURCES_BONUS={
Topic=[=[Resources]=];
Description=[=[Bonus Resources]=];
Summary=[=[[[Bonus resources (Civ5)|Bonus resources]] increase the [[food (Civ5)|food]] and [[gold (Civ5)|gold]] output of a hex. Bonus [[resources (Civ5)|resources]] cannot be traded to other [[civilizations (Civ5)|civilizations]].]=];
AdvisorQuestion=[=[What are bonus resources?]=];
Advisor="ECONOMIC";
CivilopediaPage=13;
CivilopediaPageText=[=[Resource List]=];
CivilopediaHeaderType="HEADER_RESOURCES";};

CONCEPT_RESOURCES_LUXURY={
Topic=[=[Resources]=];
Description=[=[Luxury Resources]=];
Summary=[=[[[Luxury resources (Civ5)|Luxury resources]] increase your [[civilization (Civ5)|civilization]]'s [[happiness (Civ5)|happiness]] and provide a small bonus to the hex's output. Only one source of a specific luxury provides a happiness bonus. Multiple sources of the same [[resource (Civ5)|resource]] do not [[further (Civ5)|further]] increase a civ's happiness (however, they're still valuable since they can be traded to other civs). You do get increased happiness bonuses for each type of luxury resource you possess, though.
In other words, if your civilization has 1 or 2 [[silk (Civ5)|silk]], you get the same happiness bonus, but you'd double the bonus if you traded the second silk to another civ in return for [[sugar (Civ5)|sugar]].]=];
AdvisorQuestion=[=[What are luxury resources?]=];
Advisor="ECONOMIC";
CivilopediaPage=13;
CivilopediaPageText=[=[Resource List]=];
CivilopediaHeaderType="HEADER_RESOURCES";};

CONCEPT_RESOURCES_CITY_REQUESTS={
Topic=[=[Resources]=];
Description=[=["We Love the King Day"]=];
Summary=[=[Periodically a [[city (Civ5)|city]] may request that you acquire a specific [[luxury resource (Civ5)|luxury resource]]. If you do so, the city will go into "We Love the King Day" for 20 turns, during which the city's growth rate is increased by 25%. When the 20 turns are over, the city will demand another luxury [[resource (Civ5)|resource]]. Filling that request will cause the city to resume WLtKD for another 20 turns.]=];
AdvisorQuestion=[=[How do resources tie into "We Love the King Day"?]=];
Advisor="ECONOMIC";
CivilopediaPage=13;
CivilopediaPageText=[=[Resource List]=];
CivilopediaHeaderType="HEADER_RESOURCES";};

CONCEPT_RESOURCES_STRATEGIC={
Topic=[=[Resources]=];
Description=[=[Strategic Resources]=];
Summary=[=[[[Strategic resources (Civ5)|Strategic resources]] are not visible at the start of the game: they require knowledge of a particular [[technology (Civ5)|technology]] before they appear on a map. [[Horses (Civ5)|Horses]], for example, do not appear until you know [[animal husbandry (Civ5)|animal husbandry]], and [[iron (Civ5)|iron]] doesn't show up until you learn [[iron working (Civ5)|iron working]].

Strategic [[resources (Civ5)|resources]] allow you to build certain [[units (Civ5)|units]] and [[buildings (Civ5)|buildings]]. When you construct an [[improvement (Civ5)|improvement]] on a strategic resource hex, it provides you a limited number of those resources, and these are consumed when you construct the associated units or buildings. For example, you use one iron resource to build each [[swordsman (Civ5)|swordsman]] unit. If you don't have one iron available, you can't construct the swordsman. The resource becomes available to you once more if the unit or building is destroyed. Should you lose access to the resource at any point, units that require that resource will receive a massive [[combat (Civ5)|combat]] penalty until the resource is restored.

You can trade strategic resources with other [[civilizations (Civ5)|civilizations]].

You can see how many units of each strategic resources you have available on the top of the main screen.]=];
AdvisorQuestion=[=[What are strategic resources?]=];
Advisor="ECONOMIC";
CivilopediaPage=13;
CivilopediaPageText=[=[Resource List]=];
CivilopediaHeaderType="HEADER_RESOURCES";};

CONCEPT_WORKERS={
Topic=[=[Workers and Improvements]=];
Description=[=[Workers and Improvements]=];
Summary=[=[[[Workers (Civ5)|Workers]] represent the men and women who build your empire. They clear the [[jungle (Civ5)|jungles]] and build the [[farms (Civ5)|farms]] which feed your [[cities (Civ5)|cities]]. They dig the [[mines (Civ5)|mines]] that provide you with precious [[gold (Civ5)|gold]] and mighty [[iron (Civ5)|iron]]. They lay the [[roads (Civ5)|roads]] which connect your cities. Although they are not military [[units (Civ5)|units]], workers are important.

[[Improvements (Civ5)|Improvements]] increase the [[production (Civ5)|production]], gold, and/or [[food (Civ5)|food]] output of tiles. They also provide access to the special bonuses provided by certain [[resources (Civ5)|resources]]. If you do not improve your land, your [[civilization (Civ5)|civilization]] will almost certainly be overwhelmed by others which have.]=];
AdvisorQuestion=[=[What do workers and improvements do?]=];
Advisor="ECONOMIC";
CivilopediaPage=14;
CivilopediaPageText=[=[Improvement List]=];
CivilopediaHeaderType="HEADER_IMPROVEMENTS";};

CONCEPT_WORKERS_CREATING={
Topic=[=[Workers and Improvements]=];
Description=[=[Creating Workers]=];
Summary=[=[[[Workers (Civ5)|Workers]] are built in [[cities (Civ5)|cities]], just like other [[units (Civ5)|units]].]=];
AdvisorQuestion=[=[How do you construct a worker?]=];
Advisor="ECONOMIC";
CivilopediaPage=14;
CivilopediaPageText=[=[Improvement List]=];
CivilopediaHeaderType="HEADER_IMPROVEMENTS";};

CONCEPT_WORKERS_COMBAT={
Topic=[=[Workers and Improvements]=];
Description=[=[Workers in Combat]=];
Summary=[=[[[Workers (Civ5)|Workers]] are non-military [[units (Civ5)|units]]. They are captured when an enemy unit enters their tile, and they can be damaged by [[ranged (Civ5)|ranged]] attacks as well (they heal like other units, but they do not gain [[experience (Civ5)|experience]] or receive [[promotions (Civ5)|promotions]]). Workers cannot attack or damage any other unit. It's a really good idea to stack a military unit with a worker if it's in dangerous [[territory (Civ5)|territory]].]=];
AdvisorQuestion=[=[What happens when workers are attacked?]=];
Advisor="ECONOMIC";
CivilopediaPage=14;
CivilopediaPageText=[=[Improvement List]=];
CivilopediaHeaderType="HEADER_IMPROVEMENTS";};

CONCEPT_WORKERS_ACTION_PANEL={
Topic=[=[Workers and Improvements]=];
Description=[=[The Worker Action Panel]=];
Summary=[=[When an active [[worker (Civ5)|worker]] is in a location where it can do something - say construct a [[road (Civ5)|road]], build an [[improvement (Civ5)|improvement]], or clear land - the Worker Action Panel is visible. This panel displays all actions available to the worker at that location. Click on an action to order the worker to start [[building (Civ5)|building]]. Worker actions take 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={
Topic=[=[Workers and Improvements]=];
Description=[=[Clearing Land]=];
Summary=[=[Once their [[civilization (Civ5)|civilization]] has learned the [[mining (Civ5)|mining]] [[technology (Civ5)|technology]], [[workers (Civ5)|workers]] can remove [[forests (Civ5)|forests]] from tiles. Once they have learned [[bronze working (Civ5)|bronze working]], they can remove [[jungle (Civ5)|jungle]]. And once they have learned [[masonry (Civ5)|masonry]], workers can drain [[marshes (Civ5)|marshes]]. Once these 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_CLEARINGLAND_TIME={
Topic=[=[Workers and Improvements]=];
Description=[=[Time to Clear Land]=];
Summary=[=[Remove [[Forest (Civ5)|Forest]]: 3 Turns
Remove [[Jungle (Civ5)|Jungle]]: 6 Turns
Drain [[Marsh (Civ5)|Marsh]]: 5 Turns]=];
AdvisorQuestion=[=[How long does it take to clear out a feature?]=];
Advisor="ECONOMIC";
CivilopediaPage=14;
CivilopediaPageText=[=[Improvement List]=];
CivilopediaHeaderType="HEADER_IMPROVEMENTS";};

CONCEPT_WORKERS_ROADS={
Topic=[=[Workers and Improvements]=];
Description=[=[Building Roads]=];
Summary=[=[[[Workers (Civ5)|Workers]] can construct [[roads (Civ5)|roads]] once their [[civilization (Civ5)|civilization]] has acquired [[the wheel (Civ5)|the wheel]] [[technology (Civ5)|technology]]. Roads can be constructed in friendly, neutral or enemy [[territory (Civ5)|territory]]. They can be built in any [[terrain (Civ5)|terrain]] and across any features, except for [[mountains (Civ5)|mountains]], [[Natural Wonders (Civ5)|Natural Wonders]] and [[ice (Civ5)|ice]] (and of course they can't be built in [[water (Civ5)|water]] tiles). Roads can be constructed in tiles with [[resources (Civ5)|resources]] and/or [[improvements (Civ5)|improvements]].  See the section on roads for more details.]=];
AdvisorQuestion=[=[How do roads work?]=];
Advisor="ECONOMIC";
CivilopediaPage=14;
CivilopediaPageText=[=[Improvement List]=];
CivilopediaHeaderType="HEADER_IMPROVEMENTS";};

CONCEPT_WORKERS_ROADS_TIME={
Topic=[=[Workers and Improvements]=];
Description=[=[Time to Construct a Road]=];
Summary=[=[It takes a [[worker (Civ5)|worker]] 3 turns to construct a [[road (Civ5)|road]] in any 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={
Topic=[=[Workers and Improvements]=];
Description=[=[Roads and Trade Routes]=];
Summary=[=[If there is a [[road (Civ5)|road]] between your [[capital (Civ5)|capital]] and another of your [[cities (Civ5)|cities]], those cities have a "[[trade route (Civ5)|trade route]]." Trade routes give your [[civilization (Civ5)|civilization]] [[gold (Civ5)|gold]] bonuses each turn, the amount depending upon the size of the cities involved. ([[Harbors (Civ5)|Harbors]] can also create trade routes between [[coastal (Civ5)|coastal]] cities.) See the section on Trade Routes for details.]=];
AdvisorQuestion=[=[How do trade routes work?]=];
Advisor="ECONOMIC";
CivilopediaPage=14;
CivilopediaPageText=[=[Improvement List]=];
CivilopediaHeaderType="HEADER_IMPROVEMENTS";};

CONCEPT_WORKERS_IMPROVEMENTS={
Topic=[=[Workers and Improvements]=];
Description=[=[Constructing Improvements]=];
Summary=[=[Once a [[civilization (Civ5)|civilization]] has learned the appropriate [[technology (Civ5)|technology]], its [[workers (Civ5)|workers]] can construct [[improvements (Civ5)|improvements]].]=];
AdvisorQuestion=[=[When can you build improvements?]=];
Advisor="ECONOMIC";
CivilopediaPage=14;
CivilopediaPageText=[=[Improvement List]=];
CivilopediaHeaderType="HEADER_IMPROVEMENTS";};

CONCEPT_WORKERS_IMPROVEMENTS_WHERE={
Topic=[=[Workers and Improvements]=];
Description=[=[Where to Construct Improvements]=];
Summary=[=[[[Improvements (Civ5)|Improvements]] can be built only in appropriate locations. ([[Farms (Civ5)|Farms]] may not be built on [[ice (Civ5)|ice]], for example, and [[mines (Civ5)|mines]] can't be built atop [[cattle (Civ5)|cattle]] [[resources (Civ5)|resources]].) The [[Worker (Civ5)|Worker]] Action Panel will only display improvements that your [[civilization (Civ5)|civilization]] has the [[technology (Civ5)|technology]] for and that are appropriate for the tile the active worker occupies. Generally, farms and mines can be constructed in any tile that doesn't contain a resource. If the tile does contain a resource, only the appropriate improvement can be constructed.]=];
AdvisorQuestion=[=[Where can improvements be constructed?]=];
Advisor="ECONOMIC";
CivilopediaPage=14;
CivilopediaPageText=[=[Improvement List]=];
CivilopediaHeaderType="HEADER_IMPROVEMENTS";};

CONCEPT_WORKERS_IMPROVEMENTS_TIME={
Topic=[=[Workers and Improvements]=];
Description=[=[Duration to Construct]=];
Summary=[=[Each [[improvement (Civ5)|improvement]] type takes a certain amount of time. It will take longer to construct improvements in [[marathon (Civ5)|marathon]] games, and shorter in games started in later [[eras (Civ5)|eras]].

[[Terrain (Civ5)|Terrain]] Modifiers: Improvements constructed in [[tundra (Civ5)|tundra]] and [[desert (Civ5)|deserts]] will take 25% longer than the [[standard (Civ5)|standard]] time to construct, while improvements constructed in [[snow (Civ5)|snow]] will take 50% longer.]=];
AdvisorQuestion=[=[How long does it take to build an improvement?]=];
Advisor="ECONOMIC";
CivilopediaPage=14;
CivilopediaPageText=[=[Improvement List]=];
CivilopediaHeaderType="HEADER_IMPROVEMENTS";};

CONCEPT_WORKERS_IMPROVEMENTS_TIME_LEFT={
Topic=[=[Workers and Improvements]=];
Description=[=[How Much Time is Left?]=];
Summary=[=[Hover your cursor over a [[worker (Civ5)|worker]] to see how much time is remaining on the current [[construction (Civ5)|construction]] job.]=];
AdvisorQuestion=[=[How can one tell how much time is left to build an improvement?]=];
Advisor="ECONOMIC";
CivilopediaPage=14;
CivilopediaPageText=[=[Improvement List]=];
CivilopediaHeaderType="HEADER_IMPROVEMENTS";};

CONCEPT_WORKERS_IMPROVEMENTS_LEAVING={
Topic=[=[Workers and Improvements]=];
Description=[=[Leaving and Resuming Improvements]=];
Summary=[=[If you leave a project in the middle and then resume the same project later on, the 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={
Topic=[=[Workers and Improvements]=];
Description=[=[Farm Improvements]=];
Summary=[=[The [[farm (Civ5)|farm]] is the earliest and most commonly-constructed [[improvement (Civ5)|improvement]]. All [[civilizations (Civ5)|civilizations]] begin play knowing how to farm. Farm improvements can be constructed in most tiles, and atop a number of [[resources (Civ5)|resources]]:
[[Technology (Civ5)|Technology]] Required: [[Agriculture (Civ5)|Agriculture]] (acquired at start of game)
May Be Constructed: Farm improvements cannot be built on [[ice (Civ5)|ice]], [[mountains (Civ5)|mountains]] or [[Natural Wonders (Civ5)|Natural Wonders]]. They can only be built on [[hills (Civ5)|hills]] and [[desert (Civ5)|desert]] tiles if the tile is next to a source of fresh [[water (Civ5)|water]] such as [[rivers (Civ5)|rivers]], [[lakes (Civ5)|lakes]], or another farm improvement. Farms increase the tile's output by 1 [[food (Civ5)|food]].
Duration of [[Construction (Civ5)|Construction]]: 5 Turns
[[Forest (Civ5)|Forest]]: Farms may be constructed in forested tiles once you learn the [[mining (Civ5)|mining]] tech. The forest is removed when the farm is built. Total Construction Time: 9 Turns
[[Jungle (Civ5)|Jungle]]: Farms may be constructed in jungle tiles once you learn the [[bronze working (Civ5)|bronze working]] tech. The jungle is removed when the farm is built. Total Construction Time: 12 Turns
[[Marsh (Civ5)|Marsh]]: Farms may be constructed in marsh tiles when you learn the [[masonry (Civ5)|masonry]] tech. The marsh is removed when the farm is constructed. Total Construction Time: 11 Turns
Resources Accessed: Farms can access the [[wheat (Civ5)|wheat]] resource, increasing the tile's output by 1 food and 1 [[gold (Civ5)|gold]].]=];
AdvisorQuestion=[=[How does the farm improvement work?]=];
Advisor="ECONOMIC";
CivilopediaPage=14;
CivilopediaPageText=[=[Improvement List]=];
CivilopediaHeaderType="HEADER_IMPROVEMENTS";};

CONCEPT_WORKERS_IMPROVEMENTS_MINE={
Topic=[=[Workers and Improvements]=];
Description=[=[Mine Improvements]=];
Summary=[=[The [[mine (Civ5)|mine]] [[improvement (Civ5)|improvement]] is learned when your [[civilization (Civ5)|civilization]] acquires the [[mining (Civ5)|mining]] tech. It can be used to increase the [[production (Civ5)|production]] output of many tiles, and it also unlocks a variety of [[resources (Civ5)|resources]]. The mine is as important as [[farming (Civ5)|farming]].
[[Technology (Civ5)|Technology]] Required: Mining
May be Constructed: Only on [[Hill (Civ5)|Hill]] tiles. Mines increase a tile's output by 1 production.
Duration of [[Construction (Civ5)|Construction]]: 5 Turns
[[Forest (Civ5)|Forest]]: Mines may be constructed in forested tiles. The forest is removed when the mine is built. Total Construction Time: 9 Turns.
[[Jungle (Civ5)|Jungle]]: Mines may be constructed in jungle tiles once you learn the [[bronze working (Civ5)|bronze working]] tech. The jungle is removed when the mine is built. Total Construction Time: 12 Turns
[[Marsh (Civ5)|Marsh]]: Mines may be constructed in marsh tiles when you learn the [[masonry (Civ5)|masonry]] tech. The marsh is removed when the mine is constructed. Total Construction Time: 11 Turns
Resources Accessed: Mines unlock the [[iron (Civ5)|iron]], [[coal (Civ5)|coal]], [[aluminum (Civ5)|aluminum]], [[uranium (Civ5)|uranium]], [[gems (Civ5)|gems]], [[gold (Civ5)|gold]] and [[silver (Civ5)|silver]] resources. See the individual resources' entries for details.]=];
AdvisorQuestion=[=[How does the mine improvement work?]=];
Advisor="ECONOMIC";
CivilopediaPage=14;
CivilopediaPageText=[=[Improvement List]=];
CivilopediaHeaderType="HEADER_IMPROVEMENTS";};

CONCEPT_WORKERS_IMPROVEMENTS_FORT={
Topic=[=[Workers and Improvements]=];
Description=[=[The Special Fort Improvement]=];
Summary=[=[The [[fort (Civ5)|fort]] [[improvement (Civ5)|improvement]] is a special improvement that is constructed by [[workers (Civ5)|workers]] and provides protection to military [[units (Civ5)|units]] in friendly [[territory (Civ5)|territory]]. The fort may be constructed in a friendly or neutral tile. Constructing a fort atop an existing improvement will destroy the previous improvement.
Defensive Bonus of the Fort: 50%]=];
AdvisorQuestion=[=[How does the fort improvement work?]=];
Advisor="ECONOMIC";
CivilopediaPage=14;
CivilopediaPageText=[=[Improvement List]=];
CivilopediaHeaderType="HEADER_IMPROVEMENTS";};

CONCEPT_WORKERS_WORKBOATS={
Topic=[=[Workers and Improvements]=];
Description=[=[Work Boats]=];
Summary=[=[[[Work Boat (Civ5)|Work Boats]] are special [[worker (Civ5)|worker]] [[units (Civ5)|units]] built in [[coastal (Civ5)|coastal]] [[cities (Civ5)|cities]]. They can create [[fishing boats (Civ5)|fishing boats]] and [[offshore platform (Civ5)|offshore platform]] [[improvements (Civ5)|improvements]] in [[water (Civ5)|water]]. Unlike land workers, Work Boats are consumed when they create an improvement.]=];
AdvisorQuestion=[=[What do work boats do?]=];
Advisor="ECONOMIC";
CivilopediaPage=14;
CivilopediaPageText=[=[Improvement List]=];
CivilopediaHeaderType="HEADER_IMPROVEMENTS";};

CONCEPT_WORKERS_PILLAGE={
Topic=[=[Workers and Improvements]=];
Description=[=[Pillaging Roads and Improvements]=];
Summary=[=[Enemy [[units (Civ5)|units]] can "pillage" [[roads (Civ5)|roads]] and [[improvements (Civ5)|improvements]], rendering them temporarily useless - no [[resource (Civ5)|resource]], no [[movement (Civ5)|movement]] bonus, and so [[forth (Civ5)|forth]]. It is as if the [[worker (Civ5)|worker]] never built the road or made the improvement.

A unit may even pillage its own [[civilization (Civ5)|civilization]]'s improvement (typically to deny it to another civilization who is about to capture the first civilization's [[city (Civ5)|city]]).
A unit that pillages an improvement may gain a [[gold (Civ5)|gold]] bonus but will use one movement point.]=];
AdvisorQuestion=[=[What does it mean to pillage an improvement or road?]=];
Advisor="ECONOMIC";
CivilopediaPage=14;
CivilopediaPageText=[=[Improvement List]=];
CivilopediaHeaderType="HEADER_IMPROVEMENTS";};

CONCEPT_WORKERS_REPAIR={
Topic=[=[Workers and Improvements]=];
Description=[=[Repairing Roads and Improvements]=];
Summary=[=[A [[worker (Civ5)|worker]] may repair a pillaged [[road (Civ5)|road]] or [[improvement (Civ5)|improvement]]. It takes a worker 3 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_REPAIR_WATER={
Topic=[=[Workers and Improvements]=];
Description=[=[Fishing Boats and Oil Platforms]=];
Summary=[=[[[Water (Civ5)|Water]] [[improvements (Civ5)|improvements]] are totally destroyed when pillaged. They cannot be repaired; they must be rebuilt entirely (which consumes another [[Work Boat (Civ5)|work boat]]). Guard your water improvements!]=];
AdvisorQuestion=[=[What happens when a water improvement is pillaged?]=];
Advisor="ECONOMIC";
CivilopediaPage=14;
CivilopediaPageText=[=[Improvement List]=];
CivilopediaHeaderType="HEADER_IMPROVEMENTS";};

CONCEPT_WORKERS_GREAT_PEOPLE={
Topic=[=[Workers and Improvements]=];
Description=[=[Great People Improvements]=];
Summary=[=[Great People can construct special [[improvements (Civ5)|improvements]]. See their rules for details.]=];
AdvisorQuestion=[=[Great people can construct improvements? Really?]=];
Advisor="ECONOMIC";
CivilopediaPage=9;
CivilopediaPageText=[=[Specialists and Great People List]=];
CivilopediaHeaderType="HEADER_IMPROVEMENTS";};

CONCEPT_FOOD_AND_CITY_GROWTH={
Topic=[=[Food and City Growth]=];
Description=[=[Food and City Growth]=];
Summary=[=[Plentiful [[food (Civ5)|food]] is the single most important factor determining the rise of human [[civilization (Civ5)|civilization]]. While humans had to spend virtually every waking moment hunting and gathering food for themselves and their families or tribe, they had little time or energy for other pursuits - making cave paintings, for instance, creating a written language, or discovering ruins. Once surplus food is available, then all else is possible.]=];
AdvisorQuestion=[=[How does food effect city growth?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_CITYGROWTH";};

CONCEPT_FOOD_AND_CITY_GROWTH_MECHANICS={
Topic=[=[Food and City Growth]=];
Description=[=[Cities and Food]=];
Summary=[=[A [[city (Civ5)|city]] requires 2 [[food (Civ5)|food]] per [[citizen (Civ5)|citizen]] (another term for "population") per turn to avoid starvation. A city acquires food (as well as [[production (Civ5)|production]] and [[gold (Civ5)|gold]]) by assigning its citizens to "work" the land around the city. The city can work any tile within three spaces of the city that is also within the [[civilization (Civ5)|civilization]]'s borders, provided as well that it is not being worked by another city.

