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[Freeciv-Dev] PATCH: data: new help item "Essentials"
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To: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] PATCH: data: new help item "Essentials"
From: mueller <mueller@xxxxxxxx>
Date: Sat, 23 Sep 2000 21:48:03 +0200

This is an ASCII version of www.freeciv.org/civintro in helpdata.txt,
available under
the show rules button or in the Essentials help menu item. 
Drawback: Show rules is available befor civstyle is known. However
nobody plays 
civ1 anymore, at least not at first since my server start GUI has no way
to 
select it.
Index: helpdata.txt
===================================================================
RCS file: /home/freeciv/CVS/freeciv/data/helpdata.txt,v
retrieving revision 1.98
diff -u -r1.98 helpdata.txt
--- helpdata.txt        2000/08/14 13:33:58     1.98
+++ helpdata.txt        2000/09/23 19:27:37
@@ -396,6 +396,278 @@
   freeciv-dev@xxxxxxxxxxx\
 ")
 
+[help_essentials]
+name = _("Essentials")
+text = _("\
+F R E E C I V   E S S E N T I A L S\n\
+===================================\n\
+\n\
+  (Check www.freeciv.org/civintro for a nicer looking version)\n\
+\n\
+HOW TO START\n\
+============\n\
+If you want to play against the computer, just hit the start \
+button, maybe after adjusting difficulty and other options on \
+the options tab. For multiplayer games, hit the 'Find games' \
+button and click a game in pregame state, possibly with nonzero \
+players.\
+"), _("\
+THE GOAL\n\
+========\n\
+The goal of Freeciv is to build cities, which in turn can build armies \
+to attack the other players.  You get 2 settlers and 1 explorer. Using \
+the numeric keypad, move the settlers to a good location (see below) \
+and build a city by pressing b. You can move diagonally, by the way. \
+Freeciv is turn based; every unit can move once per turn. The turn ends \
+when everyone clicks 'Turn done' or when a timeout is over. \
+"), _("\
+CITIES\n\
+======\n\
+Cities extract resources from the square they're built on plus one \
+nearby square for each inhabitant; you start with 1 inhabitant. The \
+resources are: Food (to grow cities), Production (to build \
+settlers/armies) and Trade (for research and money). Click a city to \
+bring it up for management. Click on a used square on the small map to \
+remove your worker (and turn him into an entertainer, see below), then \
+click on an unused square to place your worker. However the default \
+placement is usually good.\
+"), _("\
+  FOOD\n\
+  All food from the used squares is added to the granary. Every\n\
+  inhabitant uses two food per turn though, and settlers built by\n\
+  this city require one or two also. When the granary reaches 20 \n\
+  food, the city grows to size 2 and can use an additional nearby\n\
+  square. Settlers can irrigate (press i) nearby squares if there\n\
+  is water adjacent, which increases food by one for some square \n\
+  types, see table below. The square under the city gets a free \n\
+  irrigation.\
+"), _("\
+  PRODUCTION\n\
+  The production you get from a square can be used to produce \n\
+  military units or settlers. Producing a settler reduces the city\n\
+  size by 1 and can only be done in cities of size 2 and larger. \n\
+  Some units require one production every turn (upkeep) for as \n\
+  long as they're alive. You can change the unit or building to be\n\
+  produced in the city report, or buy unfinished units. Settlers \n\
+  can mine (press m) some square types, which increases their \n\
+  production; see table below. The square the city is on gets one \n\
+  production if otherwise zero.\
+"), _("\
+  TRADE\n\
+  Trade can be turned into tax, luxury or science. Science lets \n\
+  you research new military unit types. Tax yields money, which \n\
+  you can use to prematurely complete a cities production. Luxury\n\
+  creates happy inhabitants. You can select the distribution of \n\
+  your trade by pressing shift-R. Corruption reduces the amount \n\
+  of trade that a city delivers; the further away from the capital,\n\
+  the more corruption. Settlers can build roads (press r) which add\n\
+  1 trade to some square types, see table below, and allow for \n\
+  faster movement. The square the city is on gets a free road.\
+"), _("\
+City inhabitants can be happy, content or unhappy (shown by different icons \
+in the city window).  If there are more unhappy than happy inhabitants, \
+the city falls into disorder and stops producing anything. The first \
+four inhabitants of a city are content. Additional ones are unhappy and \
+must be made content either with temples in their cities, with wonders \
+(see below), with luxuries or with entertainers. \
+"), _("\
+RESEARCH\n\
+========\n\
+In the Reports menu you find the Science report. There you can decide \
+what to research.  You can select an immediate thing to research and a \
