--- data/helpdata.txt.orig Tue Mar 23 10:06:24 1999 +++ data/helpdata.txt Tue Mar 23 10:23:52 1999 @@ -1,4 +1,4 @@ -%% Helpfile for Freeciv 1.7.x +%% Helpfile for Freeciv 1.8.x %% %% The number of spaces after the "#" indicates nesting level when %% displayed in the online help. @@ -1498,7 +1498,6 @@ --- @END_UNITS #Combat -%% First draft by Greg Wooledge 1998-07-30. When one unit attacks another unit, either the attacker will be destroyed, or the defender will be destroyed -- never both (unless the attacker was a missile). The outcome depends on several @@ -1684,8 +1683,6 @@ - Land units moving from boats at sea onto land are subject to ZOC. These cases will probably be changed in a future version of Freeciv. --- -%% Terrain help by Greg Wooledge . First -%% draft 1998-07-18. %% It would probably be better to have some client-side code to %% automatically pull terrain information from the tile_types[] %% array, but this is better than nothing. @@ -1814,7 +1811,6 @@ a fortress must be destroyed one at a time. See the Combat help section for further details. --- -%% First draft by Greg Wooledge 1998-07-23. #Government Your government type influences your cities' productivity and commerce, your citizens' happiness, and many other game factors. @@ -1883,6 +1879,7 @@ normally yield more than 2 units of food, shields or trade suffer a 1-unit penalty (e.g., an irrigated grassland square which would normally yield 3 food only yields 2 food while you are in Anarchy). +(This penalty is removed if the city is celebrating; see Happiness.) Under Anarchy, each of your cities can support a number of military units equal to its size without paying shields for upkeep. @@ -1903,7 +1900,8 @@ would normally yield more than 2 units of food, shields or trade suffer a 1-unit penalty (e.g., an irrigated grassland square which would normally yield 3 food only yields 2 food while you are under -Despotic rule). +Despotic rule). (This penalty is removed if the city is +celebrating; see Happiness.) Under Despotism, each of your cities can support a number of military units equal to its size without paying shields for @@ -1922,6 +1920,10 @@ Settlers consume 1 food per turn under Monarchy. +If a city governed by a Monarchy is celebrating, it will receive a +bonus of 1 trade in each square which already produces at least 1 +trade. See Happiness for details. + Under Monarchy, your cities can support up to 3 military units without paying shields for upkeep. (Additional units require 1 production shield each.) @@ -1944,6 +1946,10 @@ Settlers consume 2 food per turn under Communism. +If a city governed by Communism is celebrating, it will receive a +bonus of 1 trade in each square which already produces at least 1 +trade. See Happiness for details. + Diplomats and Spies created under Communism are always veterans. Under Communism, your cities can support up to 3 military units @@ -1967,6 +1973,9 @@ Settlers consume 2 food per turn under the Republic. Squares with at least 1 trade resource get a trade bonus of 1 under the Republic. +Republican cities which are celebrating grow at a rate of 1 citizen +per turn; see Happiness for details. + Under the Republic, military units require 1 production shield each for upkeep. In addition the following units are considered aggressive units: @@ -1991,6 +2000,9 @@ Settlers consume 2 food per turn under Democracy. Squares with at least 1 trade resource get a trade bonus of 1 under Democracy. +Democratic cities which are celebrating grow at a rate of 1 citizen +per turn; see Happiness for details. + Under Democracy, military units require 1 production shield each for upkeep. In addition the following units generate unhappiness: @@ -2010,23 +2022,40 @@ Democratic civilizations cannot be bribed, and Democratic cities cannot be incited to revolt by enemy Diplomats and Spies. --- -%% First draft by Greg Wooledge 1998-07-24. #Happiness -Keeping your citizens happy (or at least content) is one of the most -important objectives in Freeciv. When your citizens become unhappy, -your cities will fall into disorder (and produce nothing). Cities -which are in disorder are easier for enemy Diplomats and Spies to -incite to revolt. Prolonged disorder under Democracy can lead to a -revolution. - -Citizens may be either happy, content or unhappy. If the number of -unhappy citizens in a city exceeds the number of happy citizens, the -city falls into disorder. However, if the number of happy citizens -in a city is at least as great as the number of content citizens, -and you have no unhappy citizens, and the city has at least 5 -citizens, then the city celebrates. A celebrating city increases in -population by 1 each turn until there is no excess food or until the -number of happy citizens is no longer sufficient for celebration. +Citizens may be either happy, content or unhappy. Keeping your +citizens happy (or at least content) is one of the most important +objectives in Freeciv. When your citizens become unhappy, your +cities will fall into disorder (which disrupts production); but when +your citizens are happy, your cities will celebrate, and your +production will increase greatly. + +If the number of unhappy citizens in a city exceeds the number of +happy citizens, the city falls into disorder. When a city falls +into disorder, it produces nothing. Cities which are in disorder +are easier for enemy Diplomats and Spies to incite to revolt. +Prolonged disorder under Democracy can lead to a spontaneous +revolution, overthrowing your government. + +However, if the number of happy citizens in a city is at least as +great as the number of content citizens, and you have no unhappy +citizens in that city, and the city has at least 5 citizens, then +the city celebrates. This is designated by the term "Rapture" on +the City Report. The effects of celebration vary depending on your +government type: + + - Under Anarchy or Despotism, you will not suffer the normal + production penalty for squares which produce more than 2 units of + any resource (food, shields or trade). + + - Under Monarchy or Communism, your city will gain the trade bonus + of Republican/Democratic governments: 1 bonus trade in any square + which already produces at least 1 trade. + + - Under a Republic or a Democracy, your city's population will + increase by 1 each turn until there is no excess food or until + the number of happy citizens is no longer sufficient for + celebration. The normal state of a citizen is contentment. However, as your cities grow larger, crowding causes citizens to become unhappy. @@ -2044,9 +2073,10 @@ effects on citizens' happiness (see the appropriate sections for details). -Under certain forms of government, the presence of military units in -a city can either create unhappiness or create contentment (see -Government for details). +Under many forms of government, the presence of military units in a +city can create contentment by imposing martial law. Under a +Republic or a Democracy, however, military units can cause +unhappiness. See Government for details. --- #Space Race The Space Race is a second option to win the game, besides