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.]=];
AdvisorQuestion=[=[How much food is needed for a city to grow?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_CITYGROWTH";};

CONCEPT_FOOD_AND_CITY_GROWTH_GETTING_MORE_FOOD={
Topic=[=[Food and City Growth]=];
Description=[=[Getting More Food]=];
Summary=[=[Certain tiles provide more [[food (Civ5)|food]] than others, and [[cities (Civ5)|cities]] near to one or more of these tiles will grow faster. In addition, [[workers (Civ5)|workers]] can "improve" many tiles with [[farms (Civ5)|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={
Topic=[=[Food and City Growth]=];
Description=[=[Best Food Tiles]=];
Summary=[=[The tile types that provide a lot of [[food (Civ5)|food]] include [[Oasis (Civ5)|Oasis]], Floodplains, and [[Grassland (Civ5)|Grassland]].]=];
AdvisorQuestion=[=[Which tiles provide the most food?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_CITYGROWTH";};

CONCEPT_FOOD_AND_CITY_GROWTH_BONUS={
Topic=[=[Food and City Growth]=];
Description=[=[Bonus Resources]=];
Summary=[=[Tiles with "bonus" [[resources (Civ5)|resources]] provide a lot of [[food (Civ5)|food]] once a [[worker (Civ5)|worker]] constructs the appropriate [[improvement (Civ5)|improvement]] on the resource. These include [[bananas (Civ5)|bananas]], [[cattle (Civ5)|cattle]], [[deer (Civ5)|deer]], [[fish (Civ5)|fish]], [[sheep (Civ5)|sheep]], and [[wheat (Civ5)|wheat]]. See the sections on workers and on resources for more details.]=];
AdvisorQuestion=[=[How can bonus resources provide more food?]=];
Advisor="ECONOMIC";
CivilopediaPage=13;
CivilopediaPageText=[=[Resource List]=];
CivilopediaHeaderType="HEADER_CITYGROWTH";};

CONCEPT_FOOD_AND_CITY_GROWTH_OASIS={
Topic=[=[Food and City Growth]=];
Description=[=[Oasis]=];
Summary=[=[[[Oasis (Civ5)|Oasis]] provide a lot of [[food (Civ5)|food]], particularly when [[compared (Civ5)|compared]] with the [[desert (Civ5)|desert]] in which they're usually found.]=];
AdvisorQuestion=[=[Do oases produce a lot of food?]=];
Advisor="ECONOMIC";
CivilopediaPage=12;
CivilopediaPageText=[=[Terrain and Feature List]=];
CivilopediaHeaderType="HEADER_CITYGROWTH";};

CONCEPT_FOOD_AND_CITY_GROWTH_FLOOD_PLAINS={
Topic=[=[Food and City Growth]=];
Description=[=[Flood Plains]=];
Summary=[=[[[Flood plains (Civ5)|Flood plains]] provide a lot of [[food (Civ5)|food]], particularly if improved with a [[farm (Civ5)|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_AND_JUNGLE={
Topic=[=[Food and City Growth]=];
Description=[=[Grassland and Jungle]=];
Summary=[=[These tiles also provide a good amount of [[food (Civ5)|food]].]=];
AdvisorQuestion=[=[Do grasslands and jungle 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={
Topic=[=[Food and City Growth]=];
Description=[=[Improvements]=];
Summary=[=[[[Workers (Civ5)|Workers]] can construct [[farms (Civ5)|farms]] on most tiles to improve their [[food (Civ5)|food]] output.]=];
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={
Topic=[=[Food and City Growth]=];
Description=[=[Buildings, Wonders and Policies]=];
Summary=[=[Certain [[buildings (Civ5)|buildings]], [[wonders (Civ5)|wonders]] and social policies will affect the amount of [[food (Civ5)|food]] a [[city (Civ5)|city]] produces or how much it needs in its "bucket" to grow.]=];
AdvisorQuestion=[=[How can buildings, wonders, and social policies effect city growth?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_CITYGROWTH";};

CONCEPT_FOOD_AND_CITY_GROWTH_MARITIME_CITY_STATES={
Topic=[=[Food and City Growth]=];
Description=[=[Maritime City-States]=];
Summary=[=[If you befriend a maritime [[city-state (Civ5)|city-state]], it will provide [[food (Civ5)|food]] to all of your [[cities (Civ5)|cities]], with your [[capital (Civ5)|capital]] getting the largest portion of the food.]=];
AdvisorQuestion=[=[How can maritime city-states effect your food intake?]=];
Advisor="ECONOMIC";
CivilopediaPage=11;
CivilopediaPageText=[=[City-State List]=];
CivilopediaHeaderType="HEADER_CITYGROWTH";};

CONCEPT_FOOD_AND_CITY_GROWTH_WE_LOVE_THE_KING_DAY={
Topic=[=[Food and City Growth]=];
Description=[=[We Love the King Day]=];
Summary=[=[If a [[city (Civ5)|city]] goes into "We Love the King Day" (see the section on [[Resources (Civ5)|Resources]]) its surplus [[food (Civ5)|food]] input increases by 25%. (If no surplus, no benefit.)]=];
AdvisorQuestion=[=[How does "We Love the King Day" effect food?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_CITYGROWTH";};

CONCEPT_FOOD_AND_CITY_GROWTH_UNHAPPINESS={
Topic=[=[Food and City Growth]=];
Description=[=[City Unhappiness]=];
Summary=[=[If your [[civilization (Civ5)|civilization]] is unhappy, then the [[city (Civ5)|city]] will produce less [[food (Civ5)|food]]. The city will produce enough food to feed its [[citizens (Civ5)|citizens]], but there is a 75% decrease in the amount of food it produces.]=];
AdvisorQuestion=[=[How does unhappiness affect food?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_CITYGROWTH";};

CONCEPT_FOOD_AND_CITY_GROWTH_GROWTH={
Topic=[=[Food and City Growth]=];
Description=[=[City Growth]=];
Summary=[=[Each turn, a [[city (Civ5)|city]]'s [[citizens (Civ5)|citizens]] gathers a certain amount of [[food (Civ5)|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 poetically-named "City Growth Bucket."]=];
AdvisorQuestion=[=[How does city growth work?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_CITYGROWTH";};

CONCEPT_FOOD_AND_CITY_GROWTH_GROWTH_BUCKET={
Topic=[=[Food and City Growth]=];
Description=[=[The City Growth Bucket]=];
Summary=[=[The [[city (Civ5)|city]] growth bucket contains all of the excess [[food (Civ5)|food]] produced by a city each turn. When the quantity of food reaches a specific amount, the city's population ([[citizens (Civ5)|citizens]]) will increase by 1; then the city growth bucket is emptied and the process begins all over again. The amount of food needed for population growth increases significantly as the city gets bigger.

The City Info Box in the upper left-hand corner of the City Screen tells you how many turns until the city grows; and the "Food" entry in that box tells you how much food the city is currently producing each turn. Hover your cursor over the "Food" entry to see exactly how much food you need to fill the City Growth Bucket.]=];
AdvisorQuestion=[=[What is this "city growth bucket" and why should I care?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_CITYGROWTH";};

CONCEPT_FOOD_AND_CITY_GROWTH_SETTLERS={
Topic=[=[Food and City Growth]=];
Description=[=[Settlers And Food Production]=];
Summary=[=[[[Settlers (Civ5)|Settlers]] can only be constructed in [[cities (Civ5)|cities]] of size 2 or larger. During [[construction (Civ5)|construction]], settlers consume a [[city (Civ5)|city]]'s [[production (Civ5)|production]] and all of the city's excess [[food (Civ5)|food]] intake. As long as the settler is in production, the city will not grow or add food to its growth bucket. (Note that settlers don't subtract food from the bucket; they consume excess food being produced, stopping more food from going into that bucket.) See the section on Settlers for more details.]=];
AdvisorQuestion=[=[How does building settlers effect a city's food use?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_CITYGROWTH";};

CONCEPT_TECHNOLOGY={
Topic=[=[Technology]=];
Description=[=[Technology]=];
Summary=[=[[[Technology (Civ5)|Technology]] is one of the driving forces behind [[civilization (Civ5)|civilization]]. It was advances in the [[technologies (Civ5)|technologies]] of [[agriculture (Civ5)|agriculture]] and [[fishing (Civ5)|fishing]] that allowed [[cities (Civ5)|cities]] to grow and thrive. It was advances in weaponry and [[masonry (Civ5)|masonry]] that allowed some cities to drive off the jealous [[barbarians (Civ5)|barbarians]] who sought to steal their [[food (Civ5)|food]] and plunder their [[wealth (Civ5)|wealth]]. It was advances in medicine and sanitation that fought off the other great threat to civilization - disease.
Advancing technology makes a civilization stronger, bigger, smarter and a much tougher opponent. It is critically important for a civilization to keep up technologically with its neighbors. Everything else being more or less equal, it is possible for a backwards civilization to overcome a more advanced neighbor, but it's pretty difficult to think of any examples of this occurring in history.]=];
AdvisorQuestion=[=[What role does technology play in civilization?]=];
Advisor="SCIENCE";
CivilopediaPage=3;
CivilopediaPageText=[=[Technology List]=];
CivilopediaHeaderType="HEADER_TECHNOLOGY";};

CONCEPT_TECHNOLOGY_TECH_AND_BEAKERS={
Topic=[=[Technology]=];
Description=[=[Technology and Beakers]=];
Summary=[=[In [[Civilization (Civ5)|Civilization]] V, each [[technology (Civ5)|technology]] you acquire gives your civilization access to some advanced [[unit (Civ5)|unit]], [[building (Civ5)|building]], [[resource (Civ5)|resource]] or [[wonder (Civ5)|wonder]], or gives you some other tangible benefit. Each new tech makes your civilization that much more powerful.

You acquire technology by accumulating "beakers," which represent the amount of [[science (Civ5)|science]] your civilization possesses. Every turn your civilization gets a number of beakers added to its science pool. Each 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={
Topic=[=[Technology]=];
Description=[=[Where Do Beakers Come From?]=];
Summary=[=[Beakers come from your [[citizens (Civ5)|citizens]] (the population of your [[cities (Civ5)|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 [[palace (Civ5)|palace]]. (Once you build your first [[city (Civ5)|city]] you'll generate 4 beakers each turn: 1 from your single citizen and 3 from the palace). You can earn additional beakers by constructing certain [[buildings (Civ5)|buildings]] or [[wonders (Civ5)|wonders]], and by adopting certain social policies.]=];
AdvisorQuestion=[=[How are science beakers accumulated?]=];
Advisor="SCIENCE";
CivilopediaPage=3;
CivilopediaPageText=[=[Technology List]=];
CivilopediaHeaderType="HEADER_TECHNOLOGY";};

CONCEPT_TECHNOLOGY_SPEEDING_UP_RESEARCH={
Topic=[=[Technology]=];
Description=[=[Increasing Beakers]=];
Summary=[=[Here are some common ways you can speed up your [[research (Civ5)|research]] (or your acquisition of [[technology (Civ5)|technology]]): discover [[ancient ruins (Civ5)|ancient ruins]], enter into research agreements with other [[civilizations (Civ5)|civilizations]], construct [[buildings (Civ5)|buildings]] and [[wonders (Civ5)|wonders]] that improve your research output, earn a [[great scientist (Civ5)|great scientist]], and develop the [[rationalism (Civ5)|rationalism]] branch in the [[social policy (Civ5)|social policy]] tree.]=];
AdvisorQuestion=[=[How can I speed up research speed?]=];
Advisor="SCIENCE";
CivilopediaPage=3;
CivilopediaPageText=[=[Technology List]=];
CivilopediaHeaderType="HEADER_TECHNOLOGY";};

CONCEPT_TECHNOLOGY_ANCIENT_RUINS={
Topic=[=[Technology]=];
Description=[=[Ancient Ruins]=];
Summary=[=[Some [[ancient ruins (Civ5)|ancient ruins]] will give you new [[technology (Civ5)|technology]]. This is not guaranteed, but it's another good reason to search them out and claim them before anybody else does.]=];
AdvisorQuestion=[=[How can ancient ruins help research?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_TECHNOLOGY";};

CONCEPT_TECHNOLOGY_TRADE={
Topic=[=[Technology]=];
Description=[=[Trade]=];
Summary=[=[{TXT_KEY_DIPLOMACY_[[RESEARCHAGREE (Civ5)|RESEARCHAGREE]]_HEADING3_BODY}]=];
AdvisorQuestion=[=[How can trade with other civs help research?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_TECHNOLOGY";};

CONCEPT_TECHNOLOGY_BUILDINGS={
Topic=[=[Technology]=];
Description=[=[Buildings]=];
Summary=[=[You can construct a number of [[buildings (Civ5)|buildings]] which will increase your acquisition of beakers. The [[Library (Civ5)|Library]] increases each [[citizen (Civ5)|citizen]]'s output of beakers by half. The [[University (Civ5)|University]] will do the same and will in addition allow two [[scientist (Civ5)|scientist]] [[specialists (Civ5)|specialists]] to be assigned (see the section on specialists for more information). See the Building section of the Civilopedia for details on these and other knowledge-producing buildings.]=];
AdvisorQuestion=[=[How can buildings help with research?]=];
Advisor="SCIENCE";
CivilopediaPage=6;
CivilopediaPageText=[=[Building List]=];
CivilopediaHeaderType="HEADER_TECHNOLOGY";};

CONCEPT_TECHNOLOGY_WONDERS={
Topic=[=[Technology]=];
Description=[=[Wonders]=];
Summary=[=[A number of [[wonders (Civ5)|wonders]] will greatly enhance your [[civilization (Civ5)|civilization]]'s [[technology (Civ5)|technology]]. The [[National College (Civ5)|National College]] national wonder will increase your civilization's beaker output by 50% in the [[city (Civ5)|city]] that it is constructed in. The [[Great Library (Civ5)|Great Library]] immediately grants your civ one new technology. See the Wonder section of the Civilopedia for more details.]=];
AdvisorQuestion=[=[How can wonders help with research?]=];
Advisor="SCIENCE";
CivilopediaPage=7;
CivilopediaPageText=[=[Wonder List]=];
CivilopediaHeaderType="HEADER_TECHNOLOGY";};

CONCEPT_TECHNOLOGY_GREAT_SCIENTIST={
Topic=[=[Technology]=];
Description=[=[Great Scientist]=];
Summary=[=[A [[Great Scientist (Civ5)|Great Scientist]] can earn you an immediate free tech, or the [[unit (Civ5)|unit]] can be expended to construct an [[Academy (Civ5)|Academy]] [[improvement (Civ5)|improvement]], which provides 5 beakers/turn when the tile is worked. See the section on Great People for more details.]=];
AdvisorQuestion=[=[How can a great scientist help with research?]=];
Advisor="SCIENCE";
CivilopediaPage=9;
CivilopediaPageText=[=[Specialists and Great People List]=];
CivilopediaHeaderType="HEADER_TECHNOLOGY";};

CONCEPT_TECHNOLOGY_SOCIAL_POLICIES={
Topic=[=[Technology]=];
Description=[=[The Rationalism Branch]=];
Summary=[=[The [[Rationalism (Civ5)|Rationalism]] branch of social policies is full of policies which can increase your [[research (Civ5)|research]]. This branch becomes available in the [[Renaissance era (Civ5)|Renaissance era]]. See the rules on Social Policies for details.]=];
AdvisorQuestion=[=[Which social policies help with research?]=];
Advisor="SCIENCE";
CivilopediaPage=8;
CivilopediaPageText=[=[Social Policy List]=];
CivilopediaHeaderType="HEADER_TECHNOLOGY";};

CONCEPT_TECHNOLOGY_CHOOSING_TECH={
Topic=[=[Technology]=];
Description=[=[Choosing A Technology To Study]=];
Summary=[=[When you have constructed your first [[city (Civ5)|city]], the "Choose [[Research (Civ5)|Research]]" menu appears and you must select which [[technology (Civ5)|technology]] you wish to study. Eventually you'll acquire enough beakers and you'll learn that tech, and the "Choose Research" menu will reappear and you'll have to decide on the next tech. There are over 70 techs to study, and if you get them all you can start on "[[Future Tech (Civ5)|Future Techs]]" which increase your game [[score (Civ5)|score]].]=];
AdvisorQuestion=[=[How do you choose a technology to research?]=];
Advisor="SCIENCE";
CivilopediaPage=3;
CivilopediaPageText=[=[Technology List]=];
CivilopediaHeaderType="HEADER_TECHNOLOGY";};

CONCEPT_TECHNOLOGY_CHOOSE_RESEARCH_MENU={
Topic=[=[Technology]=];
Description=[=[The Choose Research Menu]=];
Summary=[=[When you need to pick a new [[technology (Civ5)|technology]], the Choose [[Research (Civ5)|Research]] menu appears on the left edge of the screen. At the top it displays the technology you've just finished learning (it displays "[[Agriculture (Civ5)|Agriculture]]" the first time it appears). Below that is the "Open Technology Tree" button (more about that later), and beneath that is a list of the [[technologies (Civ5)|technologies]] available to you at that time. Each technology displays the number of turns it will take you to get that tech, as well as icons representing the various [[buildings (Civ5)|buildings]], [[improvements (Civ5)|improvements]], [[wonders (Civ5)|wonders]] and so [[forth (Civ5)|forth]] that the technology allows (or "unlocks"). You can hover your mouse atop an icon or technology to learn even more info about it.

Click on a tech to choose to research that tech. The Choose Research menu will disappear, and a large icon will appear in the upper left-hand corner of the screen, showing you which tech you are currently researching and how long until completion.]=];
AdvisorQuestion=[=[How does the choose research menu work?]=];
Advisor="SCIENCE";
CivilopediaPage=3;
CivilopediaPageText=[=[Technology List]=];
CivilopediaHeaderType="HEADER_TECHNOLOGY";};

CONCEPT_TECHNOLOGY_CHANGE_RESEARCH={
Topic=[=[Technology]=];
Description=[=[Changing Research]=];
Summary=[=[You can change which tech you are [[researching (Civ5)|researching]] at any time. To do so, click on the tech icon, while the Tech Panel is active, in the upper left hand corner of the screen. The Choose Research menu will reappear, and you can choose any of the techs it lists as available. You can continue to research the original tech later at the point you stopped; the previous research is not lost.]=];
AdvisorQuestion=[=[How can research be changed?]=];
Advisor="SCIENCE";
CivilopediaPage=3;
CivilopediaPageText=[=[Technology List]=];
CivilopediaHeaderType="HEADER_TECHNOLOGY";};

CONCEPT_TECHNOLOGY_AVAILABLE={
Topic=[=[Technology]=];
Description=[=[Which Technologies Are Available]=];
Summary=[=[At the start of the game, there are just a few [[technologies (Civ5)|technologies]] available to [[research (Civ5)|research]] - generally [[Animal Husbandry (Civ5)|Animal Husbandry]], [[Archery (Civ5)|Archery]], [[Pottery (Civ5)|Pottery]], and [[Mining (Civ5)|Mining]]. All of the other technologies in the game have one or more prerequisite techs that must be learned before they can be studied. When you've learned the prerequisite techs, the newly-available tech will appear on the Choose Research menu.

For example, the techs of [[sailing (Civ5)|sailing]], [[calendar (Civ5)|calendar]], and [[writing (Civ5)|writing]] require knowledge of pottery before they can be learned. So if you study Pottery, that tech will be removed from the Choose Research menu (because you already know it) and Sailing, Calendar and Writing will be added.

Some technologies require knowledge of 2 or 3 prerequisite technologies, not just one. Those techs will not appear until you've learned both of the required techs.]=];
AdvisorQuestion=[=[Which technologies are available?]=];
Advisor="SCIENCE";
CivilopediaPage=3;
CivilopediaPageText=[=[Technology List]=];
CivilopediaHeaderType="HEADER_TECHNOLOGY";};

CONCEPT_TECHNOLOGY_TECH_TREE={
Topic=[=[Technology]=];
Description=[=[The Mighty Technology Tree]=];
Summary=[=[To see how all of this works in the game, check out the amazing [[Technology (Civ5)|Technology]] Tree. It displays all of the [[technologies (Civ5)|technologies]] and shows how they are intertwined. You can click on a tech to order your [[civilization (Civ5)|civilization]] to [[research (Civ5)|research]] it - if your civilization doesn't know the prerequisite techs it will research them as well. The Tech Tree will plot the [[quickest (Civ5)|quickest]] route to the requested tech, and you will research the necessary precursors in the order it displays.  The Tech Tree can be reached from the Choose Research menu and by pressing the F5 hotkey.]=];
AdvisorQuestion=[=[What is this technology tree thing?]=];
Advisor="SCIENCE";
CivilopediaPage=3;
CivilopediaPageText=[=[Technology List]=];
CivilopediaHeaderType="HEADER_TECHNOLOGY";};

CONCEPT_TECHNOLOGY_VICTORY={
Topic=[=[Technology]=];
Description=[=[Technology and Victory]=];
Summary=[=[Once you have learned enough [[technology (Civ5)|technology]], you can construct a [[spaceship (Civ5)|spaceship]] and send a colony off to Alpha Centauri. If you do this before any other [[civilization (Civ5)|civilization]] achieves any other kind of victory, you win a [[science victory (Civ5)|science victory]].  See the section on Victory for more details about the various ways to achieve victory in Civilization V.]=];
AdvisorQuestion=[=[How can I win the game through technology?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_VICTORY";};

CONCEPT_VICTORY={
Topic=[=[Victory and Defeat]=];
Description=[=[Victory and Defeat]=];
Summary=[=[There are multiple paths to victory in [[Civilization (Civ5)|Civilization]] V. You can win through scientific dominance, becoming the first civ to create and launch a [[spaceship (Civ5)|spaceship]] to Alpha Centauri. You can overwhelm the other civilizations through [[cultural (Civ5)|cultural]] superiority or political cunning. Or you can employ the ever-popular "crush all of your enemies beneath the wheels of your chariot" tactic and win a mighty [[domination victory (Civ5)|domination victory]]. Whichever civilization achieves one set of victory conditions first wins.
It's important to keep an eye on your opponents' progress toward victory as you advance your own civilization. There's nothing so annoying as to be on the verge of capturing your last surviving enemy's final [[city (Civ5)|city]], only to [[watch (Civ5)|watch]] helplessly as he or she completes her spaceship and wins an upset scientific victory.]=];
AdvisorQuestion=[=[How can you win and lose the game?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_VICTORY";};

CONCEPT_VICTORY_CITY_STATES={
Topic=[=[Victory and Defeat]=];
Description=[=[City-States And Victory]=];
Summary=[=[[[City-States (Civ5)|City-States]] cannot win a game of [[Civilization (Civ5)|Civilization]] V. Only major civilizations can do so.]=];
AdvisorQuestion=[=[Can city-states win the game?]=];
Advisor="SCIENCE";
CivilopediaPage=11;
CivilopediaPageText=[=[City-State List]=];
CivilopediaHeaderType="HEADER_VICTORY";};

CONCEPT_VICTORY_DEFEAT={
Topic=[=[Victory and Defeat]=];
Description=[=[How To Lose]=];
Summary=[=[There are three paths to failure in [[Civilization (Civ5)|Civilization]] V: losing your [[capital (Civ5)|capital]], another civilization winning the game, or not having the highest [[score (Civ5)|score]] at 2050 AD.]=];
AdvisorQuestion=[=[How can I lose the game?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_VICTORY";};

CONCEPT_VICTORY_DEFEAT_LOSING_LAST_CITY={
Topic=[=[Victory and Defeat]=];
Description=[=[Losing your Last City]=];
Summary=[=[If you lose your last [[city (Civ5)|city]] - to another [[civilization (Civ5)|civilization]] or to an angry [[city-state (Civ5)|city-state]] - 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={
Topic=[=[Victory and Defeat]=];
Description=[=[Another Civilization Wins]=];
Summary=[=[If another [[civilization (Civ5)|civilization]] achieves one of the five victories explained below, game over: you lose. It doesn't matter if you were about to achieve your own 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_DEFEAT_TIME_OUT={
Topic=[=[Victory and Defeat]=];
Description=[=[2050 Arrives]=];
Summary=[=[If the year 2050 arrives and nobody has won one of the victories below, the game ends automatically and the [[civilization (Civ5)|civilization]] with the most Victory Points wins.]=];
AdvisorQuestion=[=[What happens when the date hits 2050?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_VICTORY";};

CONCEPT_VICTORY_VICTORY={
Topic=[=[Victory and Defeat]=];
Description=[=[How To Win]=];
Summary=[=[There are five paths to victory available to you in [[Civilization (Civ5)|Civilization]] V:

[[Domination Victory (Civ5)|Domination Victory]]
[[Science Victory (Civ5)|Science Victory]]
[[Cultural (Civ5)|Cultural]] Victory
[[Diplomatic Victory (Civ5)|Diplomatic Victory]]
2050 Arrives]=];
AdvisorQuestion=[=[How can you win the game?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_VICTORY";};

CONCEPT_VICTORY_VICTORY_DOMINATION={
Topic=[=[Victory and Defeat]=];
Description=[=[Domination Victory]=];
Summary=[=[If you are the last player in possession of your own original [[capital (Civ5)|capital]] you win. So if you capture all other civs' capitals and hang onto your own, you've achieved victory. However, this can be tricky. Suppose you're in a five-player game and you capture three of your opponents' original capitals, but the fifth player sneaks in and captures your capital while you're not paying attention - then he would win immediately. In other words, it doesn't matter who captures what: it's the last player holding onto his original capital who gets the victory.

If you've lost your original capital, but still possess other [[cities (Civ5)|cities]], you can still win another type of victory: [[culture (Civ5)|culture]], scientific, [[diplomatic (Civ5)|diplomatic]], or time. However, you cannot win a [[domination victory (Civ5)|domination victory]] until and unless you recapture your own original capital.]=];
AdvisorQuestion=[=[How does domination victory work?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_VICTORY";};

CONCEPT_VICTORY_RAZING_ORIGINAL_CAPITAL={
Topic=[=[Victory and Defeat]=];
Description=[=[Destroying an Original Capital]=];
Summary=[=[Can't be done. A [[capital (Civ5)|capital]] cannot be destroyed by any means. It can be captured, but not destroyed. Dropping a nuke on the [[city (Civ5)|city]] will at worst reduce its population to 1, but the city will not be destroyed. Accept it and move on. (Remember that you can drive another civ out of the game by destroying or capturing all of its [[cities (Civ5)|cities]], so you can still wipe your foes off the map even if you can't [[erase (Civ5)|erase]] their capital from the face of the earth...)]=];
AdvisorQuestion=[=[How can I raze an original capital city?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_VICTORY";};

CONCEPT_VICTORY_CAPITAL_AND_ORIGINAL_CAPITAL={
Topic=[=[Victory and Defeat]=];
Description=[=[Current Capital vs. Original Capital]=];
Summary=[=[If your original [[capital (Civ5)|capital]] has been captured, another of your [[cities (Civ5)|cities]] will automatically be assigned as a replacement capital. This [[city (Civ5)|city]] functions in all ways like the original, except that it can be destroyed, and it does not count towards a [[Domination victory (Civ5)|Domination victory]].  If you ever retake your original capital, it will resume its leadership position in your [[civilization (Civ5)|civilization]].]=];
AdvisorQuestion=[=[What happens if a capital is lost? Is another one founded?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_VICTORY";};

CONCEPT_VICTORY_VICTORY_SCIENCE={
Topic=[=[Victory and Defeat]=];
Description=[=[The Science Victory]=];
Summary=[=[You achieve a [[science victory (Civ5)|science victory]] by learning the necessary [[technologies (Civ5)|technologies]] to create all of the pieces of the [[spaceship (Civ5)|spaceship]], then [[building (Civ5)|building]] the parts and moving them to your current [[capital (Civ5)|capital]] (or building them there in the first place). Once all the parts are together you may launch your [[ship (Civ5)|ship]] to Alpha Centauri. If it successfully makes it to a new planet before anyone else achieves a victory condition, you win the [[Science (Civ5)|Science]] Victory!]=];
AdvisorQuestion=[=[How does the science victory work?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_VICTORY";};

CONCEPT_VICTORY_SPACESHIP_PARTS={
Topic=[=[Victory and Defeat]=];
Description=[=[Spaceship Parts]=];
Summary=[=[[[Spaceship (Civ5)|Spaceship]] parts are constructed and move around the map like any other vehicle. Each requires an advanced [[technology (Civ5)|technology]] to construct. They are non-[[combat (Civ5)|combat]] [[units (Civ5)|units]] and are automatically destroyed if captured. Once a part has been constructed, order it to move to your current [[capital (Civ5)|capital]]. When it arrives you'll be asked if you want to add it to your spaceship.