+long term goal that the next immediate will be selected from. Most \
+research items require others to be discovered already. After discovery \
+of knowledge, you can build new types of military units, new wonders or \
+use new governments. This window pops up whenever research on one item \
+finishes.\
+"), _("\
+GOVERNMENT\n\
+==========\n\
+The type of government you have affects how many resources your cities \
+can extract from the land. You can change government by researching the \
+new government type and then starting a revolution (in Kingdom menu,\
+will take a few turns). The most important ones:\
+"), _("\
+  DESPOTISM: This is your initial government type. Each square\n\
+  that yields more than 2 of anything (food, production or trade)\n\
+  has that yield reduced by one. Settlers use one food per turn for\n\
+  upkeep, military units are free unless there are more built by a\n\
+  city than the city has inhabitants.  Science rate can only be\n\
+  set to 60%. High corruption\
+"), _("\
+  MONARCHY: No more resource reduction. Settlers use one food.\n\
+  The first 3 military units per city are free of upkeep. Maximum\n\
+  science rate is 70%. Corruption is small.\
+"), _("\
+  REPUBLIC: Each square with trade gets another trade unit.\n\
+  Settlers use two food, and one production.  All military units\n\
+  use one production. Only one military unit is tolerated abroad\n\
+  (not in city), additional units create one unhappy inhabitant. \n\
+  Corruption is small.\
+"), _("\
+WONDERS\n\
+=======\n\
+Each wonder of the world can only be built by one player and only in \
+one city.  Other cities can build and send caravans (after you research\
+Trade) to help in building wonders. The most important wonders are: \n\
+\n\
+  MAGELLAN'S EXPEDITION: Sea units can move 2 squares further per \n\
+  turn. Requires Navigation\n\
+  LEONARDOS WORKSHOP: 1 obsoloete military units gets upgraded.\n\
+  Requires Invention.\n\
+  MICHELANGELOS CHAPEL: 3 unhappy inhabitants become content in\n\
+  every city. Requires Monotheism.\n\
+  J.S.BACH'S CATHEDRAL: Makes 2 inhabitants happy in every city.\n\
+  Requires Theology.\
+"), _("\
+SQUARE TYPES\n\
+============\n\
+These are the food, production and trade yields of all squares under \
+MONARCHY. To identify a square type, click map with middle button.\n\
+\n\
+          F P T            F P T            F P T  Irr Min Roa Defen\n\
+    Ocean 1/0/2      +Fish 3/0/2     +Whale 2/2/3   -   -   -    -\n\
+Grassland 2/0/0 +Resources 2/1/0 +Resources 2/1/0   F   -   T    -\n\
+   Plains 1/1/0   +Buffalo 1/3/0     +Wheat 3/1/0   F   -   T    -\n\
+   Desert 0/1/0     +Oasis 3/1/0       +Oil 0/4/0   F   PP  T    -\n\
+   Tundra 1/0/0      +Game 3/1/0       +Fur 2/0/3   F   -   -    -\n\
+   Forest 1/2/0  +Pheasant 3/2/0      +Silk 1/2/3   -   -   -   +50%\n\
+   Jungle 1/0/0      +Gems 1/0/4     +Fruit 4/0/1   -   -   -   +50%\n\
+    Hills 1/0/0      +Coal 1/2/0      +Wine 1/0/4   F  PPP  -  +100%\n\
+Mountains 0/1/0      +Gold 0/1/6      +Iron 0/4/0   -   P   -  +200%\n\
+    Swamp 1/0/0      +Peat 1/4/0     +Spice 3/0/4   -   -   -   +50%\n\
+  Glacier 0/0/0     +Ivory 1/1/4       +Oil 0/4/0   -   -   -    -\n\
+\n\
+These are the food, production and trade yields of all squares under \
+MONARCHY. Note that the fields in the second and third column \
+are rare. For the initial government type, reduce all numbers above 2 \
+by 1. For Republic, add 1 trade to each square with trade. \
+Irrigation/Mine/Road shows the increases in food, production, and trade \
+when those are improvements are performed by a settler. Defense is the \
+increase in defense power you get when attacked on such a field. Rivers \
+add 1 trade and 50% defense power; they also ease movement along them. \
+Squares with increased defense power are harder to walk fast (horses \
+get slowed down) except for explorers. \
+"), _("\
+MILITARY UNITS\n\
+==============\n\
+Most important military units:\n\
+\n\
+ Name      A D M  Requires         Remarks\n\
+ Explorer  - 1 3  Seafaring        No slowdown by rought terrain\n\
+ Settlers  - 1 1  -                Builds cities, improves land\n\
+ Diplomat  - - 2  Writing          Can subvert cities & bribe units\n\
+ Caravan   - 1 1  Trade            Carries production to wonders\n\
+ Phalanx   1 2 1  Bronze working   OK defense against land units\n\
+ Horsemen  2 1 2  Horseback riding Good invader of emptied cities\n\
+ Trireme   1 1 3  Map making       Carries 2, turn must end at coast\n\
+ Caravel   2 1 3  Navigation       Carries 3 units\n\
+ Ironclad  4 4 4  Steam engine     Strong attacker of coastal cities\n\
+ Destroyer 4 4 6  Electricity      Like ironclad but faster\n\
+ Cruiser   6 6 5  Steel            Much stronger than destroyers\n\
+\n\
+Military units are characterized by three numbers: attack power, \
