[Freeciv-Dev] PATCH: help changes
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The following makes the helptext more elaborate on a couple of issues
that have arisen in the list (most notably the issue of unhappiness
due to military units under Republic/Democracy; it also adds a table
showing the number of turns required for terrain improvements, and
makes some other minor changes).
--rizos
PS: diff against the version of May 15th.
====================================================================
--- ../../freeciv/data/helpdata.txt Sat May 15 05:41:19 1999
+++ helpdata.txt.new Sun May 16 01:23:16 1999
@@ -1062,7 +1062,9 @@
of upkeep, for all cities.
---
# Apollo Program
-All cities on the map become visible.
+All cities on the map become visible for the player who owns it.
+It allows all players to start building spaceship parts (assuming
+they have researched the necessary technologies).
---
# Colossus
Each square around the city where this wonder is built produces one
@@ -1098,7 +1100,9 @@
Works as if you had a Hydro Plant in every city. (This reduces
pollution and increases the effects of Factories and Mfg. Plants.)
Like a Hydro Plant, the Hoover Dam can only be built in a city
-which is next to (or on) a Mountain or River tile.
+which is next to (or on) a Mountain or River tile. However, its
+effect is applicable to the whole of your civilization (regardless
+of whether a city is next to, or on, a Mountain or River tile).
Variant 1: As above, but works only on the same continent as the
city where it is built.
@@ -1160,8 +1164,9 @@
Makes all unhappy citizens content, in the city where it is located.
---
# Statue of Liberty
-Allows you to choose any government without the transition period of
-Anarchy.
+Allows you to choose any government (including those that have not
+been researched yet by your civilization) without the transition
+period of Anarchy.
---
# Sun Tzu's War Academy
All your new ground units become veterans (for all cities).
@@ -1507,8 +1512,8 @@
radius.
---
# Submarine
-This unit is invisible unless the enemy is very close. It cannot
-make shore bombardments against enemy land units or cities.
+This unit is invisible unless it is next to an enemy unit or city.
+It cannot make shore bombardments against enemy land units or cities.
%% It can carry up to 8 missiles.
Submarines have a very high strategic value, but have a weak
@@ -1846,6 +1851,28 @@
fortress defend at twice their normal strength; also, units inside
a fortress must be destroyed one at a time. See the Combat help
section for further details.
+
+The following table shows the number of turns required for one unit
+of Settlers to complete an activity. These numbers are reduced to
+half (rounded up) for Engineers, and they can be reduced further by
+stockpiling several Settlers/Engineers, doing teamwork.
+
+Terrain Type Road Irrigation Mining Transform (Engin. only)
+--------------------------------------------------------------------
+Arctic 4 0 0 24 (tundra)
+Desert 2 5 5 24 (plains)
+Forest 4 5 (plains) - -
+Grassland 2 5 10 24 (hills)
+Hills 4 10 10 24 (plains)
+Jungle 4 15 (grass.) 15 (forest) 24 (plains)
+Mountains 6 - 10 24 (hills)
+Plains 2 5 15 24 (grassland)
+River 2 5 - -
+Swamp 4 15 (grass.) 15 (forest) 24 (plains)
+Tundra 2 - - 24 (desert)
+
+(Railroads and fortresses require 3 turns, regardless of terrain)
+
---
#Government
Your government type influences your cities' productivity and
@@ -2095,24 +2122,37 @@
The normal state of a citizen is contentment. However, as your
cities grow larger, crowding causes citizens to become unhappy.
-Each citizen in a city after the 4th will be generated unhappy,
+Each citizen in a city after the 4th (that is, the default value of
+the option unhappysize in the server) will be generated unhappy,
instead of content. If you have a large number of cities (depending
-on your government), the limit on content citizens is reduced to 3.
+on your government as well as the server option cityfactor), the
+limit on content citizens is reduced to 3.
%% See content_citizens() in server/citytools.c.
-In order to offset unhappiness, you may build city improvements and
-wonders of the world, or convert a fraction of your trade into
-luxuries. For every 2 luxuries produced in a city, one content
-citizen is made happy. After converting all content citizens to
-happy citizens, unhappy citizens are converted to happy and/or
-content. Some city improvements and wonders of the world have
-effects on citizens' happiness (see the appropriate sections for
-details).
+In order to offset unhappiness, you may build city improvements that
+make unhappy citizens content (such as, a Temple, a Colosseum, or a
+Cathedral - or even a Courthouse if your government is a Democracy),
+and/or relevant wonders of the world, and/or convert part of your
+trade into luxuries. For every two luxuries produced in a city, one
+content citizen is made happy. After converting all content citizens
+to happy citizens, unhappy citizens are converted to happy and/or
+content. Some wonders of the world have also effects on citizens'
+happiness (see the appropriate sections 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.
+unhappiness (see Government for details). It is noted that, in this
+case, city improvements, such as those mentioned above, do not have
+any effect on citizens' unhappiness. This form of unhappiness can be
+offset by building a Police Station, relevant wonders of the world
+(such as the Hanging Gardens, J.S. Bach's Cathedral, the Cure for
+Cancer, Shakespeare's Theatre, and, of course, the Women's Suffrage;
+note, however, that the Michelangelo's Chapel will not have an
+effect in this case, since it counts as a Cathedral in every city),
+or converting part of your trade into luxuries.
+%%For more details check city_refresh() in server/cityturn.c
+
---
#Space Race
The Space Race is a second option to win the game, besides
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