When all spaceship parts have been added, the ship will launch into space and you will have won a [[science victory (Civ5)|science victory]]!

Incidentally, spaceship parts cannot be rushed or purchased. They must be constructed in a [[city (Civ5)|city]].]=];
AdvisorQuestion=[=[How do you put together a spaceship for the science victory?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_VICTORY";};

CONCEPT_VICTORY_VICTORY_CULTURAL={
Topic=[=[Victory and Defeat]=];
Description=[=[Cultural Victory]=];
Summary=[=[To win a [[cultural (Civ5)|cultural]] victory, you must acquire five complete "branches" of social policies - that is, you must own all policies within five different branches. Once you've done that, the "[[Utopia Project (Civ5)|Utopia Project]]" is unlocked. Construct that project and you win a cultural victory. You cannot rush or purchase this project. It must be constructed.]=];
AdvisorQuestion=[=[How does cultural victory work?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_VICTORY";};

CONCEPT_VICTORY_VICTORY_DIPLOMATIC={
Topic=[=[Victory and Defeat]=];
Description=[=[Diplomatic Victory]=];
Summary=[=[When a player learns the "[[Globalization (Civ5)|Globalization]]" [[technology (Civ5)|technology]], he or she can construct the [[United Nations (Civ5)|United Nations]]. Once that is constructed, a vote will be taken every few turns for the position of World Leader. If a leader gets enough votes to win the position, he or she immediately wins a [[diplomatic victory (Civ5)|diplomatic victory]].  The amount of votes needed to win a [[diplomatic (Civ5)|diplomatic]] victory depends upon the number of [[civilizations (Civ5)|civilizations]] in play at the start of the game.  The fewer players in the game, the greater the percentage of votes needed to win the game.]=];
AdvisorQuestion=[=[How does diplomatic victory work?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_VICTORY";};

CONCEPT_VICTORY_DIPLOMATIC_VOTING={
Topic=[=[Victory and Defeat]=];
Description=[=[Who Votes?]=];
Summary=[=[All [[civilizations (Civ5)|civilizations]] and [[city-states (Civ5)|city-states]] have a vote. The civilization which possesses the [[United Nations (Civ5)|United Nations]] has two votes.
Civilizations always vote for themselves, unless liberated, in which case they vote for their liberator.
[[City (Civ5)|City]]-States vote for the civilization with the best relations, unless they've been liberated, in which case they vote for their liberator. If a [[city state (Civ5)|city state]] is not allied with any Civ, it will abstain.]=];
AdvisorQuestion=[=[Who votes in a diplomatic victory?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_VICTORY";};

CONCEPT_VICTORY_MINOR_CIV_LIBERATION={
Topic=[=[Victory and Defeat]=];
Description=[=[Liberation]=];
Summary=[=[If you take a [[city-state (Civ5)|city-state]] that has been captured by another [[civilization (Civ5)|civilization]], you have the choice to [[annex (Civ5)|annex]] the [[city (Civ5)|city]]-state, make it a [[puppet (Civ5)|puppet]], or liberate it. If you choose to liberate a city-state, then it will always vote for you in UN elections, no matter what its relations are with you at the time of the vote. If the same city-state has been liberated twice, it will vote for the civ which liberated it most recently.
If a civilization has been removed from the game and you capture one of those civ's [[cities (Civ5)|cities]], you have the option of annexing it, making it your puppet, or liberating it. If you do so, the civilization returns to play. The liberated civ will always vote for you in UN elections. In case of multiple liberators, the civ will vote for whoever liberated them most recently.]=];
AdvisorQuestion=[=[How does liberation of city-states effect the game?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_VICTORY";};

CONCEPT_VICTORY_END_OF_TIME={
Topic=[=[Victory and Defeat]=];
Description=[=[The End of Time]=];
Summary=[=[If no one has achieved victory, the game ends automatically at the end of 2050. The [[score (Civ5)|score]] of all surviving [[civilizations (Civ5)|civilizations]] 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 at 2050?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_VICTORY";};

CONCEPT_VICTORY_POINTS={
Topic=[=[Victory and Defeat]=];
Description=[=[Determining Score]=];
Summary=[=[You earn points for:
- The number of tiles in your borders (this is the least important factor in victory)
- The number of [[cities (Civ5)|cities]] in your empire
- Your population
- The number of techs you possess
- The number of "[[Future Tech (Civ5)|future techs]]" you possess
- The number of [[Wonders (Civ5)|Wonders]] you have constructed (this is the most important factor in determining victory)]=];
AdvisorQuestion=[=[What are these victory points that don't exist?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_VICTORY";};

CONCEPT_CULTURE={
Topic=[=[Culture]=];
Description=[=[Culture]=];
Summary=[=[[[Culture (Civ5)|Culture]] is a measurement of your [[civilization (Civ5)|civilization]]'s commitment to and appreciation of the arts and humanities - everything from cave paintings to Tiki heads to "Hamlet" to Beethoven's Ninth Symphony to Lady Gaga's latest video. In the game culture has two main effects: it increases the size of your [[cities (Civ5)|cities]]' territories (and therefore your overall borders) and it allows you to purchase new "Social Policies."  Most importantly, if you acquire enough culture you can win a "[[cultural (Civ5)|cultural]] victory."]=];
AdvisorQuestion=[=[What is culture and how does it work?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_CULTURE";};

CONCEPT_CULTURE_GAINING={
Topic=[=[Culture]=];
Description=[=[Getting Culture]=];
Summary=[=[Your [[civilization (Civ5)|civilization]] acquires [[culture (Civ5)|culture]] in a variety of ways:
- Your [[Palace (Civ5)|Palace]]: Your palace (created when you build your first [[city (Civ5)|city]]) produces 1 culture point per turn.
- [[Ancient Ruins (Civ5)|Ancient Ruins]]: An ancient ruin might give you a big dose of culture.
- [[Buildings (Civ5)|Buildings]]: Certain buildings provide culture. The [[monument (Civ5)|monument]] and [[temple (Civ5)|temple]] are two early examples.
- [[Specialists (Civ5)|Specialists]]: Specialists, particularly [[artists (Civ5)|artists]], generate culture.
- [[Wonders (Civ5)|Wonders]]: Some wonders churn out culture. The [[Hermitage (Civ5)|Hermitage]], [[Heroic Epic (Civ5)|Heroic Epic]] and [[National Epic (Civ5)|National Epic]] are three national wonders that give you culture, and there are plenty more to discover.
- Social Policies: Certain social policies will increase your culture output. The "[[Piety (Civ5)|Piety]]" branch has a number of policies targeted at culture.
- [[Great Artist (Civ5)|Great Artist]]: A Great Artist can construct a "[[Landmark (Civ5)|Landmark]]" [[improvement (Civ5)|improvement]] in a tile. If your city works that tile, it will gain a lot of culture.
- [[City-States (Civ5)|City-States]]: Some city-states give you culture if your relations are friendly.]=];
AdvisorQuestion=[=[How is culture accumulated and what does it give you?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_CULTURE";};

CONCEPT_CULTURE_EXPANDING_TERRITORY={
Topic=[=[Culture]=];
Description=[=[Expanding Territory]=];
Summary=[=[As a [[city (Civ5)|city]] gains [[culture (Civ5)|culture]], it will acquire additional tiles in the surrounding unclaimed [[territory (Civ5)|territory]]. The faster it gains culture, the faster its territory will grow.  Each city acquires territory depending upon its own [[cultural (Civ5)|cultural]] output. When it reaches a certain level, it will "claim" a new tile (if any are available).

Check out the Status Box on the City Screen to see how much culture a city is producing each turn, and how long until the city grabs another tile. The amount of culture required to get a new tile increases as the city's territory grows.

Note that you can also expend [[gold (Civ5)|gold]] to "purchase" tiles; this is entirely independent of the city's own acquisition based upon its culture.]=];
AdvisorQuestion=[=[How is culture used to gain territory?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_CULTURE";};

CONCEPT_CULTURE_ACQUIRING_SOCIAL_POLICY={
Topic=[=[Culture]=];
Description=[=[Acquiring Social Policies]=];
Summary=[=[You acquire social policies based upon the total amount of [[culture (Civ5)|culture]] produced by all of your [[cities (Civ5)|cities]]. Check out the Status Bar at the top of the Main screen to see how much total culture your civ has accumulated, how much culture the civ is producing each turn, and how much is required before getting a new [[social policy (Civ5)|social policy]].

When you have accumulated enough culture, you can go to the Social Policies Screen and buy a new policy. (See the section on Social Policies for details.) Each time you purchase a new social policy the price of the next one increases.]=];
AdvisorQuestion=[=[How is culture tied to social policies?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_CULTURE";};

CONCEPT_CULTURE_VICTORY={
Topic=[=[Culture]=];
Description=[=[Cultural Victory]=];
Summary=[=[Remember that you can achieve victory by acquiring enough social policies and then constructing the "[[Utopia Project (Civ5)|Utopia Project]]." See the section on Victory for details.]=];
AdvisorQuestion=[=[How does culture lead to cultural victory?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_CULTURE";};

CONCEPT_DIPLOMACY={
Topic=[=[Diplomacy]=];
Description=[=[Diplomacy]=];
Summary=[=[Diplomacy is important in [[Civilization (Civ5)|Civilization]] V. The world is huge and filled with other civilizations whose leaders are just as cunning and determined as you are. Some are honest; others are liars. Some are warlike and others prefer peace. But all want to win.

You can accomplish a lot through diplomacy. You can gain allies and isolate your enemies. You can create defensive and offensive pacts. You can increase your [[technology (Civ5)|technology]] through cooperative [[research (Civ5)|research]] ventures. You can end wars that are going badly for you. You can bluff the credulous and bully the timid.

It's a big, tough world out there, and you won't last long if you automatically attack everybody you meet. Sometimes it really is better to talk than to fight - at least until their back is turned and you're ready to launch the big attack.]=];
AdvisorQuestion=[=[How does diplomacy work?]=];
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_DIPLOMACY";};

CONCEPT_DIPLOMACY_WHO_CAN_CONDUCT={
Topic=[=[Diplomacy]=];
Description=[=[Who Can Conduct Diplomacy]=];
Summary=[=[You can speak to a [[city-state (Civ5)|city-state]] or another [[civilization (Civ5)|civilization]]'s leader at any time after you've established [[diplomatic (Civ5)|diplomatic]] relations with them. This happens automatically when one of your [[cities (Civ5)|cities]] or [[units (Civ5)|units]] encounters one of their cities or units. (In fact, the desire to establish diplomatic relations is one of the driving forces behind world exploration.) After you've established diplomatic relations with another political entity you can speak with them at any time - though they may not have much to say if they hate your guts.

Note that another civilization or [[city (Civ5)|city]]-state may attempt to open negotiations with you, as well, after you've opened diplomatic relations.]=];
AdvisorQuestion=[=[Who can conduct diplomacy?]=];
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_DIPLOMACY";};

CONCEPT_DIPLOMACY_INITIATING={
Topic=[=[Diplomacy]=];
Description=[=[Initiating Diplomacy]=];
Summary=[=[To initiate diplomacy, click on the Diplomacy Panel button. The Diplomacy Panel will appear, displaying all known [[civilizations (Civ5)|civilizations]] and [[city-states (Civ5)|city-states]] in the game. Click on an entry to speak with that leader. Alternatively, you can click on a civ's or [[city (Civ5)|city]]-state's city banner to open communications with them.

What you can accomplish depends upon whether you're speaking with a civilization or a city-state.]=];
AdvisorQuestion=[=[How can you initiate diplomacy?]=];
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_DIPLOMACY";};

CONCEPT_DIPLOMACY_WITH_CIVS={
Topic=[=[Diplomacy]=];
Description=[=[Diplomacy With Civilizations]=];
Summary=[=[When you engage in diplomacy with [[civilizations (Civ5)|civilizations]], you have the following options: declare war, negotiate peace, trade, demand, discuss, and exit.]=];
AdvisorQuestion=[=[What are the diplomatic options when dealing with a civilization?]=];
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_DIPLOMACY";};

CONCEPT_DIPLOMACY_DECLARE_WAR={
Topic=[=[Diplomacy]=];
Description=[=[Declare War]=];
Summary=[=[Click on this button to declare war with the [[civilization (Civ5)|civilization]].]=];
AdvisorQuestion=[=[How can you declare war during diplomacy?]=];
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_DIPLOMACY";};

CONCEPT_DIPLOMACY_PEACE={
Topic=[=[Diplomacy]=];
Description=[=[Negotiate Peace]=];
Summary=[=[If you're at war with the civ, you can discuss peace.]=];
AdvisorQuestion=[=[When can you negotiate peace with a civilization?]=];
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_DIPLOMACY";};

CONCEPT_DIPLOMACY_TRADE={
Topic=[=[Diplomacy]=];
Description=[=[Trade]=];
Summary=[=[You can negotiate a trade deal with the [[civilization (Civ5)|civilization]]. Clicking on this button will bring up the Trade Screen.]=];
AdvisorQuestion=[=[What does trade mean in diplomacy?]=];
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_DIPLOMACY";};

CONCEPT_DIPLOMACY_DEMAND={
Topic=[=[Diplomacy]=];
Description=[=[Demand]=];
Summary=[=[You can demand stuff from the other civ. It may comply if you're a lot bigger than it or if it otherwise feels it's appropriate. Or it may declare war on you. You never know...]=];
AdvisorQuestion=[=[Can you make demands of other civilizations?]=];
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_DIPLOMACY";};

CONCEPT_DIPLOMACY_DISCUSS={
Topic=[=[Diplomacy]=];
Description=[=[Discuss]=];
Summary=[=[This button allows you to open up dialog on a variety of topics. Depending upon [[circumstances (Civ5)|circumstances]] you may do any of the following. The leader's response will depend upon his or her relations with you and their own self-interest.
- Ask the leader to sign a declaration of friendship.
- Ask the leader to go to war against another [[civilization (Civ5)|civilization]].
- Request that the leader not build any more new [[cities (Civ5)|cities]] near you.
- Denounce a leader you are unhappy with.]=];
AdvisorQuestion=[=[How can I make informal requests to other civilizations?]=];
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_DIPLOMACY";};

CONCEPT_DIPLOMACY_DENOUNCE={
Topic=[=[Diplomacy]=];
Description=[=[Denounce]=];
Summary=[=[Players have the ability to publicly "Denounce" other Civs who have slighted them. However, there are [[diplomatic (Civ5)|diplomatic]] repercussions to consider and denunciations shouldn't be taken lightly.  A Civ you Denounce will be wary of any later attempts at diplomacy, and it will take years before they [[forget (Civ5)|forget]] your actions. On the other hand, a carefully timed denunciation as a prelude to war could benefit you by drawing the other enemies of your target out of the woodwork and into the war as your allies.]=];
AdvisorQuestion=[=[Denounce]=];
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_DIPLOMACY";};

CONCEPT_DIPLOMACY_FRIENDSHIP={
Topic=[=[Diplomacy]=];
Description=[=[Declaration of Friendship]=];
Summary=[=[A "Declaration of Friendship" between two or more players means, in the most basic sense that these players now have a mutual interest in looking out for each other (typically this involves becoming trade partners and sharing [[resources (Civ5)|resources]]). Players may also choose to establish "blocks" of friendship by forming friendships with multiple players in order to ensure long-term safety and [[economic (Civ5)|economic]] stability.]=];
AdvisorQuestion=[=[Declaration of Friendship]=];
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_DIPLOMACY";};

CONCEPT_DIPLOMACY_EXIT={
Topic=[=[Diplomacy]=];
Description=[=[Exit]=];
Summary=[=[Press this to exit diplomacy with the leader.]=];
AdvisorQuestion=[=[How can I leave the diplomacy screen?]=];
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_DIPLOMACY";};

CONCEPT_DIPLOMACY_TRADE_SCREEN={
Topic=[=[Diplomacy]=];
Description=[=[The Trade Screen]=];
Summary=[=[The Trade Screen allows you to trade items, to make [[research (Civ5)|research]] agreements and to enter into other kinds of treaties. Many options require knowledge of certain [[technologies (Civ5)|technologies]] before you use them. If you cannot trade something, it is greyed out. Hover your cursor over a line to learn more about it.

The Trade Screen is divided into two sides. Your [[civilization (Civ5)|civilization]]'s stuff is on the right side, and the other civilization's is on the left.

Click on items on your side to offer them to your trading partner; click on items on his or her side to indicate what you want in return. You might, for example, offer your opposite number "Open Borders" (permission for his [[units (Civ5)|units]] to enter your [[territory (Civ5)|territory]]) in return for "Open Borders" (permission for your units to enter his territory).

However, trades do not need to be equal: you can, for example, ask for "Open Borders" in return for [[gold (Civ5)|gold]], or nothing. Once you've set up the trade you want, click on the "Propose" button to present it to the other civilization. If the other civilization accepts the offer, it goes into effect immediately. If the other civilization rejects it, you click on "What would make this deal work?" to ask what the leader wants. (Note: there are times when the AI will never give up a certain item, no matter how tempting your offer is.)

Sometimes the other leader will make you an offer. You can accept the offer or make a counter-offer or decline it altogether.

Click on the "Exit" button to leave this screen.]=];
AdvisorQuestion=[=[How does the trade screen work?]=];
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_DIPLOMACY";};

CONCEPT_DIPLOMACY_OPEN_BORDERS={
Topic=[=[Diplomacy]=];
Description=[=[Open Borders Agreement]=];
Summary=[=[Once you or another civ have discovered [[Writing (Civ5)|Writing]], you can enter into an Open Borders agreement with that civ. ([[City-States (Civ5)|City-States]] can't make Open Borders agreements.) While an Open Borders agreement is in effect, the other civ's [[units (Civ5)|units]] can enter your [[territory (Civ5)|territory]] without automatically triggering war. If the agreement is mutual, either civ's units can enter the other's territory freely; however it doesn't have to be mutual: one civ can grant another Open Borders without automatically receiving it in return.

An Open Borders agreement lasts for 30 turns (on [[standard (Civ5)|standard]] speed). When 30 turns have passed, the agreement must be renegotiated or it lapses.]=];
AdvisorQuestion=[=[How does the open borders agreement work?]=];
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_DIPLOMACY";};

CONCEPT_DIPLOMACY_DEFENSIVE_PACT={
Topic=[=[Diplomacy]=];
Description=[=[Defensive Pact]=];
Summary=[=[Once you have acquired the [[Chivalry (Civ5)|Chivalry]] tech, you may engage in a Defensive Pact. Defensive Pacts are always mutual. If a signatory to a Defensive Pact is attacked, the other partner is automatically at war with the attacker.

A Defensive Pact lasts for 30 turns (on [[standard (Civ5)|standard]] speed). When that time has elapsed, the pact lapses unless it is renegotiated. The Defensive Pact is nullified if one of the participants declares war on anybody.]=];
AdvisorQuestion=[=[How does a defensive pact work?]=];
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_DIPLOMACY";};

CONCEPT_DIPLOMACY_RESEARCH_AGREEMENT={
Topic=[=[Diplomacy]=];
Description=[=[Research Agreements]=];
Summary=[=[Once you have acquired the [[Philosophy (Civ5)|Philosophy]] tech, you may engage in a [[Research (Civ5)|Research]] Agreement with another civ. A research agreement costs each side [[gold (Civ5)|gold]] (if you don't have the required gold, you can't be part of an agreement).

The Research Agreement lasts 20 turns. After 20 turns you gain research equal to half the average cost of the techs available to you.]=];
AdvisorQuestion=[=[How do research agreements work?]=];
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_DIPLOMACY";};

CONCEPT_DIPLOMACY_TRADE_CITIES={
Topic=[=[Diplomacy]=];
Description=[=[Trading Cities]=];
Summary=[=[You can trade [[cities (Civ5)|cities]] with other [[civilizations (Civ5)|civilizations]]. Generally, civilizations will not trade cities unless in dire [[circumstances (Civ5)|circumstances]] or in exchange for huge payouts. You cannot trade your [[capital (Civ5)|capital]] [[city (Civ5)|city]].]=];
AdvisorQuestion=[=[Can you trade cities with other civilizations?]=];
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_DIPLOMACY";};

CONCEPT_DIPLOMACY_OTHER_PLAYERS={
Topic=[=[Diplomacy]=];
Description=[=[Other Players]=];
Summary=[=[You can ask your trading partner to interact with other civs that you both know. You can ask him or her to declare war or make peace with another player.]=];
AdvisorQuestion=[=[Can you ask another civilization to declare war or offer peace to another civilization?]=];
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_DIPLOMACY";};

CONCEPT_DIPLOMACY_RESOURCES={
Topic=[=[Diplomacy]=];
Description=[=[Resources and Diplomacy]=];
Summary=[=[You can trade Strategic and [[Luxury resources (Civ5)|Luxury resources]] with another civ. The other civ gets all of the benefits of the [[resource (Civ5)|resource]] for the duration of the trade (30 turns).]=];
AdvisorQuestion=[=[Can you trade resources with another civilization?]=];
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_DIPLOMACY";};

CONCEPT_DIPLOMACY_CITY_STATE={
Topic=[=[Diplomacy]=];
Description=[=[Negotiating With City-States]=];
Summary=[=[[[City-States (Civ5)|City-States]] are much less complicated than [[civilizations (Civ5)|civilizations]]. You have fewer options when negotiating with them. Generally, you can offer them [[gold (Civ5)|gold]] or goods, or declare war or offer peace. Sometimes they will ask favors of you. See the section on [[City (Civ5)|City]]-States for more details.]=];
AdvisorQuestion=[=[How do you conduct diplomacy with city-states?]=];
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_DIPLOMACY";};

CONCEPT_DIPLOMACY_DECLARING_WAR={
Topic=[=[Diplomacy]=];
Description=[=[Declaring War]=];
Summary=[=[You can declare war on a [[city-state (Civ5)|city-state]] or another [[civilization (Civ5)|civilization]] through the Diplomacy Panel or by simply attacking one of their [[units (Civ5)|units]]. You can declare war on a civ by entering their [[territory (Civ5)|territory]] without an Open Borders agreement, as well (except for [[city (Civ5)|city]]-states, whose borders you may enter freely).  Other civilizations can declare war on you in the same fashion.]=];
AdvisorQuestion=[=[How can you declare war on a civilization or city-state?]=];
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_DIPLOMACY";};

CONCEPT_DIPLOMACY_NEGOTIATE_PEACE={
Topic=[=[Diplomacy]=];
Description=[=[Negotiating Peace]=];
Summary=[=[While at war, you can offer to negotiate peace through the Diplomacy Panel. Your opponent may refuse to negotiate altogether, in which case the war will continue.

If it's willing to negotiate at all, a [[city-state (Civ5)|city-state]] will always accept an offer of peace without pre-conditions.

If your opponent is a [[civilization (Civ5)|civilization]] who is willing to discuss peace, you may negotiate the price for peace on the Trade Table. Depending upon [[circumstances (Civ5)|circumstances]] one side or the other may give the opponent [[gold (Civ5)|gold]], treaties, [[cities (Civ5)|cities]], and/or [[resources (Civ5)|resources]] in exchange for peace.

Note that your opponent can also offer to negotiate peace. It's usually a good idea to at least see what they're offering before deciding upon your response.]=];
AdvisorQuestion=[=[How can you negotiate peace with a civilization or city state?]=];
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_DIPLOMACY";};

CONCEPT_HAPPINESS={
Topic=[=[Happiness]=];
Description=[=[Happiness]=];
Summary=[=[[[Happiness (Civ5)|Happiness]] is a measure of your [[citizens (Civ5)|citizens]]' contentment. As a rule, the larger your total population, the unhappier everybody gets. An unhappy population doesn't grow very rapidly, and a very unhappy population will affect the fighting quality of your armies as well.

Your civ's happiness is displayed on the status line of the Main Screen (in the upper left-hand corner of the game). [[Watch (Civ5)|Watch]] it carefully. If it reaches [[zero (Civ5)|zero]], your population is getting restless. If it starts to dip into negative numbers, you're in trouble. (Incidentally, you can get an excellent snapshot of your population's happiness by hovering your cursor over this number.)

One important note to remember - happiness generated from [[city (Civ5)|city]] [[buildings (Civ5)|buildings]] and city-based policies can never exceed that city's population. For example, if a city is generating 5 happiness from buildings and a garrison, but only has 3 population, then only 3 happiness will be added to your total.]=];
AdvisorQuestion=[=[How does happiness work?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_HAPPINESS";};

CONCEPT_HAPPINESS_STARTING={
Topic=[=[Happiness]=];
Description=[=[Starting Happiness]=];
Summary=[=[The amount of [[happiness (Civ5)|happiness]] that your [[civilization (Civ5)|civilization]] begins with is determined by the game's difficulty setting. The moment you construct your first [[city (Civ5)|city]], that number will begin to decline.]=];
AdvisorQuestion=[=[How much happiness does my civilization start with?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_HAPPINESS";};

CONCEPT_HAPPINESS_CAUSES_UNHAPPINESS={
Topic=[=[Happiness]=];
Description=[=[What Causes Unhappiness]=];
Summary=[=[The following cause [[unhappiness (Civ5)|unhappiness]]:

Raw Population: As your civ grows, the people get increasingly unhappy and demand more stuff to keep them amused.

Number of [[Cities (Civ5)|Cities]]: As the number of cities in your civ grows, so does your unhappiness. In other words, a civ with 2 cities each of population 1 is unhappier than a civ with 1 [[city (Civ5)|city]] of population 2, even though they both contain the same total population.

[[Annexed (Civ5)|Annexed]] Cities: If you capture and annex foreign cities, your population doesn't much like it.]=];
AdvisorQuestion=[=[What causes unhappiness?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_HAPPINESS";};

CONCEPT_HAPPINESS_CAUSES_HAPPINESS={
Topic=[=[Happiness]=];
Description=[=[What Causes Happiness]=];
Summary=[=[The following increase your population's [[happiness (Civ5)|happiness]]:

[[Natural Wonders (Civ5)|Natural Wonders]]: Each Natural [[Wonder (Civ5)|Wonder]] you discover permanently increases your [[civilization (Civ5)|civilization]]'s happiness.

[[Luxury Resources (Civ5)|Luxury Resources]]: Improve [[resources (Civ5)|resources]] within your [[territory (Civ5)|territory]] or trade for them with other civs. Each kind of resource improves your population's happiness (but you don't get extra happiness for having multiple copies of a single luxury).

[[Buildings (Civ5)|Buildings]]: Certain buildings increase your population's happiness. These include the [[Colosseum (Civ5)|Colosseum]], the [[Circus (Civ5)|Circus]], the [[Theatre (Civ5)|Theatre]], and others. Each building constructed anywhere in your civ increases your overall happiness (so two Colosseums produce twice as much happiness as one, unlike Luxuries).

Wonders: Certain wonders like [[Notre Dame (Civ5)|Notre Dame]] and the [[Hanging Gardens (Civ5)|Hanging Gardens]] can give you a big boost in happiness.

Social Policies: Policies from the [[Piety (Civ5)|Piety]] branch provide a lot of happiness, as do a few policies in other branches.

[[Technologies (Civ5)|Technologies]]: Technologies in themselves don't provide happiness, but they do unlock the buildings, wonders, resources and social policies which do.]=];
AdvisorQuestion=[=[What can create happiness?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_HAPPINESS";};

CONCEPT_HAPPINESS_HAPPINESS_LEVELS={
Topic=[=[Happiness]=];
Description=[=[Levels of Unhappiness]=];
Summary=[=[There are two levels of [[unhappiness (Civ5)|unhappiness]]. Unhappy, and Very Unhappy. Neither is very pleasant. An unhappy [[civilization (Civ5)|civilization]] can cause population growth to slow signifigantly, while a Very Unhappy civilization can have many more problems, including [[combat (Civ5)|combat]] penalties, and open rebellion.]=];
AdvisorQuestion=[=[How many levels of unhappiness can there be?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_HAPPINESS";};

CONCEPT_HAPPINESS_UNHAHPPY={
Topic=[=[Happiness]=];
Description=[=[Unhappy]=];
Summary=[=[When your [[happiness (Civ5)|happiness]] is negative and your happiness icon is looking sad, your population is "unhappy." An unhappy population's growth rate is significantly slowed, but there are no other ill effects.]=];
AdvisorQuestion=[=[What does an "unhappy" population mean?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_HAPPINESS";};

CONCEPT_HAPPINESS_VERY_UNHAPPY={
Topic=[=[Happiness]=];
Description=[=[Very Unhappy]=];
Summary=[=[When your [[happiness (Civ5)|happiness]] is negative and your happiness icon is looking angry, your population is "very unhappy." If your population is very unhappy, your [[cities (Civ5)|cities]] stop growing altogether, you cannot build any [[Settlers (Civ5)|Settlers]], and your military [[units (Civ5)|units]] get a nasty [[combat (Civ5)|combat]] penalty.

Remember that [[unhappiness (Civ5)|unhappiness]] is not permanent. You can always increase your [[citizens (Civ5)|citizens]]' happiness - no matter how pissed off they are at you - through the methods outlined above.]=];
AdvisorQuestion=[=[Why is "very unhappy" so bad?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_HAPPINESS";};

CONCEPT_FOG_OF_WAR={
Topic=[=[Fog of War]=];
Description=[=[Fog of War]=];
Summary=[=[The world is a big place, and you don't always know what's going on everywhere. Early [[civilizations (Civ5)|civilizations]] certainly didn't have any idea what the people on the other side of the [[mountains (Civ5)|mountains]] looked like until they sent out explorers; unless they put out sentries, they might not know that an enemy was massing a huge army just outside of their own borders. In Civilization V, until you explore the world, it's hidden in the "fog of war."

The fog of war is represented by the white clouds that cover much of the world at the start of the game. As you move [[units (Civ5)|units]] around, the fog of war will pull back, revealing more of the world. Once you have uncovered the fog of war from a tile, it doesn't come back. However, if a unit moves and you can no longer see a tile, you won't know if anything is going on there.]=];
AdvisorQuestion=[=[What is the fog of war?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_FOW";};

CONCEPT_FOG_OF_WAR_THREE_STATES={
Topic=[=[Fog of War]=];
Description=[=[The Three States of Visibility]=];
Summary=[=[The three states of tile visibility are visible, revealed, and fog of war.]=];
AdvisorQuestion=[=[What are the states of visibility?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_FOW";};

CONCEPT_FOG_OF_WAR_STATE_VISIBLE={
Topic=[=[Fog of War]=];
Description=[=[Visible]=];
Summary=[=[If a tile is currently visible to a [[unit (Civ5)|unit]] or your [[territory (Civ5)|territory]], you can see its [[terrain (Civ5)|terrain]], any [[improvements (Civ5)|improvements]] on it, if it's within any borders, whether it's part of a [[city (Civ5)|city]], any unit which may occupy it, and so [[forth (Civ5)|forth]]. Subject to [[technology (Civ5)|technology]] limitations, you'll see the [[resources (Civ5)|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={
Topic=[=[Fog of War]=];
Description=[=[Revealed]=];
Summary=[=[If you have uncovered the fog of war from a tile but cannot see it at the present moment (because the exploring [[unit (Civ5)|unit]] has moved away, for instance), the tile is slightly darkened. You can still see the [[terrain (Civ5)|terrain]] in the tile, but you will not see any units in the tile. You may not see any [[improvements (Civ5)|improvements]], recently-constructed [[cities (Civ5)|cities]], and so [[forth (Civ5)|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={
Topic=[=[Fog of War]=];
Description=[=[Fog of War on a Tile]=];
Summary=[=[Tiles under the clouds of the fog of war are totally unknown to you. You don't know what kind of [[terrain (Civ5)|terrain]] they are, who occupies them, or anything else. For all you know they may be flowing with [[gold (Civ5)|gold]] or patrolled by ninja dinosaurs. You'd better get someone out to explore them as [[quickly (Civ5)|quickly]] as possible!]=];
AdvisorQuestion=[=[What does it mean when a tile is under the fog of war?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_FOW";};

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 tile away from your borders. Most [[units (Civ5)|units]] can see everything within 2 tiles (except for tiles behind [[mountains (Civ5)|mountains]] and blocking tiles). Units on [[hills (Civ5)|hills]] can see over blocked tiles. Certain [[promotions (Civ5)|promotions]] will extend a unit's [[sight (Civ5)|sight]] by 1 tile, and also, a number of mid- to late-game [[naval units (Civ5)|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={
Topic=[=[Fog of War]=];
Description=[=[Obscuring Terrain]=];
Summary=[=[[[Mountains (Civ5)|Mountains]] and [[Natural Wonders (Civ5)|Natural Wonders]] are impenetrable: they totally bar visibility of what's beyond for everything (except for flying [[units (Civ5)|units]]).
[[Forests (Civ5)|Forests]], mountains and [[hills (Civ5)|hills]] are all "blocking" [[terrain (Civ5)|terrain]]. Units can see into such 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={
Topic=[=[Fog of War]=];
Description=[=[Indirect Fire]=];
Summary=[=[Some [[ranged units (Civ5)|ranged units]] are capable of "indirect fire," which means that they can shoot over obstacles like [[forests (Civ5)|forests]] or [[hills (Civ5)|hills]], which normally block a [[ranged (Civ5)|ranged]] [[unit (Civ5)|unit]]'s attack, as long as another unit can "see" the target.]=];
AdvisorQuestion=[=[What is indirect fire?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_FOW";};

CONCEPT_SOCIAL_POLICY={
Topic=[=[Social Policies]=];
Description=[=[Social Policies]=];
Summary=[=[Social Policies are branches of choices representing the way you choose to govern your people. Will you be an authoritarian ruler, sacrificing a little [[freedom (Civ5)|freedom]] for discipline and increased productivity? Will you organize your [[civilization (Civ5)|civilization]] to have a strong military, or will you concentrate your efforts on expanding [[culture (Civ5)|culture]] and borders?  Do you want to set up your civ as a monarchy or democracy? There are 10 different branches to choose from, each headlining a specific aspect of government.

Social policies have concrete effects for gameplay. Some increase your [[cities (Civ5)|cities]]' [[production (Civ5)|production]], while others generate more [[wealth (Civ5)|wealth]], and still others help create a more effective military. There are no right or wrong policy choices in the game, and one policy may be better for a given [[circumstance (Civ5)|circumstance]] than another, or better suit your personal playing style. Try them out and see.

Policies are arranged into 10 separate branches, each of which (once adopted) unlock a tree of five different policies. Unlocking these individual policies will give you the benefits described, and can even lead to a [[Cultural (Civ5)|Cultural]] Victory.]=];
AdvisorQuestion=[=[What are social policies?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_POLICIES";};

CONCEPT_SOCIAL_POLICY_GAINING={
Topic=[=[Social Policies]=];
Description=[=[Gaining Social Policies]=];
Summary=[=[You can choose to adopt and unlock a [[social policy (Civ5)|social policy]] once you have gained enough [[culture (Civ5)|culture]] points: the first one becomes available once you acquire 50 culture points, with the subsequent ones costing a little bit more. The cost of each Policy increases the more you adopt. To see how much culture you currently have and when the next policy will become available, hover your mouse over the Culture icon on the Status Bar. You can read more about accruing culture in the Culture section.

Once you have enough culture, a notification will alert you on your turn. Click on the Social Policies icon in the top right corner (located next to your advisors) to bring up the Social Policies Pane. If you don't wish to select a Policy that turn, you may right-click the notification to dismiss it. (The game will not remind you again though, so this can be risky.) Here you can choose to adopt a new branch or unlock a new policy within an unlocked branch. To view all the available policies (and not just the ones you've unlocked), click on the Advanced View toggle at the bottom of the pane.

When you have acquired the requisite amount of culture, click on the "Adopt Policy" button to open up the chosen branch for exploration - you must first spend points to adopt the branch before unlocking any of the individual policies. Each branch adoption will give you some benefit immediately, with the individual policies within each providing more bonuses of the same nature.

Some branches (like [[Autocracy (Civ5)|Autocracy]] and [[Freedom (Civ5)|Freedom]]) may not be unlocked and active at the same time, and many branches only become available once a later [[era (Civ5)|era]] has been reached.]=];
AdvisorQuestion=[=[How do you gain social policies?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_POLICIES";};

CONCEPT_SOCIAL_POLICY_BRANCHES={
Topic=[=[Social Policies]=];
Description=[=[Social Policy Branches]=];
Summary=[=[There are 10 different policy branches to explore, each describing a different mode of government. Each branch provides an immediate bonus when adopted, and each individual policy provides another like bonus once unlocked.]=];
AdvisorQuestion=[=[What are the social policy branches?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_POLICIES";};

CONCEPT_SOCIAL_POLICY_BRANCH_TRADITION={
Topic=[=[Social Policies]=];
Description=[=[Tradition]=];
Summary=[=[[[Tradition (Civ5)|Tradition]] is a branch best chosen by small empires, as many of the policies within directly improve the [[Capital (Civ5)|Capital]] [[City (Civ5)|City]]. Tradition is available at the start of the game.]=];
AdvisorQuestion=[=[What is the traditional social policy branch about?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_POLICIES";};

CONCEPT_SOCIAL_POLICY_BRANCH_LIBERTY={
Topic=[=[Social Policies]=];
Description=[=[Liberty]=];
Summary=[=[[[Liberty (Civ5)|Liberty]] is well-suited for civs who wish to rapidly expand their empire and [[influence (Civ5)|influence]] over others. Liberty is available at the start of the game.]=];
AdvisorQuestion=[=[What is the liberty social policy branch about?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_POLICIES";};

CONCEPT_SOCIAL_POLICY_BRANCH_HONOR={
Topic=[=[Social Policies]=];
Description=[=[Honor]=];
Summary=[=[Choosing the policy of [[Honor (Civ5)|Honor]] improves the effectiveness of a [[civilization (Civ5)|civilization]]'s armies and militaries. Upon adoption, this policy will grant all [[units (Civ5)|units]] a bonus against [[Barbarians (Civ5)|Barbarians]], and will grant [[culture (Civ5)|culture]] with each Barbarian killed.  Honor is also available at the start of the game.]=];
AdvisorQuestion=[=[What is the honor social policy branch about?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_POLICIES";};

CONCEPT_SOCIAL_POLICY_BRANCH_PIETY={
Topic=[=[Social Policies]=];
Description=[=[Piety]=];
Summary=[=[[[Piety (Civ5)|Piety]] increases the [[Happiness (Civ5)|Happiness]] and [[Culture (Civ5)|Culture]] of the adopting civ. Piety becomes available once the [[Classical Era (Civ5)|Classical Era]] is reached, and it may not be active at the same time as [[Rationalism (Civ5)|Rationalism]]. For players looking to achieve a [[Cultural (Civ5)|Cultural]] Victory, this is a nice place to start, as the branch provides boosts to culture and even free policies.]=];
AdvisorQuestion=[=[What is the piety social policy branch about?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_POLICIES";};

CONCEPT_SOCIAL_POLICY_BRANCH_PATRONAGE={
Topic=[=[Social Policies]=];
Description=[=[Patronage]=];
Summary=[=[[[Patronage (Civ5)|Patronage]] enhances the benefits of [[City-State (Civ5)|City-State]] friendship. [[Influence (Civ5)|Influence]] with [[City (Civ5)|City]]-States degrades 25% slower than normal. Patronage becomes available upon entering the [[Medieval Era (Civ5)|Medieval Era]].]=];
AdvisorQuestion=[=[What is the patronage social policy branch about?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_POLICIES";};

CONCEPT_SOCIAL_POLICY_BRANCH_COMMERCE={
Topic=[=[Social Policies]=];
Description=[=[Commerce]=];
Summary=[=[[[Commerce (Civ5)|Commerce]] provides bonuses to naval-minded civs, as well as those focused on producing large quantities of [[Gold (Civ5)|Gold]]. This branch will increase the [[Happiness (Civ5)|Happiness]] gained from each [[Luxury Resource (Civ5)|Luxury Resource]] by an additional 1 point. Commerce also unlocks upon entering the [[Medieval Era (Civ5)|Medieval Era]].]=];
AdvisorQuestion=[=[What is the commerce social policy branch about?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_POLICIES";};

CONCEPT_SOCIAL_POLICY_BRANCH_RATIONALISM={
Topic=[=[Social Policies]=];
Description=[=[Rationalism]=];
Summary=[=[The branch of [[Rationalism (Civ5)|Rationalism]] improves the [[civilization (Civ5)|civilization]]'s ability to use and generate [[Science (Civ5)|Science]], becoming available upon entering the [[Renaissance Era (Civ5)|Renaissance Era]]. Rationalism may not be active at the same time as [[Piety (Civ5)|Piety]].]=];
AdvisorQuestion=[=[What is the rationalism social policy branch about?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_POLICIES";};

CONCEPT_SOCIAL_POLICY_BRANCH_FREEDOM={
Topic=[=[Social Policies]=];
Description=[=[Freedom]=];
Summary=[=[[[Freedom (Civ5)|Freedom]] provides bonuses for [[Culture (Civ5)|Culture]] and [[Specialist (Civ5)|Specialist]] [[production (Civ5)|production]]. Freedom becomes available upon entering the [[Renaissance Era (Civ5)|Renaissance Era]], and cannot be active at the same time as [[Autocracy (Civ5)|Autocracy]] or [[Ideology (Civ5)#Order|Order]].]=];
AdvisorQuestion=[=[What is the freedom social policy branch about?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_POLICIES";};

CONCEPT_SOCIAL_POLICY_BRANCH_ORDER={
Topic=[=[Social Policies]=];
Description=[=[Order]=];
Summary=[=[Players interested in creating massive, sprawling civs should turn to [[Ideology (Civ5)#Order|Order]], as the [[strength (Civ5)|strength]] of the empire is determined by the total number of [[cities (Civ5)|cities]] it contains. Order becomes available for exploration upon entering the [[Industrial Era (Civ5)|Industrial Era]].]=];
AdvisorQuestion=[=[What is the order social policy branch about?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_POLICIES";};

CONCEPT_SOCIAL_POLICY_BRANCH_AUTOCRACY={
Topic=[=[Social Policies]=];
Description=[=[Autocracy]=];
Summary=[=[This branch is well suited for those wishing nothing more than to crush their foes under the weight of their [[iron (Civ5)|iron]]-plated boots. It is ideal for players who seek a [[Domination Victory (Civ5)|Domination Victory]]. [[Autocracy (Civ5)|Autocracy]] reduces the [[Unit (Civ5)|Unit]] [[Maintenance (Civ5)|Maintenance]] fee by 33%, allowing the civ to field an even larger army at the same cost.  This policy unlocks upon entering the [[Industrial Era (Civ5)|Industrial Era]], and cannot be active at the same time as [[Freedom (Civ5)|Freedom]] or [[Ideology (Civ5)#Order|Order]].]=];
AdvisorQuestion=[=[What is the autocracy social policy about?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_POLICIES";};

CONCEPT_SOCIAL_POLICY_VICTORY={
Topic=[=[Social Policies]=];
Description=[=[Cultural Victory]=];
Summary=[=[If you fully explore five different branches on the Social Policies pane, you unlock the "[[Utopia Project (Civ5)|Utopia Project]]."  [[Building (Civ5)|Building]] this project will net you a [[Cultural (Civ5)|Cultural]] Victory!  For more information, see the section on Victory.]=];
AdvisorQuestion=[=[Is there a way to win the game through exploring social policies?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_POLICIES";};

CONCEPT_GOLD={
Topic=[=[Gold]=];
Description=[=[Gold]=];
Summary=[=[Ah, [[Gold (Civ5)|Gold]]! Gold is [[wonderful (Civ5)|wonderful]] stuff. You can use it to build an army, to pay for a [[road (Civ5)|road]] network, to purchase [[buildings (Civ5)|buildings]], to buy the friendship of a [[city-state (Civ5)|city-state]] and to bribe an enemy [[civilization (Civ5)|civilization]].
It may be true that "money can't buy you love," but it can purchase a [[Nuclear Submarine (Civ5)|nuclear submarine]] armed with [[nuclear missiles (Civ5)|nuclear missiles]], and that's not bad.]=];
AdvisorQuestion=[=[What is gold and what can I do with it?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_GOLD";};

CONCEPT_GOLD_WHERE_TO_GET={
Topic=[=[Gold]=];
Description=[=[Where To Get Gold]=];
Summary=[=[[[Gold (Civ5)|Gold]] comes from a variety of sources. You'll get most of your gold by working the tiles around your [[cities (Civ5)|cities]], but other sources are available as well.]=];
AdvisorQuestion=[=[Where can I get more gold?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_GOLD";};

CONCEPT_GOLD_TERRAIN={
Topic=[=[Gold]=];
Description=[=[Terrain Types and Gold]=];
Summary=[=[These tiles provide [[gold (Civ5)|gold]] when your [[citizens (Civ5)|citizens]] work them:
- [[Coast (Civ5)|Coast]] Tiles
- [[Ocean (Civ5)|Ocean]] Tiles
- [[River (Civ5)|River]] Tiles
- [[Natural Wonders (Civ5)|Natural Wonders]]
- [[Oasis (Civ5)|Oasis]]]=];
AdvisorQuestion=[=[How can I get gold from the terrain?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_GOLD";};

CONCEPT_GOLD_RESOURCES={
Topic=[=[Gold]=];
Description=[=[Resources]=];
Summary=[=[All [[Luxury resources (Civ5)|Luxury resources]] (especially [[gold (Civ5)|gold]]!) provide gold when worked.]=];
AdvisorQuestion=[=[Can I get gold from resources?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_GOLD";};

CONCEPT_GOLD_TRADING_POST={
Topic=[=[Gold]=];
Description=[=[The Trading Post]=];
Summary=[=[Construct a [[trading post (Civ5)|trading post]] [[improvement (Civ5)|improvement]] in a tile to increase its [[gold (Civ5)|gold]] output.]=];
AdvisorQuestion=[=[Does the trading post provide gold?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_GOLD";};

CONCEPT_GOLD_BUILDINGS={
Topic=[=[Gold]=];
Description=[=[Buildings]=];
Summary=[=[Many [[buildings (Civ5)|buildings]] - [[market (Civ5)|markets]], [[bank (Civ5)|banks]] - increase a [[city (Civ5)|city]]'s output of [[gold (Civ5)|gold]], especially if you assign [[merchant (Civ5)|merchant]] [[specialists (Civ5)|specialists]] to them.]=];
AdvisorQuestion=[=[Which buildings increase the output of gold?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_GOLD";};

CONCEPT_GOLD_WONDERS={
Topic=[=[Gold]=];
Description=[=[Wonders]=];
Summary=[=[Some [[Wonders (Civ5)|Wonders]] provide or increase a [[city (Civ5)|city]]'s output of [[gold (Civ5)|gold]]. Check out [[Machu Picchu (Civ5)|Machu Picchu]] and the [[Colossus (Civ5)|Colossus]].

Also, if you're constructing a Wonder and another civ finishes it before you do, you get a gold bonus (the size of the bonus depends upon how much progress you've made on the Wonder).]=];
AdvisorQuestion=[=[How do wonders interact with gold?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_GOLD";};

CONCEPT_GOLD_TRADE_ROUTES={
Topic=[=[Gold]=];
Description=[=[Trade Routes]=];
Summary=[=[If a [[city (Civ5)|city]] is connected by a [[road (Civ5)|road]] and/or [[harbor (Civ5)|harbor]] to your [[capital (Civ5)|capital]] city, that city has a "[[trade route (Civ5)|trade route]]" with the capital. Each trade route is worth a certain amount of [[gold (Civ5)|gold]] each turn, the amount determined by the size of the two [[cities (Civ5)|cities]].]=];
AdvisorQuestion=[=[How does a trade route produce gold?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_GOLD";};

CONCEPT_GOLD_TRADE_ROUTES_BLOCKADE={
Topic=[=[Gold]=];
Description=[=[Blockade]=];
Summary=[=[An enemy [[naval unit (Civ5)|naval unit]] within 2 tiles of a port [[city (Civ5)|city]] will "blockade" that city, rendering its [[harbor (Civ5)|harbor]] [[trade route (Civ5)|trade route]] inoperative until the enemy [[unit (Civ5)|unit]] is driven off or destroyed.  [[Citizens (Civ5)|Citizens]] cannot work naval tiles that are blockaded.]=];
AdvisorQuestion=[=[How is a naval trade route blockaded?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_GOLD";};

CONCEPT_GOLD_BARBARIAN_CAMPS={
Topic=[=[Gold]=];
Description=[=[Barbarian Encampment]=];
Summary=[=[You'll earn [[gold (Civ5)|gold]] each time you disperse a [[Barbarian (Civ5)|Barbarian]] [[Encampment (Civ5)|Encampment]].]=];
AdvisorQuestion=[=[How can I get gold from a barbarian encampment?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_GOLD";};

CONCEPT_GOLD_ANCIENT_RUINS={
Topic=[=[Gold]=];
Description=[=[Ancient Ruins]=];
Summary=[=[An [[ancient ruin (Civ5)|ancient ruin]] may provide [[gold (Civ5)|gold]] when it is explored.]=];
AdvisorQuestion=[=[Can ancient ruins give you more gold?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_GOLD";};

CONCEPT_GOLD_CITY_STATES={
Topic=[=[Gold]=];
Description=[=[City-States]=];
Summary=[=[A [[city-state (Civ5)|city-state]] may give you [[gold (Civ5)|gold]] when you first meet. It may provide more later if you befriend it. (See the section on [[City (Civ5)|City]]-States for details.)]=];
AdvisorQuestion=[=[How can you get gold out of a city state?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_GOLD";};

CONCEPT_GOLD_PILLAGE_IMPROVEMENTS={
Topic=[=[Gold]=];
Description=[=[Pillage Enemy Improvements]=];
Summary=[=[[[Pillaging (Civ5)|Pillaging]] enemy [[improvements (Civ5)|improvements]] will give you a modest amount of [[gold (Civ5)|gold]].]=];
AdvisorQuestion=[=[Does pillaging improvements provide any gold?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_GOLD";};

CONCEPT_GOLD_CITY_CAPTURE={
Topic=[=[Gold]=];
Description=[=[Capturing Cities]=];
Summary=[=[You may gain a bunch of [[gold (Civ5)|gold]] when you capture a [[city (Civ5)|city]] ([[city-state (Civ5)|city-state]] or [[civilization (Civ5)|civilization]]'s possession).]=];
AdvisorQuestion=[=[Do you get gold from capturing a city?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_GOLD";};

CONCEPT_GOLD_DIPLOMACY={
Topic=[=[Gold]=];
Description=[=[Gold Trading]=];
Summary=[=[You may gain [[gold (Civ5)|gold]] - lump sum or an amount each turn for 30 turns - during negotiations with another civ.]=];
AdvisorQuestion=[=[How can you gain gold through diplomacy?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_GOLD";};

CONCEPT_GOLD_TRADE_MISSION={
Topic=[=[Gold]=];
Description=[=[Perform a "Trade Mission"]=];
Summary=[=[A [[Great Merchant (Civ5)|Great Merchant]] can perform a "trade mission" in a [[city-state (Civ5)|city-state]]. The [[Merchant (Civ5)|Merchant]] is expended and you get lots of [[gold (Civ5)|gold]]. (See the section on Great People.)]=];
AdvisorQuestion=[=[How can you use the great merchant to get lots of gold?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_GOLD";};

CONCEPT_GOLD_SPENDING={
Topic=[=[Gold]=];
Description=[=[Expending Gold]=];
Summary=[=[There's lots of stuff to spend [[gold (Civ5)|gold]] on.]=];
AdvisorQuestion=[=[What can I spend gold on?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_GOLD";};

CONCEPT_GOLD_UNIT_BUILDING_MAINTENANCE={
Topic=[=[Gold]=];
Description=[=[Unit and Building Maintenance]=];
Summary=[=[[[Units (Civ5)|Units]] and [[buildings (Civ5)|buildings]] both have "[[maintenance (Civ5)|maintenance]] costs" that must be paid every turn. See the individual entries on the units and buildings for specific amounts. (Note that these maintenance costs are dependent upon the difficulty level at which you're playing.)]=];
AdvisorQuestion=[=[How does gold work with building and unit maintenance costs?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_GOLD";};

CONCEPT_GOLD_ROAD_MAINTENANCE={
Topic=[=[Gold]=];
Description=[=[Road Maintenance]=];
Summary=[=[You spend [[gold (Civ5)|gold]] for each [[road (Civ5)|road]] tile that you construct. If you absorb another civ's roads into your [[territory (Civ5)|territory]], you pay for their [[maintenance (Civ5)|maintenance]] as well.]=];
AdvisorQuestion=[=[How does gold work with road maintenance?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_GOLD";};

CONCEPT_GOLD_PURCHASE_TILES={
Topic=[=[Gold]=];
Description=[=[Purchase Tiles]=];
Summary=[=[You can extend your [[civilization (Civ5)|civilization]]'s [[territory (Civ5)|territory]] by purchasing individual tiles. Go to a [[City (Civ5)|City]] Screen, then click on "Buy a Tile." The map will display all tiles available for purchase. Click on the tile to expend the requisite [[gold (Civ5)|gold]] and purchase the tile.]=];
AdvisorQuestion=[=[How can you expand your borders using gold?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_GOLD";};

CONCEPT_GOLD_PURCHASE_UNITS_BUILDINGS_WONDERS={
Topic=[=[Gold]=];
Description=[=[Buying Units, Buildings or Wonders]=];
Summary=[=[You can spend [[gold (Civ5)|gold]] to purchase [[units (Civ5)|units]] or [[buildings (Civ5)|buildings]] in a [[city (Civ5)|city]]. Click on an item (if you can afford it!) and it will be immediately constructed in the city, and the amount deducted from your treasury.

Note that "projects" - the [[Utopia Project (Civ5)|Utopia Project]], the [[Manhattan Project (Civ5)|Manhattan Project]], etc. - cannot be purchased.]=];
AdvisorQuestion=[=[How can you use gold to units, buildings, or wonders?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_GOLD";};

CONCEPT_GOLD_BUY_CITY_STATE_INFLUENCE={
Topic=[=[Gold]=];
Description=[=[Buying Influence with City-States]=];
Summary=[=[If you want to improve your relationship with a [[city-state (Civ5)|city-state]], one way to do so is to give it some [[gold (Civ5)|gold]]. Increasing amounts of gold may be given for larger boosts to friendship.]=];
AdvisorQuestion=[=[How can I use gold to buy influence with city-states?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_GOLD";};

CONCEPT_GOLD_UPGRADE_UNITS={
Topic=[=[Gold]=];
Description=[=[Upgrading Obsolete Units]=];
Summary=[=[Over time, you'll learn new [[technologies (Civ5)|technologies]] that will allow you to create better military [[units (Civ5)|units]] than those you previously could. When this occurs, you'll have the option to "upgrade" the older units, turning them into the newer, more powerful models. (For example, once you learn [[Iron (Civ5)|Iron]]  Working, you can upgrade any [[Warrior (Civ5)|Warrior]] units you possess into Swordsmen.) Each upgrade costs some [[gold (Civ5)|gold]] - the more powerful the upgrade, the more expensive it will be.

A unit must be in your [[territory (Civ5)|territory]] to be upgraded. When an upgrade is available for a unit, the "Upgrade" button will appear in the unit's Action list.]=];
AdvisorQuestion=[=[A unit must be in your territory to be upgraded.]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_GOLD";};

CONCEPT_GOLD_SPENDING_ON_DIPLOMACY={
Topic=[=[Gold]=];
Description=[=[Diplomacy and Gold]=];
Summary=[=[You can exchange [[gold (Civ5)|gold]] with other [[civilizations (Civ5)|civilizations]] for any number of reasons - trading it for [[resources (Civ5)|resources]], for example, to get the other civ to make peace with you, or to bribe the civ to attack a third. Gold is extremely useful in negotiations.

There are two different ways to exchange gold: flat fee and per turn.]=];
AdvisorQuestion=[=[How can I use gold in diplomacy?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_GOLD";};

CONCEPT_GOLD_DIPLOMACY_FLAT_FEE={
Topic=[=[Gold]=];
Description=[=[Flat Fee]=];
Summary=[=[A "Flat Fee" exchange is just that. You give or receive a one-time lump sum of [[gold (Civ5)|gold]], and then you're done.]=];
AdvisorQuestion=[=[What is a "flat fee" gold exchange in diplomacy?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_GOLD";};

CONCEPT_GOLD_DIPLOMACY_PER_TURN={
Topic=[=[Gold]=];
Description=[=[Per Turn]=];
Summary=[=[You can also negotiate an exchange that occurs over a number of turns (usually 30). For example, you might agree to pay the other civ 5 [[gold (Civ5)|gold]] per turn for 30 turns. These agreements are rendered null and void if the two [[civilizations (Civ5)|civilizations]] go to war.]=];
AdvisorQuestion=[=[What is a "per turn" gold exchange in diplomacy?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_GOLD";};

CONCEPT_GOLD_CITY_CAPTURED_BY_BARBARIANS={
Topic=[=[Gold]=];
Description=[=[Getting Plundered]=];
Summary=[=[If the fiendish [[barbarians (Civ5)|barbarians]] successfully attack one of your [[cities (Civ5)|cities]], they "plunder" some of your [[gold (Civ5)|gold]] and you retain the [[city (Civ5)|city]].]=];
AdvisorQuestion=[=[Do you lose gold if barbarians take your city?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_GOLD";};

CONCEPT_GOLD_CITY_CAPTURED_BY_CIV={
Topic=[=[Gold]=];
Description=[=[Losing a City]=];
Summary=[=[If a [[civilization (Civ5)|civilization]] or [[city-state (Civ5)|city-state]] captures one of your [[cities (Civ5)|cities]], they take some of your [[gold (Civ5)|gold]] (as well as the [[city (Civ5)|city]]).]=];
AdvisorQuestion=[=[Do you lose gold if your city is captured?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_GOLD";};

CONCEPT_GOLD_RUNNING_DEFICIT={
Topic=[=[Gold]=];
Description=[=[Running Out of Gold]=];
Summary=[=[If your treasury is at [[zero (Civ5)|zero]] and you're running a negative budget, the difference is deducted from your [[Science (Civ5)|Science]], and can eventually cause [[units (Civ5)|units]] to be disbanded. Beware: this can seriously slow down your acquisition of new [[technology (Civ5)|technology]], which can leave you extremely vulnerable to attack by more advanced neighbors. Get your budget in order as quickly as possible!]=];
AdvisorQuestion=[=[What happens if you run out of gold and are running a negative budget?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_GOLD";};

CONCEPT_ADVISORS={
Topic=[=[Advisors]=];
Description=[=[Advisors]=];
Summary=[=[As leader of a mighty [[civilization (Civ5)|civilization]], you have an able coterie of Advisors who will assist you with guidance and advice. They'll point out things that they believe are important, or that you might have forgotten about. You can turn them off if you like, but you may want to try playing with them for a while first.  You have four different Advisors. Each provides advice on a specific area of expertise:]=];
AdvisorQuestion=[=[Who are these awesome advisors?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_ADVISORS";};

CONCEPT_ADVISORS_ECONOMIC={
Topic=[=[Advisors]=];
Description=[=[Economic]=];
Summary=[=[The [[Economic (Civ5)|Economic]] Advisor provides advice on [[building (Civ5)|building]] and improving your [[cities (Civ5)|cities]] and [[territory (Civ5)|territory]].]=];
AdvisorQuestion=[=[Why is the economic advisor so great?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_ADVISORS";};

CONCEPT_ADVISORS_MILITARY={
Topic=[=[Advisors]=];
Description=[=[Military]=];
Summary=[=[The Military Advisor provides advice on [[combat (Civ5)|combat]] and all things related to war.]=];
AdvisorQuestion=[=[Why is the military advisor so totally awesome?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_ADVISORS";};

CONCEPT_ADVISORS_FOREIGN={
Topic=[=[Advisors]=];
Description=[=[Foreign]=];
Summary=[=[The Foreign Advisor advises you on exploration and your relations with [[city-states (Civ5)|city-states]], and other [[civilizations (Civ5)|civilizations]].]=];
AdvisorQuestion=[=[The foreign advisor is one pretty girl, but how can she help me?]=];
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_ADVISORS";};

CONCEPT_ADVISORS_SCIENCE={
Topic=[=[Advisors]=];
Description=[=[Science]=];
Summary=[=[The [[Science (Civ5)|Science]] Advisor gives you advice on science and [[technology (Civ5)|technology]], as well as information on game rules.]=];
AdvisorQuestion=[=[This science guy looks nerdy. Does Poindexer do anything cool?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_ADVISORS";};

CONCEPT_ADVISORS_CONTACTING={
Topic=[=[Advisors]=];
Description=[=[Contacting An Advisor]=];
Summary=[=[During play, your Advisors will appear in "pop-ups" when they have something they think you should know. They'll often provide links to other information that relates to the current topic. You can follow these links or click "Thank You" at any time to dismiss the Advisor.

You can also press the "Advisors" button in the upper right-hand corner of the screen to reach the "Advisor Counsel" screen. There you can see all four of your Advisors; if they have anything useful to say on the current situation it will appear there.]=];
AdvisorQuestion=[=[How can I get my advisors on the horn?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_ADVISORS";};

CONCEPT_ADVISORS_TURNINGOFF={
Topic=[=[Advisors]=];
Description=[=[Turning Off the Advisors]=];
Summary=[=[You can determine how much assistance you get from the Advisors on the "Options" screen.  You can set the advice level to New to Civ, New to Civ 5, [[Experienced (Civ5)|Experienced]] Player, or No Advice. If turned off, they won't ever appear in pop-ups, but you can still go to the "Advisor Counsel" screen to see what they're thinking.]=];
AdvisorQuestion=[=[How can I get the advisors to shut up?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_ADVISORS";};

CONCEPT_SPECIALISTS_AND_GREAT_PEOPLE={
Topic=[=[Specialists and Great People]=];
Description=[=[Specialists and Great People]=];
Summary=[=[When a [[civilization (Civ5)|civilization]] has advanced technologically enough to be able to support [[citizens (Civ5)|citizens]] who are not directly involved in providing [[food (Civ5)|food]], those citizens can be assigned as "[[specialists (Civ5)|specialists]]." Specialists can increase a [[city (Civ5)|city]]'s output of [[culture (Civ5)|culture]], [[gold (Civ5)|gold]], [[science (Civ5)|science]] or [[production (Civ5)|production]]. In addition, specialists speed the creation of "Great People."

Great People are the [[artists (Civ5)|artists]], [[merchants (Civ5)|merchants]], [[engineers (Civ5)|engineers]], [[scientists (Civ5)|scientists]] and [[warriors (Civ5)|warriors]] who can, singlehandedly, change the course of a civilization. They're people like Leonardo Da Vinci, Andrew Carnegie, Louis Pasteur, and Robert E. Lee. Great People are extremely powerful. Great People are cool.]=];
AdvisorQuestion=[=[What are specialists and great people?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_PEOPLE";};

CONCEPT_BUILDINGS_SPECIALISTS={
Topic=[=[Buildings]=];
Description=[=[Specialists and Buildings]=];
Summary=[=[Certain [[buildings (Civ5)|buildings]] allow you to create "[[specialists (Civ5)|specialists]]" out of your [[citizens (Civ5)|citizens]] to work those buildings. Specialists improve the output of the building, and they also increase the [[city (Civ5)|city]]'s output of Great People. See the section on Specialists and Great People for details.]=];
AdvisorQuestion=[=[How do buildings interact with specialists?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_PEOPLE";};

CONCEPT_SPECIALISTS_AND_GREAT_PEOPLE_SPECIALISTS={
Topic=[=[Specialists and Great People]=];
Description=[=[Specialists]=];
Summary=[=[When a [[city (Civ5)|city]] is first created, all of its [[citizens (Civ5)|citizens]] (population) will work the tiles around the city, generating [[food (Civ5)|food]], [[production (Civ5)|production]], [[gold (Civ5)|gold]], etc. Later on, you can construct certain [[buildings (Civ5)|buildings]] which allow you to reassign some of the citizens to work in the building as [[specialists (Civ5)|specialists]].

For example, the [[University (Civ5)|University]] has 2 "slots" for "[[scientist (Civ5)|scientist]]" specialists. Once you've constructed a University in a city, you can assign 1 or 2 citizens to work in that University as scientists. (Note that not all buildings create specialists; see the Buildings section in the Civilopedia.)

There are four different classes of specialists. The type a citizen becomes depends upon the type of building he is assigned to work in.]=];
AdvisorQuestion=[=[What are specialists?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_PEOPLE";};

CONCEPT_SPECIALISTS_AND_GREAT_PEOPLE_SPECIALISTS_ARTIST={
Topic=[=[Specialists and Great People]=];
Description=[=[Artist]=];
Summary=[=[An [[artist (Civ5)|artist]] [[specialist (Civ5)|specialist]] produces [[culture (Civ5)|culture]] and generates points toward a [[Great Artist (Civ5)|Great Artist]]. Artists are assigned to culture-related [[buildings (Civ5)|buildings]] like [[Temples (Civ5)|Temples]] and [[Museums (Civ5)|Museums]].]=];
AdvisorQuestion=[=[What does the artist specialist do?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_PEOPLE";};

CONCEPT_SPECIALISTS_AND_GREAT_PEOPLE_SPECIALISTS_ENGINEER={
Topic=[=[Specialists and Great People]=];
Description=[=[Engineer]=];
Summary=[=[An [[engineer (Civ5)|engineer]] [[specialist (Civ5)|specialist]] produces [[production (Civ5)|production]] (hammers) and generates points toward a [[Great Engineer (Civ5)|Great Engineer]]. Engineers are assigned to production-related [[buildings (Civ5)|buildings]] like [[Workshop (Civ5)|Workshops]] and Factories.]=];
AdvisorQuestion=[=[What does the engineer specialist do?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_PEOPLE";};

CONCEPT_SPECIALISTS_AND_GREAT_PEOPLE_SPECIALISTS_MERCHANT={
Topic=[=[Specialists and Great People]=];
Description=[=[Merchant]=];
Summary=[=[A [[merchant (Civ5)|merchant]] [[specialists (Civ5)|specialists]] produces [[gold (Civ5)|gold]] and generates points toward a [[Great Merchant (Civ5)|Great Merchant]]. Merchants are assigned to [[wealth (Civ5)|wealth]]-related [[buildings (Civ5)|buildings]] like [[Market (Civ5)|Markets]] and [[Bank (Civ5)|Banks]].]=];
AdvisorQuestion=[=[What does the merchant specialist do?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_PEOPLE";};

CONCEPT_SPECIALISTS_AND_GREAT_PEOPLE_SPECIALISTS_SCIENTIST={
Topic=[=[Specialists and Great People]=];
Description=[=[Scientist]=];
Summary=[=[A [[scientist (Civ5)|scientist]] [[specialist (Civ5)|specialist]] generates [[science (Civ5)|science]] (beakers) and generates points toward a [[Great Scientist (Civ5)|Great Scientist]]. Scientists are assigned to science-related [[buildings (Civ5)|buildings]] like [[Universities (Civ5)|Universities]].]=];
AdvisorQuestion=[=[What does the scientist specialist do?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_PEOPLE";};

CONCEPT_SPECIALISTS_AND_GREAT_PEOPLE_SPECIALISTS_ASSIGNING={
Topic=[=[Specialists and Great People]=];
Description=[=[Assigning Specialists]=];
Summary=[=[To assign a [[specialist (Civ5)|specialist]], go to the [[City (Civ5)|City]] Screen. Click on the "specialist slot" in the [[building (Civ5)|building]] where you want to assign the specialist. A [[citizen (Civ5)|citizen]] will be removed from working a tile and assigned to work in the building. If you click on the slot again, the citizen will be removed from the building and reassigned to work in the fields.

See the City section for more details on assigning citizens to work tiles and as specialists.]=];
AdvisorQuestion=[=[How can you assign specialists?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_PEOPLE";};

CONCEPT_SPECIALISTS_AND_GREAT_PEOPLE_SPECIALISTS_EFFECT={
Topic=[=[Specialists and Great People]=];
Description=[=[Effects of Assigning Specialists]=];
Summary=[=[Remember that a [[citizen (Civ5)|citizen]] working in a tile is generating something for the [[city (Civ5)|city]] - it may be [[food (Civ5)|food]], [[production (Civ5)|production]], [[gold (Civ5)|gold]], [[culture (Civ5)|culture]], or [[science (Civ5)|science]]. Once that citizen is assigned as a [[specialist (Civ5)|specialist]],  he or she will not be working the tile, and whatever he or she was producing will be lost. Therefore it's a good idea to check your city's food, gold and production generation after creating specialists.]=];
AdvisorQuestion=[=[How does assigning a specialist effect city output?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_PEOPLE";};

CONCEPT_SPECIALISTS_AND_GREAT_PEOPLE_GREAT_PEOPLE={
Topic=[=[Specialists and Great People]=];
Description=[=[Great People]=];
Summary=[=[There are five types of Great People: [[Great Artists (Civ5)|Great Artists]], [[Great Engineers (Civ5)|Great Engineers]], [[Great Merchants (Civ5)|Great Merchants]], [[Great Scientists (Civ5)|Great Scientists]], and [[Great General (Civ5)|Great Generals]]. The first four types are quite similar in functionality, while Great Generals are rather different: they are generated differently and they have different effects upon play. Great Generals will be discussed in detail below; first, let's examine the other four types of Great People.]=];
AdvisorQuestion=[=[What are great people?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_PEOPLE";};

CONCEPT_SPECIALISTS_AND_GREAT_PEOPLE_GREAT_PEOPLE_GENERATING={
Topic=[=[Specialists and Great People]=];
Description=[=[Generating Great People]=];
Summary=[=[[[Great Artists (Civ5)|Great Artists]], [[Engineers (Civ5)|Engineers]], [[Merchants (Civ5)|Merchants]] and [[Scientists (Civ5)|Scientists]] are created in [[cities (Civ5)|cities]] by [[specialists (Civ5)|specialists]] and [[Wonders (Civ5)|Wonders]] which generate "Great People" (GP)  points. A [[city (Civ5)|city]] may generate no Great People points, or it may generate a single kind of GP points or it may generate multiple kinds of GP points. Each city's GP points are kept track of separately. (For example, Kyoto might generate 1 [[Artist (Civ5)|Artist]] and 2 Engineer GP pts each turn. After 3 turns it would have 3 Artist points and 6 Engineer GP pts. The two types of points are not pooled.)

When a city has enough of a specific type of GP points, the points are expended to generate a [[Great Person (Civ5)|Great Person]] of that type. Once a Great Person is generated, the amount required for the next Great Person increases in all of that player's cities.

For instance, let's say that a player needs to acquire 10 GP pts to get a Great Person. From the previous example, in five turns Kyoto would have enough Engineer GP pts. to create a [[Great Engineer (Civ5)|Great Engineer]]. After the Great Engineer was created, Kyoto would have 0 Great Engineer points and 5 Great Artist points left, and the amount required for the next Great Person would increase to say 15 points. Eight turns later Kyoto would have 13 Great Artist points and 16 Great Engineer points, and it would generate another Great Engineer.

Note that a [[Garden (Civ5)|Garden]] [[building (Civ5)|building]] increases the rate at which you generate Great People, and that the "[[Warrior (Civ5)|Warrior]] Code" [[social policy (Civ5)|social policy]] immediately generates a [[Great General (Civ5)|Great General]].]=];
AdvisorQuestion=[=[How can I get great people?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_PEOPLE";};

CONCEPT_SPECIALISTS_AND_GREAT_PEOPLE_GREAT_PEOPLE_ABILITIES={
Topic=[=[Specialists and Great People]=];
Description=[=[Great Peoples' Abilities]=];
Summary=[=[Each [[Great Person (Civ5)|Great Person]] type has three abilities (but see the [[Great General (Civ5)|Great General]], below).
- They can be expended to create a "[[Golden Age (Civ5)|Golden Age]]".
- They can be expended to construct a Special [[Improvement (Civ5)|Improvement]].
- They have some other special ability.]=];
AdvisorQuestion=[=[What are the abilities of the great people?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_PEOPLE";};

CONCEPT_SPECIALISTS_AND_GREAT_PEOPLE_GREAT_PEOPLE_GOLDEN_AGE={
Topic=[=[Specialists and Great People]=];
Description=[=[Golden Age]=];
Summary=[=[A "[[Golden Age (Civ5)|Golden Age]]" is a period of special productivity for a [[civilization (Civ5)|civilization]]. During a [[Golden (Civ5)|Golden]] Age, any tile which produces gold produces 1 extra gold, and [[production (Civ5)|production]] (hammers) in [[cities (Civ5)|cities]] is increased 20%. (Obviously this has no effect unless [[citizens (Civ5)|citizens]] are working the tiles.) The duration of the Golden Age depends upon the game difficulty and speed. The [[Great Person (Civ5)|Great Person]] is expended when he or she creates a Golden Age.]=];
AdvisorQuestion=[=[How can great people start a golden age?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_PEOPLE";};

CONCEPT_SPECIALISTS_AND_GREAT_PEOPLE_GREAT_PEOPLE_SPECIAL_IMPROVEMENT={
Topic=[=[Specialists and Great People]=];
Description=[=[Special Improvement]=];
Summary=[=[Each [[Great Person (Civ5)|Great Person]] type can be expended to create a Special [[Improvement (Civ5)|Improvement]] on a tile within your [[civilization (Civ5)|civilization]]'s borders. The Special Improvement's effects depend upon which Great Person is creating it - a [[Great Artist (Civ5)|Great Artist]]'s Special Improvement generates [[culture (Civ5)|culture]], for example, while a [[Great Merchant (Civ5)|Great Merchant]]'s generates cash.

A Special Improvement must be worked in order to have any effect. [[Further (Civ5)|Further]], a Special Improvement can be pillaged and repaired like any other Improvement. If constructed atop a [[resource (Civ5)|resource]], the Special Improvement will only provide access to it if that resource is a [[strategic resource (Civ5)|strategic resource]].

Note that you have to move the Great Person out of the [[city (Civ5)|city]] and into your [[territory (Civ5)|territory]] to construct a Special Improvement.]=];
AdvisorQuestion=[=[How can a great person build a special improvement?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_PEOPLE";};

CONCEPT_SPECIALISTS_AND_GREAT_PEOPLE_GREAT_PEOPLE_SPECIAL_ABILITY={
Topic=[=[Specialists and Great People]=];
Description=[=[Special Ability]=];
Summary=[=[The [[Great Person (Civ5)|Great Person]]'s Special Ability can have major effects upon the game. Once again, each Great Person type has a different Special Ability. Some (but not all) Special Abilities require you to expend the Great Person.]=];
AdvisorQuestion=[=[What are the special abilities of great people?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_PEOPLE";};

CONCEPT_SPECIALISTS_AND_GREAT_PEOPLE_GREAT_PEOPLE_MOVING_GREAT_PEOPLE={
Topic=[=[Specialists and Great People]=];
Description=[=[Moving Great People]=];
Summary=[=[Great People can move about the board like any other [[units (Civ5)|units]]. They are non-[[combat (Civ5)|combat]] units, which means that they cannot stack in a tile with other non-combat units ([[Workers (Civ5)|Workers]], [[Settlers (Civ5)|Settlers]]), but they can stack with one military unit. If an enemy unit enters a [[Great Person (Civ5)|Great Person]]'s tile, that Great Person is automatically destroyed (the enemy doesn't get it.)]=];
AdvisorQuestion=[=[How do great people move?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_PEOPLE";};

CONCEPT_SPECIALISTS_AND_GREAT_PEOPLE_GREAT_PEOPLE_GREAT_ARTIST={
Topic=[=[Specialists and Great People]=];
Description=[=[Great Artist]=];
Summary=[=[The [[great artist (Civ5)|great artist]] is one talented [[artist (Civ5)|artist]].]=];
AdvisorQuestion=[=[What is a great artist?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_PEOPLE";};

CONCEPT_SPECIALISTS_AND_GREAT_PEOPLE_GREAT_PEOPLE_LANDMARK={
Topic=[=[Specialists and Great People]=];
Description=[=[Special Improvement: Landmark]=];
Summary=[=[A [[Landmark (Civ5)|Landmark]] [[Improvement (Civ5)|Improvement]] provides loads of [[culture (Civ5)|culture]] to the [[city (Civ5)|city]].]=];
AdvisorQuestion=[=[What does a landmark improvement do?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_PEOPLE";};

CONCEPT_SPECIALISTS_AND_GREAT_PEOPLE_GREAT_PEOPLE_CULTURE_BOMB={
Topic=[=[Specialists and Great People]=];
Description=[=[Special Ability: Culture Bomb]=];
Summary=[=[A [[Great Artist (Civ5)|Great Artist]] can "[[Culture (Civ5)|Culture]] Bomb" any tile inside or adjacent to your [[territory (Civ5)|territory]]. That tile and all six surrounding it immediately become your territory. A Culture Bomb will "flip" foreign territory to your territory, but it won't flip a foreign [[city (Civ5)|city]] (although the foreign city may suddenly find itself surrounded by your [[terrain (Civ5)|terrain]]). Flipping foreign terrain is not an automatic act of war, though some [[civilizations (Civ5)|civilizations]] will no doubt find the act offensive. Note that another [[artist (Civ5)|artist]] can flip the terrain back at a later point - there's no limit to the frequency or number of times that a tile can flip during a game.]=];
AdvisorQuestion=[=[What does the culture bomb special ability do?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_PEOPLE";};

CONCEPT_SPECIALISTS_AND_GREAT_PEOPLE_GREAT_PEOPLE_GREAT_ENGINEER={
Topic=[=[Specialists and Great People]=];
Description=[=[Great Engineer]=];
Summary=[=[The [[great engineer (Civ5)|great engineer]] is one talented [[engineer (Civ5)|engineer]].]=];
AdvisorQuestion=[=[What is a great engineer?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_PEOPLE";};

CONCEPT_SPECIALISTS_AND_GREAT_PEOPLE_GREAT_PEOPLE_MANUFACTORY={
Topic=[=[Specialists and Great People]=];
Description=[=[Special Improvement: Manufactory]=];
Summary=[=[You can expend an [[Engineer (Civ5)|Engineer]] to create a [[Manufactory (Civ5)|Manufactory]]. A Manufactory produces huge amounts of [[production (Civ5)|production]] (hammers) for the [[city (Civ5)|city]], if it is worked.]=];
AdvisorQuestion=[=[What doe the manufactory special improvement do?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_PEOPLE";};

CONCEPT_SPECIALISTS_AND_GREAT_PEOPLE_GREAT_PEOPLE_HURRY_PRODUCTION={
Topic=[=[Specialists and Great People]=];
Description=[=[Special Ability: Hurry Production]=];
Summary=[=[You can expend a [[Great Engineer (Civ5)|Great Engineer]] to create a sudden burst of [[production (Civ5)|production]] in a [[city (Civ5)|city]]. The production is immediately applied to whatever is presently being built in the city - be it [[building (Civ5)|building]] or [[Wonder (Civ5)|Wonder]]. This will usually be enough production to immediately finish all but the most massive Wonders, and it will drastically shorten their production time. This ability cannot be used for Projects.]=];
AdvisorQuestion=[=[What does the hurry production special ability do?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_PEOPLE";};

CONCEPT_SPECIALISTS_AND_GREAT_PEOPLE_GREAT_PEOPLE_GREAT_MERCHANT={
Topic=[=[Specialists and Great People]=];
Description=[=[Great Merchant]=];
Summary=[=[The [[great merchant (Civ5)|great merchant]] is one talented [[merchant (Civ5)|merchant]].]=];
AdvisorQuestion=[=[What is a great merchant?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_PEOPLE";};

CONCEPT_SPECIALISTS_AND_GREAT_PEOPLE_GREAT_PEOPLE_CUSTOMS_HOUSE={
Topic=[=[Specialists and Great People]=];
Description=[=[Special Improvement: Custom House]=];
Summary=[=[You can expend a [[Great Merchant (Civ5)|Great Merchant]] to create a [[Customs House (Civ5)|Customs House]]. When worked, a Customs House generates a lot of [[gold (Civ5)|gold]] per turn for its [[city (Civ5)|city]].]=];
AdvisorQuestion=[=[What does the custom house special improvement do?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_PEOPLE";};

CONCEPT_SPECIALISTS_AND_GREAT_PEOPLE_GREAT_PEOPLE_TRADE_MISSION={
Topic=[=[Specialists and Great People]=];
Description=[=[Special Ability: Trade Mission]=];
Summary=[=[You can expend a [[Great Merchant (Civ5)|Great Merchant]] while it is within a [[city-state (Civ5)|city-state]]'s borders to conduct a "Trade Mission" with the [[city (Civ5)|city]]-state. This provides you with a huge chunk of {{gold5}} [[Gold (Civ5)|Gold]], and it boosts your civ's relationship with that city-state.]=];
AdvisorQuestion=[=[What does the trade mission special ability do?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_PEOPLE";};

CONCEPT_SPECIALISTS_AND_GREAT_PEOPLE_GREAT_PEOPLE_GREAT_SCIENTIST={
Topic=[=[Specialists and Great People]=];
Description=[=[Great Scientist]=];
Summary=[=[A [[great scientist (Civ5)|great scientist]] is one talented [[scientist (Civ5)|scientist]].]=];
AdvisorQuestion=[=[What is a great scientist?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_PEOPLE";};

CONCEPT_SPECIALISTS_AND_GREAT_PEOPLE_GREAT_PEOPLE_ACADEMY={
Topic=[=[Specialists and Great People]=];
Description=[=[Special Improvement: Academy]=];
Summary=[=[You can expend a [[Great Scientist (Civ5)|Great Scientist]] to create an [[Academy (Civ5)|Academy]]. While worked, the Academy will give your [[city (Civ5)|city]] a big [[science (Civ5)|science]] boost.]=];
AdvisorQuestion=[=[What does the academy special improvement do?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_PEOPLE";};

CONCEPT_SPECIALISTS_AND_GREAT_PEOPLE_GREAT_PEOPLE_LEARN_NEW_TECH={
Topic=[=[Specialists and Great People]=];
Description=[=[Special Ability: Free Technology]=];
Summary=[=[You can expend your [[Great Scientist (Civ5)|Great Scientist]] to immediately learn a new [[technology (Civ5)|technology]]. This doesn't have to be the tech you're currently working on: you can choose from all techs currently available to you.]=];
AdvisorQuestion=[=[What does the Discover Technology special ability do?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_PEOPLE";};

CONCEPT_SPECIALISTS_AND_GREAT_PEOPLE_GREAT_PEOPLE_GREAT_GENERAL={
Topic=[=[Specialists and Great People]=];
Description=[=[Great General]=];
Summary=[=[The [[Great General (Civ5)|Great General]] is somewhat different from other Great People. Instead of being generated in [[cities (Civ5)|cities]] by [[specialists (Civ5)|specialists]], Great Generals are generated by [[combat (Civ5)|combat]]. Whenever one of your military [[units (Civ5)|units]] gets XPs, your [[civilization (Civ5)|civilization]] generates Great General points (except when fighting against [[barbarians (Civ5)|barbarians]]). When you've got enough points, you earn a Great General. At that point the amount you need for the next Great General rises.]=];
AdvisorQuestion=[=[What is a Great General and how is it different?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_PEOPLE";};

CONCEPT_SPECIALISTS_AND_GREAT_PEOPLE_GREAT_PEOPLE_CITADEL={
Topic=[=[Specialists and Great People]=];
Description=[=[Special Improvement: Citadel]=];
Summary=[=[The [[Citadel (Civ5)|Citadel]] provides a big defensive bonus to any [[unit (Civ5)|unit]] occupying it. [[Further (Civ5)|Further]], it damages any enemy unit that ends its turn next to the Citadel. Note that a Citadel functions only when it's in your [[territory (Civ5)|territory]]. If it were, say, [[culture (Civ5)|culture]]-bombed, it would change hands, being effective only for the other player.]=];
AdvisorQuestion=[=[What does the citadel special improvement do?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_PEOPLE";};

CONCEPT_SPECIALISTS_AND_GREAT_PEOPLE_GREAT_PEOPLE_COMBAT_BONUS={
Topic=[=[Specialists and Great People]=];
Description=[=[Special Ability: Combat Bonus]=];
Summary=[=[A [[Great General (Civ5)|Great General]] provides a 20% [[combat (Civ5)|combat]] bonus to all friendly [[units (Civ5)|units]] within 2 tiles. This combat bonus applies to all forms of combat: melee, [[ranged (Civ5)|ranged]], [[defense (Civ5)|defense]], and so [[forth (Civ5)|forth]].]=];
AdvisorQuestion=[=[What does the combat bonus special ability do?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_PEOPLE";};

CONCEPT_CITY_STATE={
Topic=[=[City-States]=];
Description=[=[City-States]=];
Summary=[=[[[City-States (Civ5)|City-States]] are the smaller political entities in [[Civilization (Civ5)|Civilization]] V. They cannot win a game - they're not competing against you - but they can greatly assist or impede your progress towards victory. You can befriend [[City (Civ5)|City]]-States and gain a number of important benefits; you can ignore them and concentrate on bigger and more important foes; or you can conquer them and take their stuff. It's up to you.]=];
AdvisorQuestion=[=[What are city-states?]=];
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_CITYSTATE";};

CONCEPT_CITY_STATE_TYPES={
Topic=[=[City-States]=];
Description=[=[Types of City-States]=];
Summary=[=[There are three different "flavors" of [[city-states (Civ5)|city-states]]. Each can provide you with different benefits if you befriend or ally with them.]=];
AdvisorQuestion=[=[What are the different types of city-states?]=];
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_CITYSTATE";};

CONCEPT_CITY_STATE_TYPES_CULTURED={
Topic=[=[City-States]=];
Description=[=[Cultured]=];
Summary=[=[A [[cultured (Civ5)|cultured]] [[city-state (Civ5)|city-state]] can help you improve your culture.]=];
AdvisorQuestion=[=[What does it mean for a city-state to be cultured?]=];
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_CITYSTATE";};

CONCEPT_CITY_STATE_TYPES_MARITIME={
Topic=[=[City-States]=];
Description=[=[Maritime]=];
Summary=[=[A maritime [[city-state (Civ5)|city-state]] can provide [[food (Civ5)|food]] to your [[civilization (Civ5)|civilization]].]=];
AdvisorQuestion=[=[What does it mean for a city-state to be maritime?]=];
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_CITYSTATE";};

CONCEPT_CITY_STATE_TYPES_MILITARISTIC={
Topic=[=[City-States]=];
Description=[=[Militaristic]=];
Summary=[=[A militaristic [[city-state (Civ5)|city-state]] can provide [[units (Civ5)|units]] to your army.]=];
AdvisorQuestion=[=[What does it mean for a city-state to be militaristic?]=];
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_CITYSTATE";};

CONCEPT_CITY_STATE_COMMUNICATION={
Topic=[=[City-States]=];
Description=[=[Communicating with City-States]=];
Summary=[=[In order to communicate with a [[city-state (Civ5)|city-state]], you must find it first. When one of your [[units (Civ5)|units]] encounters a [[city (Civ5)|city]]-state, the city-state will tell you what type it is, and it will often give you a gift of [[gold (Civ5)|gold]] as well. (This is another good reason to explore the world!)

Once you have met, the city-state may periodically make contact with you to ask you to undertake "missions". If you want to get in touch with the city-state, you can click on the city itself, or you can go through the Diplomacy Panel.]=];
AdvisorQuestion=[=[How do you communicate with a city-state?]=];
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_CITYSTATE";};

CONCEPT_CITY_STATE_INFLUENCE={
Topic=[=[City-States]=];
Description=[=[City-State Influence]=];
Summary=[=[Your relations with each [[city-state (Civ5)|city-state]] are measured by "[[Influence (Civ5)|Influence]] Points" (IPs). They usually start at [[zero (Civ5)|zero]] and your actions can increase or decrease them (yes, they can go quite negative!). Your current IP level is noted on the [[city (Civ5)|city]]-state's banner.]=];
AdvisorQuestion=[=[What is city-state influence?]=];
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_CITYSTATE";};

CONCEPT_CITY_STATE_INFLUENCE_GIVE_GOLD={
Topic=[=[City-States]=];
Description=[=[Gold: The Gift That Keeps on Giving!]=];
Summary=[=[One of the most cost-effective ways to increase your IP total is to give a [[city-state (Civ5)|city-state]] [[gold (Civ5)|gold]]. To give a [[city (Civ5)|city]]-state gold, click on the city-state itself and then pick the appropriate menu item.]=];
AdvisorQuestion=[=[How does giving city-states {{gold5}} Gold effect our relationship?]=];
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_CITYSTATE";};

CONCEPT_CITY_STATE_INFLUENCE_GIVE_UNITS={
Topic=[=[City-States]=];
Description=[=[Give Them Units]=];
Summary=[=[You can also give a [[city-state (Civ5)|city-state]] [[units (Civ5)|units]]. One way to do this is to move the unit into the [[city (Civ5)|city]]-state's [[territory (Civ5)|territory]] and then click on the "Give Unit" button in the unit's Action menu. (You can also give them units anywhere on the screen through the city-state Diplomacy screen.) It should be noted that [[gold (Civ5)|gold]] usually is the better gift, unless the city-state is specifically requesting units.]=];
AdvisorQuestion=[=[How does giving city-states units effect our relationship?]=];
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_CITYSTATE";};

CONCEPT_CITY_STATE_INFLUENCE_DO_NOTHING={
Topic=[=[City-States]=];
Description=[=[Doing Nothing]=];
Summary=[=[If you don't do anything, your IPs will tend to revert to [[zero (Civ5)|zero]] over time: if your IPs are positive, they'll reduce by a small amount each turn. If they're negative, they'll increase by a small amount each turn. (The exact amount can vary based on the [[City-State (Civ5)|City-State]]'s personality.) So if you want to maintain positive relations with a [[city (Civ5)|city]]-state, you'll have to periodically complete a mission or give them a gift.

Note that you lose a handful of IPs per turn for each of your [[units (Civ5)|units]] "trespassing" in a city-state's [[territory (Civ5)|territory]]. If you are friends with the city-state, you can move through its territory with no consequences.]=];
AdvisorQuestion=[=[What happens if I leave a city-state alone?]=];
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_CITYSTATE";};

CONCEPT_CITY_STATE_INFLUENCE_LEVELS={
Topic=[=[City-States]=];
Description=[=[Influence Levels]=];
Summary=[=[There are five [[influence (Civ5)|influence]] levels with [[city-states (Civ5)|city-states]]: permanent war, war, neutral, friends, and allies.]=];
AdvisorQuestion=[=[What are the city-state influence levels?]=];
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_CITYSTATE";};

CONCEPT_CITY_STATE_INFLUENCE_LEVELS_PERMANENT_WAR={
Topic=[=[City-States]=];
Description=[=[Permanent War]=];
Summary=[=[You've so totally angered the [[city-state (Civ5)|city-state]] that it will never accept peace with you. This occurs if you've gobbled up too many of the [[city (Civ5)|city]]-states around you - the survivors will band together and try to wipe you off the planet. They simply won't deal with you any more: there's nothing to do here but fight 'em off.]=];
AdvisorQuestion=[=[What does it mean to be at permanent war with a city-state?]=];
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_CITYSTATE";};

CONCEPT_CITY_STATE_INFLUENCE_LEVELS_WAR={
Topic=[=[City-States]=];
Description=[=[War]=];
Summary=[=[While at war with a [[city-state (Civ5)|city-state]], your [[influence (Civ5)|influence]] will remain negative and they certainly won't give you any stuff. However, unless you're at permanent war or they're allied with one of your enemies a [[city (Civ5)|city]]-state will always accept a peace deal.]=];
AdvisorQuestion=[=[What does it mean to be at war with a city-state?]=];
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_CITYSTATE";};

CONCEPT_CITY_STATE_INFLUENCE_LEVELS_NEUTRAL={
Topic=[=[City-States]=];
Description=[=[Neutral]=];
Summary=[=[The [[city-state (Civ5)|city-state]] doesn't especially like or hate you. You can give them [[gold (Civ5)|gold]] or do missions to improve your IP level, or you can degrade your IP by trespassing and suchlike.]=];
AdvisorQuestion=[=[What does it mean to be neutral with a city-state?]=];
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_CITYSTATE";};

CONCEPT_CITY_STATE_INFLUENCE_LEVELS_FRIENDS={
Topic=[=[City-States]=];
Description=[=[Friends]=];
Summary=[=[If you're "friends" with a [[city-state (Civ5)|city-state]], the [[city (Civ5)|city]]-state will periodically give you gifts - a [[cultured (Civ5)|cultured]] city-state will give you culture; a maritime city-state will give you [[food (Civ5)|food]]; and a militaristic city-state will give you military [[units (Civ5)|units]].]=];
AdvisorQuestion=[=[What does it mean to be friends with a city-state?]=];
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_CITYSTATE";};

CONCEPT_CITY_STATE_INFLUENCE_LEVELS_ALLIES={
Topic=[=[City-States]=];
Description=[=[Allies]=];
Summary=[=[If you're allied with a [[city-state (Civ5)|city-state]], you'll get a stronger version of the benefits of friendship. In addition, the [[city (Civ5)|city]]-state will give you all of their luxury and [[strategic resources (Civ5)|strategic resources]]. Only one [[civilization (Civ5)|civilization]] can be allied with a city-state at a time - if multiple are eligible, whichever has the highest IPs gets the position.]=];
AdvisorQuestion=[=[What does it mean to be allies with a city-state?]=];
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_CITYSTATE";};

CONCEPT_CITY_STATE_MISSIONS={
Topic=[=[City-States]=];
Description=[=[City-State Missions]=];
Summary=[=[Periodically, a [[city-state (Civ5)|city-state]] may announce a "mission" - perhaps it's being plagued by [[barbarians (Civ5)|barbarians]], for example, or its people seek knowledge of [[Natural Wonders (Civ5)|Natural Wonders]], or perhaps they're being attacked by another [[civilization (Civ5)|civilization]] and they seek allies.

If you complete the mission before another civ does so, you'll earn [[Influence (Civ5)|Influence]] Points with the [[city (Civ5)|city]]-state.]=];
AdvisorQuestion=[=[What are city-state missions and how do they effect influence?]=];
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_CITYSTATE";};

CONCEPT_CITY_STATE_WAR={
Topic=[=[City-States]=];
Description=[=[War of the City-States]=];
Summary=[=[You can declare war on a [[city-state (Civ5)|city-state]] at any time. You can do so through the [[Diplomatic (Civ5)|Diplomatic]] Panel or by ordering one of your [[units (Civ5)|units]] to attack a [[city (Civ5)|city]]-state's unit or city. You can offer peace to a city-state through the Diplomatic Panel or by clicking on the city.

It's important to remember that if you attack too many city-states, many will declare war on you and you will not be able to make peace with them. This can be shockingly unpleasant if you're not ready for them.]=];
AdvisorQuestion=[=[How can you declare war on a city state?]=];
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_CITYSTATE";};

CONCEPT_CITY_STATE_LIBERATING={
Topic=[=[City-States]=];
Description=[=[Liberating a City-State]=];
Summary=[=[If another civ has captured a [[city-state (Civ5)|city-state]] and you capture it from them, you have the option to "liberate" that [[city (Civ5)|city]]-state. If you do so, you'll immediately get a huge bunch of IPs from that city-state. In addition, that city-state will always vote for you during "World Leader" elections.]=];
AdvisorQuestion=[=[What does it mean to liberate a city-state?]=];
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_CITYSTATE";};

CONCEPT_CITY_STATE_DIPLOMACY_VICTORY={
Topic=[=[City-States]=];
Description=[=[City-States and Diplomatic Victory]=];
Summary=[=[You win a [[Diplomatic Victory (Civ5)|Diplomatic Victory]] by winning an election for the position of World Leader once the UN is constructed. If going this route, remember that [[city-states (Civ5)|city-states]] will vote for whoever has the highest [[Influence (Civ5)|Influence]] Points level, unless they have been "Liberated" by a [[civilization (Civ5)|civilization]], in which case they'll vote for their liberator. (See the section on Victory for details.)]=];
AdvisorQuestion=[=[How do city-states effect diplomatic victory?]=];
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_CITYSTATE";};

CONCEPT_MOVEMENT={
Topic=[=[Movement]=];
Description=[=[Movement]=];
Summary=[=[During a game of [[Civilization (Civ5)|Civilization]] V, much of your time will be spent moving [[units (Civ5)|units]] around the world. You'll be marching your military units off to discover stuff or to fight with your neighbors. Your [[workers (Civ5)|workers]] will be moving to new tiles to improve stuff and to construct [[roads (Civ5)|roads]]. Your [[settlers (Civ5)|settlers]] will be moving to good locations on which to build new [[cities (Civ5)|cities]].

Following are rules for moving [[land units (Civ5)|land units]] and [[naval units (Civ5)|naval units]]. [[Air units (Civ5)|Air units]] have their own special rules; since they don't occur until late in the game, they're covered elsewhere.]=];
AdvisorQuestion=[=[How does unit movement work?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_MOVEMENT";};

CONCEPT_MOVEMENT_HOW_TO_ORDER={
Topic=[=[Movement]=];
Description=[=[How to Order a Unit to Move]=];
Summary=[=[There are two ways to move a [[unit (Civ5)|unit]]: using right-click and move mode.]=];
AdvisorQuestion=[=[What are the ways to move a unit?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_MOVEMENT";};

CONCEPT_MOVEMENT_RIGHT_CLICK={
Topic=[=[Movement]=];
Description=[=[Right-Click]=];
Summary=[=[When a [[unit (Civ5)|unit]] is active, you can 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={
Topic=[=[Movement]=];
Description=[=[Move Mode]=];
Summary=[=[You can also click on the "Move Mode" Action button, then left-click on a target space.]=];
AdvisorQuestion=[=[How does move mode work?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_MOVEMENT";};

CONCEPT_MOVEMENT_LEGAL_MOVES={
Topic=[=[Movement]=];
Description=[=[Legal and Illegal Moves]=];
Summary=[=[If the location is illegal for the [[unit (Civ5)|unit]], it will decline the order and wait for new instructions.

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={
Topic=[=[Movement]=];
Description=[=[Illegal Moves]=];
Summary=[=[Certain tiles cannot be entered by certain [[units (Civ5)|units]]. A [[naval unit (Civ5)|naval unit]] can't enter a non-[[city (Civ5)|city]] land tile, for example, and a [[land unit (Civ5)|land unit]] cannot enter a [[mountain (Civ5)|mountain]] tile or an [[ocean (Civ5)|ocean]] tile. If a unit can't enter a tile, you won't be able to order it to move there. Sometimes a move is 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={
Topic=[=[Movement]=];
Description=[=[Multiple Turn Move Orders]=];
Summary=[=[If the [[unit (Civ5)|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 spot.

If it becomes impossible for the unit to reach its assigned location - say, because exploration reveals that the tile is across the [[ocean (Civ5)|ocean]] and the moving unit can't [[embark (Civ5)|embark]], or perhaps because another unit has sat down in the target location - the unit will stop and request new orders.
You can change a unit's orders at any time by clicking on the unit and then either giving it new orders or clicking on the "Cancel Orders" action.]=];
AdvisorQuestion=[=[How does movement across multiple turns work?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_MOVEMENT";};

CONCEPT_MOVEMENT_MOVEMENT_POINTS={
Topic=[=[Movement]=];
Description=[=[Movement Points]=];
Summary=[=[All mobile [[units (Civ5)|units]] have a certain number of "[[Movement (Civ5)|Movement]] Points" (MPs) that they can expend on movement in every turn. Once they've expended those MPs, they can't move any more until the next turn.

Most early [[land units (Civ5)|land units]] have 2 MPs; [[horse (Civ5)|horse]] and [[naval units (Civ5)|naval units]] have more.]=];
AdvisorQuestion=[=[What are movement points?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_MOVEMENT";};

CONCEPT_MOVEMENT_EXPENDING_MOVEMENT_POINTS={
Topic=[=[Movement]=];
Description=[=[Expending Movement Points]=];
Summary=[=[[[Units (Civ5)|Units]] expend MPs to enter tiles. The [[terrain (Civ5)|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 determined by the tile you're entering.

See the terrain rules for details on MP costs, but generally, open terrain like [[Grassland (Civ5)|Grassland]] and [[Plains (Civ5)|Plains]] costs 1 MP to enter, while [[Forest (Civ5)|Forest]] and [[Jungle (Civ5)|Jungle]] costs 2. It also expends all of a unit's MPs to cross a [[river (Civ5)|river]] (unless a [[road (Civ5)|road]] is there).

A unit can always move one tile if it has any MPs left. It doesn't matter how expensive the tile is; as long as the unit has something left, it can enter. Once the unit has expended all of its MPs, it must stop moving.]=];
AdvisorQuestion=[=[How are movement points consumed?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_MOVEMENT";};

CONCEPT_MOVEMENT_ROADS_AND_RAILROADS={
Topic=[=[Movement]=];
Description=[=[Road and Railroads]=];
Summary=[=[[[Roads (Civ5)|Roads]] and [[railroads (Civ5)|railroads]] cut a [[unit (Civ5)|unit]]'s [[movement (Civ5)|movement]] cost in friendly or neutral [[territory (Civ5)|territory]]. As long as the unit moves from one tile containing a road/railroad into another tile containing a road/railroad, the unit will expend just a fraction of the normal cost to move. As long as the unit has any MPs left, it can continue to move along the road/railroad.]=];
AdvisorQuestion=[=[How do roads and railroads effect movement?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_MOVEMENT";};

CONCEPT_MOVEMENT_ROADS_AND_RAILROADS_AND_RIVERS={
Topic=[=[Movement]=];
Description=[=[Rivers and Roads/Railroads]=];
Summary=[=[Once you've learned the "[[Engineering (Civ5)|Engineering]]" tech, you can move across [[rivers (Civ5)|rivers]] on [[roads (Civ5)|roads]]/[[railroads (Civ5)|railroads]] without paying the [[standard (Civ5)|standard]] penalty for crossing the river. If you don't have [[Engineering (Civ5)|Engineering]] yet, you must pay the penalty even if crossing over on a road.]=];
AdvisorQuestion=[=[How do roads interact with rivers?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_MOVEMENT";};

CONCEPT_MOVEMENT_STACKING_LIMITS={
Topic=[=[Movement]=];
Description=[=[Stacking Limitations]=];
Summary=[=[Remember that only one [[combat (Civ5)|combat]] [[unit (Civ5)|unit]] can end its turn in a tile, and only one non-combat unit can end its move in a tile - though a single combat 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 [[movement (Civ5)|movement]] to complete the full move, and does not end up on top of another unit of the same type.]=];
AdvisorQuestion=[=[What are the stacking limitations in a tile?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_MOVEMENT";};

CONCEPT_MOVEMENT_COMBAT={
Topic=[=[Movement]=];
Description=[=[Movement During Combat]=];
Summary=[=[[[Movement (Civ5)|Movement]] rules are modified when enemy forces are involved.]=];
AdvisorQuestion=[=[How does movement work in relation to combat?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_MOVEMENT";};

CONCEPT_MOVEMENT_COMBAT_ATTACK_ORDERS={
Topic=[=[Movement]=];
Description=[=[Attack Orders]=];
Summary=[=[Generally, if you order a [[unit (Civ5)|unit]] to move into a space [[occupied (Civ5)|occupied]] by an enemy unit, the unit will interpret that order as instructions to attack the enemy unit. If the moving unit is non-[[combat (Civ5)|combat]], the unit will stop and ask for new orders.]=];
AdvisorQuestion=[=[How does movement work with attack orders?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_MOVEMENT";};

CONCEPT_MOVEMENT_COMBAT_ZONES_OF_CONTROL={
Topic=[=[Movement]=];
Description=[=[Zones of Control]=];
Summary=[=[[[Combat (Civ5)|Combat]] [[units (Civ5)|units]] exert a "Zone of Control" (ZOC) over the tiles around them. When a unit moves between two tiles within an enemy's ZOC it expends all of its MPs.]=];
AdvisorQuestion=[=[How do zones of control effect movement?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_MOVEMENT";};

CONCEPT_MOVEMENT_NAVAL={
Topic=[=[Movement]=];
Description=[=[Naval Movement]=];
Summary=[=[Generally, [[naval units (Civ5)|naval units]] follow the same rules as [[land units (Civ5)|land units]], except that they move in the [[water (Civ5)|water]] rather than on land. Early naval [[units (Civ5)|units]] are often limited to [[coastal (Civ5)|coastal]] waters (those adjacent to land tiles) and coastal [[cities (Civ5)|cities]]. Eventually, you'll produce naval units that can enter deep [[ocean (Civ5)|ocean]] tiles, and thus explore the world. Naval units generally cannot enter [[ice (Civ5)|ice]] tiles (except for [[submarines (Civ5)|submarines]], which can go under 'em).]=];
AdvisorQuestion=[=[How do naval units move?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_MOVEMENT";};

CONCEPT_MOVEMENT_EMBARKING={
Topic=[=[Movement]=];
Description=[=[Embarking Land Units]=];
Summary=[=[At the start of the game, your [[land units (Civ5)|land units]] cannot enter any [[water (Civ5)|water]] tiles. However, once you've learned the [[Optics (Civ5)|Optics]] [[technology (Civ5)|technology]], you can earn the [[promotion (Civ5)|promotion]] that allows land [[units (Civ5)|units]] to "[[embark (Civ5)|embark]]" and move into [[coastal (Civ5)|coastal]] water tiles. To embark a unit, move the unit to a coastal tile and then click on the "Embark" Action. Once embarked, the unit must move into water. (Optics allows [[movement (Civ5)|movement]] into coastal water only. The later [[Astronomy (Civ5)|Astronomy]] tech allows embarked units to enter [[ocean (Civ5)|ocean]] tiles.)

In the water the embarked unit is very slow and helpless. It is totally unable to fight, and any enemy naval vessel can easily destroy it. It's critical to accompany embarked land units with a strong naval [[defense (Civ5)|defense]].

When the unit is adjacent to a land tile, you can click on the "Disembark" action. The unit will then be able to return to dry land. Alternatively you can right-click on a land tile and the unit will disembark automatically.]=];
AdvisorQuestion=[=[How can land units move across water?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_MOVEMENT";};

CONCEPT_SCORE={
Topic=[=[Game Score]=];
Description=[=[Game Score]=];
Summary=[=[In many [[Civilization (Civ5)|Civilization]] V games, one of the players will win the game by achieving one of the four possible victories: Domination, [[Science (Civ5)|Science]], Diplomacy, or [[Culture (Civ5)|Culture]]. However, if no one achieves one of these victories by the year 2050, the winner is determined by the surviving civilization's "[[score (Civ5)|score]]."
And if someone does win outright before 2050, their score will determine their place on the "Hall of Fame" screen. Here's how scores are calculated.]=];
AdvisorQuestion=[=[What is the game score and how does it work?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_VICTORY";};

CONCEPT_SCORE_ELIMINATION={
Topic=[=[Game Score]=];
Description=[=[Elimination]=];
Summary=[=[If you are eliminated from the game, your [[score (Civ5)|score]] is [[zero (Civ5)|zero]]. (Sorry.)]=];
AdvisorQuestion=[=[What happens to my game score if I'm eliminated?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_VICTORY";};

CONCEPT_SCORE_TIME_TO_VICTORY={
Topic=[=[Game Score]=];
Description=[=[Time to Victory]=];
Summary=[=[If you achieve victory before 2050, you receive a "[[score (Civ5)|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={
Topic=[=[Game Score]=];
Description=[=[Victory Points]=];
Summary=[=[You earn victory points for:
- The number of tiles in your borders (this is the least important factor in victory)
- The number of [[cities (Civ5)|cities]] in your empire
- Your population
- The number of techs you possess
- The number of "[[Future Tech (Civ5)|future techs]]" you possess
- The number of [[Wonders (Civ5)|Wonders]] you have constructed (this is the most important factor in determining victory)]=];
AdvisorQuestion=[=[What elements make up the game score?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_VICTORY";};

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 victory points each civ receives for tiles, number of [[cities (Civ5)|cities]], and population. The game difficulty you choose will determine the overall value of all points in the game: the higher the difficulty, the more everything's worth. (In other words, winning a crushing victory on the easiest level will probably be worth fewer points than eking out a marginal victory on the toughest level.)]=];
AdvisorQuestion=[=[How does the map size effect game score?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_VICTORY";};

CONCEPT_SCORE_CURRENT_SCORE={
Topic=[=[Game Score]=];
Description=[=[Your Current Score]=];
Summary=[=[You can see everybody's current [[score (Civ5)|score]] on the Diplomacy Panel. If you hover the cursor over your score, you'll see where your points are coming from. (That doesn't work on other civs' scores, however.)
Note that victory points are not permanent: they can come and go across the course of a game. If you construct a [[Wonder (Civ5)|Wonder]], you then get the points for it. But if somebody else captures the [[city (Civ5)|city]] it's in, they get those points.]=];
AdvisorQuestion=[=[Where can the game score be found?]=];
Advisor="SCIENCE";
CivilopediaHeaderType="HEADER_VICTORY";};

CONCEPT_AIR_POWER={
Topic=[=[Air Power]=];
Description=[=[Air Power]=];
Summary=[=[By the Second World War, air power has come to dominate warfare around the world. Air power acts as a "force multiplier" in [[combat (Civ5)|combat]], and the nation that can establish air supremacy over the battlefield has a huge advantage over the enemy.

Perhaps most importantly, strategic bombing has become a central force in modern warfare, and with the advent of nuclear ballistic [[missiles (Civ5)|missiles]], it has the ability to literally wipe an entire [[civilization (Civ5)|civilization]] off the face of the planet.

Air power is critical to victory in Civilization V.]=];
AdvisorQuestion=[=[What is air power?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_AIRCOMBAT";};

CONCEPT_AIR_POWER_AIR_UNITS={
Topic=[=[Air Power]=];
Description=[=[Air Units]=];
Summary=[=[There are four main types of [[air units (Civ5)|air units]] in [[Civilization (Civ5)|Civilization]] V: [[Helicopter Gunship (Civ5)|helicopter gunships]], [[missiles (Civ5)|missiles]], [[fighters (Civ5)|fighters]], and [[bombers (Civ5)|bombers]]. Helicopter gunships are the closest to [[standard (Civ5)|standard]] ground [[combat (Civ5)|combat]] [[units (Civ5)|units]] and will be discussed separately.

Of the other air units, missiles are essentially "one-shot" weapons: you fire 'em, they hit their target and they're gone. Fighters are primarily used to defend against other air power and to clear the target of interceptors to allow bombers to hit their targets. Bombers do damage to targets on the ground, if not intercepted. Anti-air units defend against fighters and bombers.]=];
AdvisorQuestion=[=[What are air units?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_AIRCOMBAT";};

CONCEPT_AIR_POWER_HELICOPTER_GUNSHIPS={
Topic=[=[Air Power]=];
Description=[=[Helicopter Gunships]=];
Summary=[=[As stated above, [[Helicopter Gunship (Civ5)|helicopter gunships]] are quite similar to [[standard (Civ5)|standard]] [[land units (Civ5)|land units]]. They are extremely effective at killing [[tanks (Civ5)|tanks]], but remain vulnerable to anti-[[aircraft (Civ5)|aircraft]] fire.]=];
AdvisorQuestion=[=[How do gunship helicopters work?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_AIRCOMBAT";};

CONCEPT_AIR_POWER_HELICOPTER_GUNSHIPS_MOVEMENT={
Topic=[=[Air Power]=];
Description=[=[Gunship Movement]=];
Summary=[=[Gunships can move over all [[terrain (Civ5)|terrain]] types including [[mountains (Civ5)|mountains]] and [[ice (Civ5)|ice]], at a cost of 1 MP each. They can also move over [[coastal (Civ5)|coastal]] [[waters (Civ5)|waters]] and deep water if they [[embark (Civ5)|embark]].]=];
AdvisorQuestion=[=[What are the rules on gunship helicopter movement?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_AIRCOMBAT";};

CONCEPT_AIR_POWER_HELICOPTER_GUNSHIPS_ANTI_TANK={
Topic=[=[Air Power]=];
Description=[=[Anti-Tank Bonus]=];
Summary=[=[Gunships can do serious damage to [[tank (Civ5)|tank]] [[units (Civ5)|units]] (which is why most [[modern armor (Civ5)|modern armor]] is accompanied by hefty anti-air assets on the modern battlefield).]=];
AdvisorQuestion=[=[Just how good are gunship helicopters against tanks?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_AIRCOMBAT";};

CONCEPT_AIR_POWER_BASES={
Topic=[=[Air Power]=];
Description=[=[Air Bases]=];
Summary=[=[[[Air units (Civ5)|Air units]] do not move around the map like ground and [[naval units (Civ5)|naval units]]. They must be "based" on a player-owned friendly [[city (Civ5)|city]]. [[Fighters (Civ5)|Fighters]] and some [[bombers (Civ5)|bombers]] can be based upon [[aircraft (Civ5)|aircraft]] [[carriers (Civ5)|carriers]] as well. [[Missile (Civ5)|Missile]] [[units (Civ5)|units]] may be based on [[cities (Civ5)|cities]], [[Nuclear Submarine (Civ5)|nuclear submarines]], and [[Missile Cruiser (Civ5)|missile cruisers]]. Air units cannot [[embark (Civ5)|embark]]. If on extended sea voyages, they must be carried by the appropriate vessel - carrier, cruiser, or nuclear sub.

Anti-air units and helicopters don't need to be based. They move around the map like other units, and can embark.]=];
AdvisorQuestion=[=[What are air bases?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_AIRCOMBAT";};

CONCEPT_AIR_POWER_BASES_LOCATION={
Topic=[=[Air Power]=];
Description=[=[Base Locations]=];
Summary=[=[Different types of crafts 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={
Topic=[=[Air Power]=];
Description=[=[Fighters and Jet Fighters]=];
Summary=[=[[[Fighters (Civ5)|Fighters]] and [[Jet Fighter (Civ5)|jet fighters]] can be based on [[cities (Civ5)|cities]] and [[aircraft (Civ5)|aircraft]] [[carriers (Civ5)|carriers]].]=];
AdvisorQuestion=[=[Where can fighters and jet fighters be based?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_AIRCOMBAT";};

CONCEPT_AIR_POWER_BASES_BOMBERS={
Topic=[=[Air Power]=];
Description=[=[Bombers]=];
Summary=[=[[[Bombers (Civ5)|Bombers]] can be based on [[cities (Civ5)|cities]] and [[aircraft (Civ5)|aircraft]] [[carriers (Civ5)|carriers]].]=];
AdvisorQuestion=[=[Where can bombers be based?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_AIRCOMBAT";};

CONCEPT_AIR_POWER_BASES_STEALTH={
Topic=[=[Air Power]=];
Description=[=[Stealth Bombers]=];
Summary=[=[[[Stealth bombers (Civ5)|Stealth bombers]] can be based on [[cities (Civ5)|cities]] only.]=];
AdvisorQuestion=[=[Where can stealth bombers be based?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_AIRCOMBAT";};

CONCEPT_AIR_POWER_BASES_ATOMIC={
Topic=[=[Air Power]=];
Description=[=[Atomic Bombs]=];
Summary=[=[[[Atomic Bomb (Civ5)|Atomic bombs]] can be based on [[cities (Civ5)|cities]] and on [[aircraft (Civ5)|aircraft]] [[carriers (Civ5)|carriers]].]=];
AdvisorQuestion=[=[Where can atomic bombers be based?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_AIRCOMBAT";};

CONCEPT_AIR_POWER_BASES_MISSILES={
Topic=[=[Air Power]=];
Description=[=[All Missiles]=];
Summary=[=[[[Missiles (Civ5)|Missiles]] can be based on player-owned [[cities (Civ5)|cities]], on [[Missile Cruiser (Civ5)|missile cruisers]] and on [[Nuclear Submarine (Civ5)|nuclear submarines]].]=];
AdvisorQuestion=[=[Where can missiles be based?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_AIRCOMBAT";};

CONCEPT_AIR_POWER_BASES_NAVAL_UNIT={
Topic=[=[Air Power]=];
Description=[=[Naval Unit Capacity]=];
Summary=[=[Some [[naval units (Civ5)|naval units]] can be used as bases for [[air units (Civ5)|air units]] and these naval [[units (Civ5)|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_BASES_NAVAL_UNIT_CARRIER={
Topic=[=[Air Power]=];
Description=[=[Carrier]=];
Summary=[=[A [[carrier (Civ5)|carrier]] can carry up to three [[air units (Civ5)|air units]] ([[fighters (Civ5)|fighters]], [[bombers (Civ5)|bombers]] and [[Atomic Bomb (Civ5)|atomic bombs]]).]=];
AdvisorQuestion=[=[What air units can a carrier base?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_AIRCOMBAT";};

CONCEPT_AIR_POWER_BASES_NAVAL_UNIT_MISSLE_CRUISER={
Topic=[=[Air Power]=];
Description=[=[Missile Cruiser]=];
Summary=[=[A [[Missile Cruiser (Civ5)|missile cruiser]] can carry up to three [[missiles (Civ5)|missiles]] of any type.]=];
AdvisorQuestion=[=[What air units can a missile cruiser base?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_AIRCOMBAT";};

CONCEPT_AIR_POWER_BASES_NAVAL_UNIT_NUCLEAR_SUBMARINE={
Topic=[=[Air Power]=];
Description=[=[Nuclear Submarine]=];
Summary=[=[A [[Nuclear Submarine (Civ5)|nuclear submarine]] can carry up to two [[missiles (Civ5)|missiles]] of any type.]=];
AdvisorQuestion=[=[What air units can a nuclear submarine base?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_AIRCOMBAT";};

CONCEPT_AIR_POWER_STACKING={
Topic=[=[Air Power]=];
Description=[=[Air Stacking]=];
Summary=[=[You can have any number of [[missiles (Civ5)|missiles]], [[fighters (Civ5)|fighters]] and [[bombers (Civ5)|bombers]] in a single tile. There is no "stacking" limitation for these [[units (Civ5)|units]]. They can be stacked with both [[combat (Civ5)|combat]] and non-combat units.

Helicopters and anti-[[air units (Civ5)|air units]] must follow the [[standard (Civ5)|standard]] stacking rules.]=];
AdvisorQuestion=[=[What are the stacking rules with air units?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_AIRCOMBAT";};

CONCEPT_AIR_POWER_RANGE={
Topic=[=[Air Power]=];
Description=[=[Air Range]=];
Summary=[=[In place of a [[movement (Civ5)|movement]] stat, [[air units (Civ5)|air units]] have "[[range (Civ5)|range]]." This is the distance from a base that they can perform "missions." It's also the distance that they can "rebase" - move from one base to another. For example, a [[fighter (Civ5)|fighter]] [[unit (Civ5)|unit]] has a range of 8. It can perform its missions against any tile within 8 spaces of its current base, and it can move to another player owned base ([[city (Civ5)|city]] or [[carrier (Civ5)|carrier]]) that is within 8 spaces as well.

An air unit that 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_RECON={
Topic=[=[Air Power]=];
Description=[=[Recon]=];
Summary=[=[[[Fighters (Civ5)|Fighters]],  [[Jet Fighter (Civ5)|jet fighters]] and [[stealth bombers (Civ5)|stealth bombers]] have a special "recon" ability. At the start of their turn, everything within 6 tiles of their base is visible. This isn't a mission and it doesn't use up their turn: it happens automatically.]=];
AdvisorQuestion=[=[What does the recon ability for air units do?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_AIRCOMBAT";};

CONCEPT_AIR_POWER_MISSIONS={
Topic=[=[Air Power]=];
Description=[=[Missions]=];
Summary=[=[During an [[air unit (Civ5)|air unit]]'s turn, it can perform one of a number of "missions." These include making air strikes ([[ranged (Civ5)|ranged]] attacks against ground targets), rebasing, interception (defending against enemy air attack) and "sweeping" (disabling enemy interception). Some air [[units (Civ5)|units]] can perform only some of these missions.]=];
AdvisorQuestion=[=[What is an air mission?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_AIRCOMBAT";};

CONCEPT_AIR_POWER_REBASE={
Topic=[=[Air Power]=];
Description=[=[Rebase]=];
Summary=[=[The [[air unit (Civ5)|air unit]] moves to a new base within its [[range (Civ5)|range]].]=];
AdvisorQuestion=[=[How can an air unit change bases?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_AIRCOMBAT";};

CONCEPT_AIR_POWER_AIR_STRIKE={
Topic=[=[Air Power]=];
Description=[=[Air Strike]=];
Summary=[=[The [[air unit (Civ5)|air unit]] attacks a ground target within its air [[range (Civ5)|range]].]=];
AdvisorQuestion=[=[What does air strike do?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_AIRCOMBAT";};

CONCEPT_AIR_POWER_AIR_SWEEP={
Topic=[=[Air Power]=];
Description=[=[Air Sweep]=];
Summary=[=[The [[air unit (Civ5)|air unit]] "sweeps" a target tile, disabling "intercepting" [[units (Civ5)|units]].]=];
AdvisorQuestion=[=[What does air sweep do?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_AIRCOMBAT";};

CONCEPT_AIR_POWER_INTERCEPTION={
Topic=[=[Air Power]=];
Description=[=[Interception]=];
Summary=[=[The [[air unit (Civ5)|air unit]] prepares to defend against enemy air attacks. (Note that ground-based anti-air [[units (Civ5)|units]] automatically intercept when attacked by air; they don't need special orders.)]=];
AdvisorQuestion=[=[How does interception work with air units?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_AIRCOMBAT";};

CONCEPT_AIR_POWER_AIR_STRIKE_RULES={
Topic=[=[Air Power]=];
Description=[=[Air Strikes]=];
Summary=[=[When a [[unit (Civ5)|unit]] is ordered to make an "air strike" against an enemy [[city (Civ5)|city]] or unit, if it is not intercepted, it performs a [[ranged (Civ5)|ranged]] attack against the target. Unlike most [[ranged (Civ5)|ranged]] attacks, however, the attacking unit can take damage from the attack. (In another words, if you bomb a [[tank (Civ5)|tank]], it might hurt you.) If the air striking unit survives, it returns to its base.
[[Missiles (Civ5)|Missiles]] and [[bombers (Civ5)|bombers]] have the most powerful air strikes.]=];
AdvisorQuestion=[=[What are the rules for air strikes?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_AIRCOMBAT";};

CONCEPT_AIR_POWER_INTERCEPTION_RULES={
Topic=[=[Air Power]=];
Description=[=[Interception]=];
Summary=[=[[[Fighters (Civ5)|Fighters]] and [[Jet Fighter (Civ5)|jet fighters]] can be set to "intercept" enemy air attacks.  (AA gun, [[mobile SAM (Civ5)|mobile SAM]], and certain [[naval units (Civ5)|naval units]] automatically intercept; they don't need to be given a special mission.) If an [[air unit (Civ5)|air unit]] tries an air strike against a target within the [[range (Civ5)|range]] of an intercepting [[unit (Civ5)|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 (though certain [[promotions (Civ5)|promotions]] can increase this). So if you're expecting multiple air attacks on a target, you might want to pile multiple fighters and AA units on and around that target.]=];
AdvisorQuestion=[=[What are the rules for interception?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_AIRCOMBAT";};

CONCEPT_AIR_POWER_AIR_SWEEPS_RULES={
Topic=[=[Air Power]=];
Description=[=[Air Sweeps]=];
Summary=[=[When attacking a target that is heavily protected by [[fighters (Civ5)|fighters]] and AA [[units (Civ5)|units]], a fighter can perform the "air sweep" mission against that target to "use up" the enemy's interception capability. If the fighter is intercepted by an enemy fighter, the two units dogfight, and one or the other might be damaged or destroyed. If the fighter is intercepted by a ground unit, it will take damage from the ground unit (but less so than a unit on an air strike mission would).]=];
AdvisorQuestion=[=[What are the rules for air sweeps?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_AIRCOMBAT";};

CONCEPT_AIR_POWER_MISSILES_RULES={
Topic=[=[Air Power]=];
Description=[=[Missiles]=];
Summary=[=[[[Missiles (Civ5)|Missiles]] are one-shot weapons. They perform a single air strike mission against a target, and then, win or lose, they are destroyed. Unlike normal [[aircraft (Civ5)|aircraft]], missiles cannot be intercepted.]=];
AdvisorQuestion=[=[What are the rules for missiles?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_AIRCOMBAT";};

CONCEPT_AIR_POWER_ATOMIC_BOMBS_RULES={
Topic=[=[Air Power]=];
Description=[=[Atomic Bombs]=];
Summary=[=[The first nuclear weapon available in the game, the [[atomic bomb (Civ5)|atomic bomb]] is a very powerful [[unit (Civ5)|unit]] that can [[quickly (Civ5)|quickly]] alter the world's balance of power. Atomic bombs are similar to [[missiles (Civ5)|missiles]] in that they may only attack once. Unlike missiles, they may be stationed on [[aircraft (Civ5)|aircraft]] [[carriers (Civ5)|carriers]]. The damage radius for the atomic bomb is 2 tiles in every direction. Units caught in the blast will be damaged, and [[cities (Civ5)|cities]] will lose population if hit.

An "A-bomb" cannot totally destroy a [[city (Civ5)|city]]. No matter how many times a city is hit by atomic bombs, it will not be destroyed.]=];
AdvisorQuestion=[=[What are the rules for atomic bombs?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_AIRCOMBAT";};

CONCEPT_AIR_POWER_NUCLEAR_MISSILES_RULES={
Topic=[=[Air Power]=];
Description=[=[Nuclear Missiles]=];
Summary=[=[While the [[atomic bomb (Civ5)|atomic bomb]] does a fair amount of damage, [[nuclear missiles (Civ5)|nuclear missiles]] are truly devastating. All [[units (Civ5)|units]] caught in the blast radius are destroyed, and the damage done to [[cities (Civ5)|cities]] is even greater. Unlike atomic bombs, nuclear [[missiles (Civ5)|missiles]] are even capable of wiping cities off the map completely (note that a player's original [[capital (Civ5)|capital]] may not be destroyed in this manner).

As their name implies, nuclear missiles are missile units, which means they may be stationed on [[Missile Cruiser (Civ5)|missile cruisers]] or [[Nuclear Submarine (Civ5)|nuclear submarines]], but not [[aircraft (Civ5)|aircraft]] [[carriers (Civ5)|carriers]].]=];
AdvisorQuestion=[=[What are the rules for nuclear missiles?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_AIRCOMBAT";};

CONCEPT_BUILDINGS={
Topic=[=[Buildings]=];
Description=[=[Buildings]=];
Summary=[=[A [[city (Civ5)|city]] is more than a bunch of homes. It contains schools and libraries, [[market (Civ5)|markets]] and granaries, [[bank (Civ5)|banks]] and [[barracks (Civ5)|barracks]]. [[Buildings (Civ5)|Buildings]] represent the [[improvements (Civ5)|improvements]] and upgrades that you make in a city. Buildings can increase the city's rate of growth, can speed [[production (Civ5)|production]], can increase the [[science (Civ5)|science]] of a city, can improve its [[defenses (Civ5)|defenses]], and can do lots of other good things as well. See the Civilopedia Building section for more details on buildings.

A city that has no buildings is pretty weak and primitive and will probably remain fairly small, while a city with a lot of buildings can indeed grow to dominate the world.]=];
AdvisorQuestion=[=[What are buildings?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_CITIES";};

CONCEPT_BUILDINGS_CONSTRUCTION={
Topic=[=[Buildings]=];
Description=[=[How to Construct Buildings]=];
Summary=[=[When a [[city (Civ5)|city]] is ready to construct something, the city's "[[Production (Civ5)|Production]] Menu" will appear. If a [[building (Civ5)|building]] is available to be constructed, it will appear on this menu. Click on the building (or [[unit (Civ5)|unit]] or [[Wonder (Civ5)|Wonder]]) to order the city to begin [[construction (Civ5)|construction]].]=];
AdvisorQuestion=[=[How do you construct buildings?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_CITIES";};

CONCEPT_BUILDINGS_PURCHASING={
Topic=[=[Buildings]=];
Description=[=[Change Construction or Purchase]=];
Summary=[=[You can change a [[city (Civ5)|city]]'s [[construction (Civ5)|construction]] order on the City Screen. You can also expend [[gold (Civ5)|gold]] to purchase a [[building (Civ5)|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={
Topic=[=[Buildings]=];
Description=[=[Building Prerequisites]=];
Summary=[=[With the single exception of the [[monument (Civ5)|monument]], which has no prerequisites and is available to build at the start of the game, you need knowledge of a specific [[technology (Civ5)|technology]] to construct a [[building (Civ5)|building]]. For example, you must learn [[bronze working (Civ5)|bronze working]] before you can build a [[barracks (Civ5)|barracks]].

Some buildings have [[resource (Civ5)|resource]] prerequisites as well - for instance a [[city (Civ5)|city]] must have an improved source of [[horses (Civ5)|horses]] or [[ivory (Civ5)|ivory]] nearby to construct a [[circus (Civ5)|circus]].

Also, some buildings have building prerequisites. You can't build a [[temple (Civ5)|temple]] in a city unless you've already constructed a monument there.]=];
AdvisorQuestion=[=[What are building prerequisites?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_CITIES";};

CONCEPT_BUILDINGS_MAINTENANCE={
Topic=[=[Buildings]=];
Description=[=[Building Maintenance]=];
Summary=[=[There's one downside to [[buildings (Civ5)|buildings]]: most of them cost [[gold (Civ5)|gold]] to maintain. The price depends upon the building in question, and can [[range (Civ5)|range]] from 1 to 5 per turn. The gold is deducted from your treasury each turn. Buildings that incur [[maintenance (Civ5)|maintenance]] can be sold via the [[City (Civ5)|City]] Screen if necessary. See the section on Gold for more details on maintenance.]=];
AdvisorQuestion=[=[What is building maintenance?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_CITIES";};

CONCEPT_BUILDINGS_PALACE={
Topic=[=[Buildings]=];
Description=[=[The Palace]=];
Summary=[=[The [[palace (Civ5)|palace]] is a special [[building (Civ5)|building]]. Part building, part [[Wonder (Civ5)|Wonder]], the palace automatically appears in the first [[city (Civ5)|city]] you build, which makes that city the [[capital (Civ5)|capital]] of your empire. If your capital city is captured, your palace will automatically be rebuilt in another city, making that city your new capital. If you subsequently retake your original capital, the palace will move back to its original location.
The palace provides a small amount of [[production (Civ5)|production]], [[science (Civ5)|science]], [[gold (Civ5)|gold]], and [[culture (Civ5)|culture]] to your [[civilization (Civ5)|civilization]]. If you connect other [[cities (Civ5)|cities]] to the capital by [[road (Civ5)|road]] or [[harbor (Civ5)|harbor]], you will create [[trade routes (Civ5)|trade routes]] which generate additional income.]=];
AdvisorQuestion=[=[What is the palace and what does it do for a city?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_CITIES";};

CONCEPT_BUILDINGS_CAPTURED_CITIES={
Topic=[=[Buildings]=];
Description=[=[Captured Cities]=];
Summary=[=[If a [[city (Civ5)|city]] is captured, its [[World Wonders (Civ5)|World Wonders]] are captured as well. A city's National [[Wonders (Civ5)|Wonders]] are destroyed when the city is captured.
The city's [[culture (Civ5)|culture]] and military [[buildings (Civ5)|buildings]] ([[temples (Civ5)|temples]], [[barracks (Civ5)|barracks]], etc.) are always destroyed when the city is taken. All other buildings have a 66% chance of being captured intact.]=];
AdvisorQuestion=[=[What happens to the buildings in captured cities?]=];
Advisor="ECONOMIC";
CivilopediaHeaderType="HEADER_CITIES";};

CONCEPT_BARBARIANS_AND_ANCIENT_RUINS={
Topic=[=[Ruins and Barbarians]=];
Description=[=[Ruins and Barbarians]=];
Summary=[=[During the early portion of the game - say, the first 25 - 50 turns - much of your energy should be involved in exploring the world. During your exploration you will be encountering [[ancient ruins (Civ5)|ancient ruins]] and [[barbarians (Civ5)|barbarians]]. Ancient ruins are good, barbarians are not.]=];
AdvisorQuestion=[=[What are barbarians and ancient ruins?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_RUBARB";};

CONCEPT_ANCIENT_RUINS={
Topic=[=[Ruins and Barbarians]=];
Description=[=[Ancient Ruins]=];
Summary=[=[[[Ancient Ruins (Civ5)|Ancient Ruins]] are the remnants of even earlier [[civilizations (Civ5)|civilizations]] which rose and fell long before you came on the scene. Ruins provide a random benefit to the civilization of the [[unit (Civ5)|unit]] that first enters their tile. The ruin is destroyed when it is entered.

Ruins are cool. Find as many as you can before other civs get to them!]=];
AdvisorQuestion=[=[What are ancient ruins and what do they do?]=];
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_RUBARB";};

CONCEPT_ANCIENT_RUINS_BENEFITS={
Topic=[=[Ruins and Barbarians]=];
Description=[=[Ruin Benefits]=];
Summary=[=[[[Ancient ruins (Civ5)|Ancient ruins]] can provide a number of different benefits.]=];
AdvisorQuestion=[=[What benefits can you get from an ancient ruin?]=];
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_RUBARB";};

CONCEPT_ANCIENT_RUINS_BENEFITS_FREE_TECHNOLOGY={
Topic=[=[Ruins and Barbarians]=];
Description=[=[Free Technology]=];
Summary=[=[The ruin provides your [[civilization (Civ5)|civilization]] with a free [[technology (Civ5)|technology]].]=];
AdvisorQuestion=[=[How can an ancient ruin help you with technology?]=];
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_RUBARB";};

CONCEPT_ANCIENT_RUINS_BENEFITS_MAP={
Topic=[=[Ruins and Barbarians]=];
Description=[=[Map]=];
Summary=[=[The ruin provides a map of the surrounding area (lifting the fog of war from a number of tiles).]=];
AdvisorQuestion=[=[How can an ancient ruin help you explore the map?]=];
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_RUBARB";};

CONCEPT_ANCIENT_RUINS_BENEFITS_WEAPONS={
Topic=[=[Ruins and Barbarians]=];
Description=[=[Weapons Upgrade]=];
Summary=[=[The [[unit (Civ5)|unit]] which enters the tile is upgraded to a more advanced unit (a [[warrior (Civ5)|warrior]] might become a [[swordsman (Civ5)|swordsman]], for example).]=];
AdvisorQuestion=[=[How can an ancient ruin upgrade one of your units?]=];
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_RUBARB";};

CONCEPT_ANCIENT_RUINS_BENEFITS_SURVIVORS={
Topic=[=[Ruins and Barbarians]=];
Description=[=[Survivors]=];
Summary=[=[The ruin contains survivors from the earlier [[civilization (Civ5)|civilization]]. They move to one of your [[cities (Civ5)|cities]], increasing its population by one.]=];
AdvisorQuestion=[=[How can your cities gain population from an ancient ruin?]=];
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_RUBARB";};

CONCEPT_ANCIENT_RUINS_BENEFITS_TREASURE={
Topic=[=[Ruins and Barbarians]=];
Description=[=[Treasure]=];
Summary=[=[The ruin provides [[gold (Civ5)|gold]] to your [[civilization (Civ5)|civilization]]!]=];
AdvisorQuestion=[=[How can an ancient ruin provide you with gold?]=];
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_RUBARB";};

CONCEPT_ANCIENT_RUINS_BENEFITS_CULTURE={
Topic=[=[Ruins and Barbarians]=];
Description=[=[Culture from Ancient Ruins]=];
Summary=[=[The ruin provides [[culture (Civ5)|culture]] to your [[civilization (Civ5)|civilization]].]=];
AdvisorQuestion=[=[How can an ancient ruin provide you with culture?]=];
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_RUBARB";};

CONCEPT_ANCIENT_RUINS_BENEFITS_SETTLERS_AND_WORKERS={
Topic=[=[Ruins and Barbarians]=];
Description=[=[Settlers and Workers]=];
Summary=[=[On easier difficulty levels, you can also receive free [[Settlers (Civ5)|Settlers]] and [[Workers (Civ5)|Workers]] from ruins.]=];
AdvisorQuestion=[=[Can you get settler and worker from ancient ruins?]=];
Advisor="FOREIGN";
CivilopediaHeaderType="HEADER_RUBARB";};

CONCEPT_BARBARIANS={
Topic=[=[Ruins and Barbarians]=];
Description=[=[Barbarians]=];
Summary=[=[[[Barbarians (Civ5)|Barbarians]] are roving bands of villains who hate [[civilization (Civ5)|civilization]] and everything that goes with it. They attack your [[units (Civ5)|units]] and [[cities (Civ5)|cities]] and pillage your [[improvements (Civ5)|improvements]]. They're just not very nice at all.
As your civilization grows the barbarians become much less menacing, but early in the game they can be a huge problem.]=];
AdvisorQuestion=[=[Who are these barbarian jerks?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_RUBARB";};

CONCEPT_BARBARIANS_ENCAMPMENTS={
Topic=[=[Ruins and Barbarians]=];
Description=[=[Barbarian Encampments]=];
Summary=[=[[[Barbarians (Civ5)|Barbarians]] come from "[[encampments (Civ5)|encampments]]", which may appear randomly in any tile that cannot be seen by a [[unit (Civ5)|unit]]. Every few turns the encampment will create another barbarian unit which will make a beeline for the nearest [[civilization (Civ5)|civilization]] and start causing trouble. The only way to stop this is to find the encampment and destroy it. Encampments are usually guarded by at least one unit, so they're not pushovers.]=];
AdvisorQuestion=[=[What is a barbarian encampment?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_RUBARB";};

CONCEPT_BARBARIANS_ENCAMPMENTS_DESTROYING={
Topic=[=[Ruins and Barbarians]=];
Description=[=[Destroying an Encampment]=];
Summary=[=[A [[civilization (Civ5)|civilization]] will earn a [[gold (Civ5)|gold]] reward for dispersing a [[barbarian (Civ5)|barbarian]] [[encampment (Civ5)|encampment]] - in addition to the benefit of stopping it from spawning more barbarian [[units (Civ5)|units]], which of course is the primary reward.]=];
AdvisorQuestion=[=[What do you get if you destroy a barbarian encampment?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_RUBARB";};

CONCEPT_BARBARIANS_ENCAMPMENTS_NEW={
Topic=[=[Ruins and Barbarians]=];
Description=[=[New Encampments]=];
Summary=[=[[[Barbarian (Civ5)|Barbarian]] [[encampments (Civ5)|encampments]] may spring up in any neutral space which cannot be seen by a [[civilization (Civ5)|civilization]]'s [[city (Civ5)|city]] or [[unit (Civ5)|unit]]. If you want to keep barbarian encampments from popping up around your civilization, place units on [[hills (Civ5)|hills]] to keep as much [[terrain (Civ5)|terrain]] in [[sight (Civ5)|sight]] as possible.]=];
AdvisorQuestion=[=[How do new barbarian encampments show up?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_RUBARB";};

CONCEPT_BARBARIANS_UNITS={
Topic=[=[Ruins and Barbarians]=];
Description=[=[Barbarian Units]=];
Summary=[=[[[Barbarian (Civ5)|Barbarian]] [[encampments (Civ5)|encampments]] can create almost any kind of [[unit (Civ5)|unit]] in the game - from [[warriors (Civ5)|warriors]] and spearmen to [[cannon (Civ5)|cannon]] and [[tanks (Civ5)|tanks]]. (They can build units equal to those that the most advanced [[civilization (Civ5)|civilization]] can create.)

Once created the barbarian units will either hang around their encampment or head off toward the nearest civilization or [[city-state (Civ5)|city-state]] and try to cause trouble. They'll attack units, destroy [[improvements (Civ5)|improvements]] and menace [[cities (Civ5)|cities]]. If enough are involved, they can take down a poorly-defended [[city (Civ5)|city]], which is then thoroughly pillaged. A pillaged city may lose [[gold (Civ5)|gold]], [[buildings (Civ5)|buildings]] and population.

This is why it's important to periodically sweep the countryside around your civilization, destroying encampments before they become a threat.]=];
AdvisorQuestion=[=[What kind of units can barbarians use?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_RUBARB";};

CONCEPT_BARBARIANS_UNITS_NAVAL={
Topic=[=[Ruins and Barbarians]=];
Description=[=[Barbarian Naval Units]=];
Summary=[=[[[Barbarian (Civ5)|Barbarian]] [[encampments (Civ5)|encampments]] on the [[coastline (Civ5)|coastline]] can create [[naval units (Civ5)|naval units]] (again, equal to those that can be created by the [[civilization (Civ5)|civilization]] with the most advanced tech). These [[units (Civ5)|units]] will menace your coastline, destroy naval [[improvements (Civ5)|improvements]] and attack hapless [[land units (Civ5)|land units]] which stray too near the coastline. It's important to maintain a navy to keep them off your back, but the best way to stop these attacks is to destroy the coastal encampments nearby.

Warning: If a barbarian [[ship (Civ5)|ship]] comes across an [[embarked (Civ5)|embarked]] unit, it will destroy it!]=];
AdvisorQuestion=[=[What are these barbarians doing with boats!?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_RUBARB";};

CONCEPT_BARBARIANS_CAPTURING_CIVILIANS={
Topic=[=[Ruins and Barbarians]=];
Description=[=[Captured Civilians]=];
Summary=[=[If a [[barbarian (Civ5)|barbarian]] [[unit (Civ5)|unit]] comes upon a non-[[combat (Civ5)|combat]] unit - [[settler (Civ5)|settler]] or [[worker (Civ5)|worker]] - the barbarians capture that unit. They will take it off to their nearest [[encampment (Civ5)|encampment]], and the unit may be recovered by any player in the game. Should one of your civilians be captured in this manner, be sure to pursue and retrieve them before somebody else does! Great people are the exception. Barbarians will destroy a [[great person (Civ5)|great person]] if they are found undefended.]=];
AdvisorQuestion=[=[What happens if a barbarian captures a civilian unit?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_RUBARB";};

CONCEPT_BARBARIANS_EXPERIENCE_POINT_LIMITS={
Topic=[=[Ruins and Barbarians]=];
Description=[=[Experience Points Limitations]=];
Summary=[=[When they fight [[barbarian (Civ5)|barbarian]] [[units (Civ5)|units]], your less well-trained units will gain [[experience (Civ5)|experience]] points. However, any unit that has already acquired 30 XPs (or has exchanged that many for [[promotions (Civ5)|promotions]]) no longer gains XPs from fighting barbarians.]=];
AdvisorQuestion=[=[How are unit experience points gained when battling barbarians?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_RUBARB";};

CONCEPT_BARBARIANS_THE_END={
Topic=[=[Ruins and Barbarians]=];
Description=[=[The End of Barbarians]=];
Summary=[=[[[Barbarians (Civ5)|Barbarians]] can remain in the game right up until the end. However, as more land is acquired there will be less available for the barbarian [[encampments (Civ5)|encampments]] to spawn in. If the entire world is civilized, the barbarians will be gone.]=];
AdvisorQuestion=[=[When will the barbarians be gone?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_RUBARB";};

CONCEPT_UNITS={
Topic=[=[Units]=];
Description=[=[Units]=];
Summary=[=[In [[Civilization (Civ5)|Civilization]] V, the term "[[unit (Civ5)|unit]]" refers to anything that can move around the map. There are a number of different types of units in play - military units, [[workers (Civ5)|workers]], [[settlers (Civ5)|settlers]], great people, and the like, with military units forming the bulk of them.]=];
AdvisorQuestion=[=[What are units?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_UNITS";};

CONCEPT_UNITS_CONSTRUCTING={
Topic=[=[Units]=];
Description=[=[Constructing Units]=];
Summary=[=[[[Units (Civ5)|Units]] are built in [[cities (Civ5)|cities]]. Each unit has a certain "[[Production (Civ5)|Production]] Cost" which determines how many units of Production a [[city (Civ5)|city]] must expend to produce the unit. In addition, in order to construct a unit your [[civilization (Civ5)|civilization]] must have knowledge of the requisite [[technology (Civ5)|technology]] (you must know the "[[Archery (Civ5)|Archery]]" technology for example to construct [[Archer (Civ5)|Archer]] units). Some units also require that your civ have access to certain [[resources (Civ5)|resources]] to construct them (Swordsmen require [[Iron (Civ5)|Iron]], for instance).]=];
AdvisorQuestion=[=[How are units built?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_UNITS";};

CONCEPT_UNITS_CHARACTERISTICS={
Topic=[=[Units]=];
Description=[=[Unit Characteristics]=];
Summary=[=[All [[units (Civ5)|units]] have three basic statistics ("stats"): [[movement (Civ5)|movement]] speed, [[combat strength (Civ5)|combat strength]], and [[promotions (Civ5)|promotions]].]=];
AdvisorQuestion=[=[What are the characteristics of a unit?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_UNITS";};

CONCEPT_UNITS_MOVEMENT_SPEED={
Topic=[=[Units]=];
Description=[=[Movement Speed]=];
Summary=[=[A [[unit (Civ5)|unit]]'s [[Movement (Civ5)|Movement]] Points (MPs) determines how many clear tiles a unit can move through. Most early units have 2 MPs. See the Civilopedia section on Movement for more details.]=];
AdvisorQuestion=[=[What are movement points?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_UNITS";};

CONCEPT_UNITS_COMBAT_STRENGTH={
Topic=[=[Units]=];
Description=[=[Combat Strength]=];
Summary=[=[A [[unit (Civ5)|unit]]'s [[Combat Strength (Civ5)|Combat Strength]] (CS) determines how powerful it is in [[combat (Civ5)|combat]]. The [[warrior (Civ5)|warrior]], the earliest combat unit available, has a CS of 6. Non-combat units like [[settlers (Civ5)|settlers]] and [[workers (Civ5)|workers]] have CS's of 0 ([[zero (Civ5)|zero]]). They are defeated (captured or destroyed) when attacked by any military unit.]=];
AdvisorQuestion=[=[What is combat strength and how does it work?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_UNITS";};

CONCEPT_UNITS_SPECIAL_ABILITIES={
Topic=[=[Units]=];
Description=[=[Unit Special Abilities]=];
Summary=[=[Many [[units (Civ5)|units]] have special abilities, allowing them to do things better than other units, or to do things that other units cannot do at all. [[Settler (Civ5)|Settler]] units can found new [[cities (Civ5)|cities]], for example, and no other units can do these things. An [[archer (Civ5)|archer]] unit can deal "[[ranged (Civ5)|ranged]]" damage, allowing it to attack an enemy that is not adjacent to it, while most [[combat (Civ5)|combat]] units cannot. Check out a unit's Civilopedia entry to see its special abilities.]=];
AdvisorQuestion=[=[What are a unit's special abilities?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_UNITS";};

CONCEPT_UNITS_NATIONAL_UNITS={
Topic=[=[Units]=];
Description=[=[National Units]=];
Summary=[=[Each [[civilization (Civ5)|civilization]] in Civilization V has one or more special "national [[units (Civ5)|units]]." These units are unique to that civilization, and they are in some way superior to the [[standard (Civ5)|standard]] version of that unit. The [[American (Civ5)|American]] civilization, for example, has a [[Minuteman (Civ5)|Minuteman]] unit, which is superior to the standard [[Musketman (Civ5)|Musketman]] available to other civs, and it also possesses the B-17, replacing the [[Bomber (Civ5)|Bomber]] unit. The [[Greek (Civ5)|Greek]] civ has the [[Hoplite (Civ5)|Hoplite]] and [[Companion Cavalry (Civ5)|Companion Cavalry]] units, which replace the [[Spearman (Civ5)|Spearman]] and [[Horseman (Civ5)|Horseman]] other civs get.

See each civilization's Civilopedia entry to discover its special unit.]=];
AdvisorQuestion=[=[What are national units?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_UNITS";};

CONCEPT_UNITS_MOVEMENT={
Topic=[=[Units]=];
Description=[=[Unit Movement]=];
Summary=[=[Generally, [[units (Civ5)|units]] move from hex to hex, paying the "[[Movement (Civ5)|Movement]] Cost" required to enter the new hex. Units are subject to "Stacking" limitations - two 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 - [[land units (Civ5)|land units]] cannot enter [[mountain (Civ5)|mountain]] hexes and [[naval units (Civ5)|naval units]] cannot enter land hexes (except for port [[cities (Civ5)|cities]]). [[Improvements (Civ5)|Improvements]] like [[roads (Civ5)|roads]] and [[railroads (Civ5)|railroads]] 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={
Topic=[=[Units]=];
Description=[=[Unit Combat]=];
Summary=[=[Military [[units (Civ5)|units]] can engage in [[combat (Civ5)|combat]] against other units or against [[cities (Civ5)|cities]]. Most military units are "melee units," meaning that they can attack only enemies in hexes directly adjacent to them. Some military units are "[[ranged units (Civ5)|ranged units]]," meaning that they can attack enemies one or more hexes away.

See the section on Combat for details.]=];
AdvisorQuestion=[=[How can units fight?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_UNITS";};

CONCEPT_UNITS_NON_COMBAT_UNITS={
Topic=[=[Units]=];
Description=[=[Non-Combat Units]=];
Summary=[=[There are five types of non-[[combat (Civ5)|combat]] [[units (Civ5)|units]]: [[Settlers (Civ5)|Settlers]], [[Workers (Civ5)|Workers]], [[Work Boat (Civ5)|Work Boats]], Great People, and [[Spaceship (Civ5)|Spaceship]] Parts. Each is critically important to a [[civilization (Civ5)|civilization]]'s success. As the name "non-combat" would suggest, these units cannot fight. If attacked by an enemy unit while alone in a hex they are automatically captured or destroyed. Therefore it usually makes sense to escort them with a military unit when sending them out into the wilderness.]=];
AdvisorQuestion=[=[Which units are non-combat units?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_UNITS";};

CONCEPT_UNITS_COMBAT_UNITS={
Topic=[=[Units]=];
Description=[=[Combat Units]=];
Summary=[=[[[Combat (Civ5)|Combat]] [[units (Civ5)|units]] are divided into several categories. These include "Melee Units," "[[Ranged Units (Civ5)|Ranged Units]]," "[[Naval Units (Civ5)|Naval Units]], and "[[Air Units (Civ5)|Air Units]]."]=];
AdvisorQuestion=[=[What are the combat unit types?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_UNITS";};

CONCEPT_UNITS_NAVAL_UNITS={
Topic=[=[Units]=];
Description=[=[Naval Units]=];
Summary=[=[[[Naval units (Civ5)|Naval units]] are [[units (Civ5)|units]] that can move in [[water (Civ5)|water]] hexes. They cannot enter land hexes, except for [[coastal (Civ5)|coastal]] [[cities (Civ5)|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 [[Ocean (Civ5)|Ocean]] hexes. Naval units are [[Ranged (Civ5)|Ranged]] [[Combat (Civ5)|Combat]] Units.]=];
AdvisorQuestion=[=[What are naval units?]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_UNITS";};

CONCEPT_UNITS_AIR_UNITS={
Topic=[=[Units]=];
Description=[=[Air Units]=];
Summary=[=[[[Air units (Civ5)|Air units]] are [[units (Civ5)|units]] which, unsurprisingly, travel through the air. They are critically important during the late game, as control of the skies often determines victory or defeat in modern warfare. They include helicopters, airplanes, and [[missiles (Civ5)|missiles]].]=];
AdvisorQuestion=[=[What are air units]=];
Advisor="MILITARY";
CivilopediaHeaderType="HEADER_UNITS";};

}
return data