+defense power, and movement speed. Those three numbers plus the \
+production cost are what you see when changing production. When unit A \
+attacks unit B by moving onto B's square, A's attack power is \
+matched up against B's defense power. If A has attack power 2 and B has \
+defense power 1, then A has about a two-thirds chance of winning (more \
+info in the Freeciv manual). The survivor often becomes veteran, which \
+increases his attack and defense power by 50%. Being built in a city \
+with Barracks makes a unit veteran, too.\n\
+\n\
+Rivers and some terrain types increase the defense power of the \
+defender, see table below.  Units in cities enjoy a 50% defense power \
+increase as well.  Damaged units have red bars in the bottom left \
+corner, they move more slowly and have their attack power reduced. They \
+recover slowly (faster in cities or when fortified).\n\
+\n\
+Pressing f will fortify the unit, which increases defense power by 50%. \
+Pressing s will put the unit on sentry; they will wait until healed or \
+until an enemy unit moves to an adjacent field.  Pressing g lets you \
+select a destination to go to. If an enemy is there, it will be \
+attacked.  Military units can take enemy cities when there are no \
+defenders left. Defended cities have a little flag in their top left \
+corner. If you lose your capital, you get very high corruption and your \
+kingdom may split.\n\
+\n\
+If several military units are on one square, the strongest one defends. \
+If it is defeated, all units die (except in cities).  Sea units can \
+attack land units but not vice versa. Some sea units can carry land \
+units, just move onto them at the coast. Loaded units have a + in \
+their bottom right corner.\n\
+\n\
+Diplomats are very powerful. They are easy to defeat but can incite \
+revolts in enemy cities (the city becomes yours), steal technologies or \
+bribe enemy units. Diplomat actions can be performed directly from a \
+ship. Defending diplomats in cities may prevent them.\
+"), _("\
+WINNING STRATEGY\n\
+================\n\
+Most multi-player games are played using '/set generator 2'. This \
+creates one island for every player plus some small empty additional \
+ones. Here's standard strategy to play these.\n\
+\n\
+1. Find good settling spots. A good settling spot must at least\n\
+   yield 4 food (from the two squares used) and as much production\n\
+   as possible. Don't look longer than, say, for 3-4 turns.  Whales\n\
+   and pheasants are the best resource to be close to. Grassland and\n\
+   plains are good to settle on, wheat/oasis/buffalo even better.\n\
+2. Once you built the city, set its production to settlers. Bring up\n\
+   the science report and set research to Alphabet and the goal to\n\
+   The Republic.\n\
+3. As soon as any city reaches size two, click it and set all\n\
+   workers on production fields using the little map. As soon as you\n\
+   can afford it, buy the settler.\n\
+4. Keep producing nothing but settlers and have them build nearby\n\
+   cities. There should only be 1-2 empty squares between the\n\
+   cities. Don't build irrigation, mines or roads.\n\
+5. When The Republic is only one step away, set goal to Navigation.\n\
+   When Republic is reached, set research to Map Making and \n\
+   immediately start a revolution (from Kingdom menu). Once you're\n\
+   a republic, build roads on used squares.\n\
+6. VARIANT: If you get discovered by an enemy, build ships as soon\n\
+   as you can, and defending units like warriors and phalanxes if\n\
+   necessary. You may choose to collaborate with neighbors, use\n\
+   Players menu to find out who to talk to.\n\
+7. When Navigation is only one step away, set goal to Steam Engine.\n\
+   When Navigation is reached, build a couple of caravels to explore\n\
+   your neighborhood and settle nearby islands. VARIANT:  It's often\n\
+   useful to research Trade before Steam Engine so you can build\n\
+   wonders.\n\
+8. Once most spots on your island are taken, start building roads,\n\
+   preferably on grassland and plains. Use the roads to move faster\n\
+   and gain trade.\n\
+9. As soon as Steam Engine is reached, build lots of ironclads.\n\
+   Increase tax rate to buy them.  Accompany them with horsemen on\n\
+   caravels. Find neighbors, kill their city defenses with the\n\
+   ironclads and invade their cities with the horsemen. Place\n\
+   ironclads in conquered cities for initial defense.\n\
+10.After Steam Engine, you may want to research Electricity and\n\
+   Steel to get even better ships, destroyers and cruisers. Once\n\
+   you got Steel, set tax rate to maximum and put everything into\n\
+   war.\n\
+"), _("\
+If you play on the default generator, there are three possibilities:\n\
+\n\
+1. If you have your own island, play like above.\n\
+2. If you have a shared island but your enemies are far away\n\
+   or you can have peace with them (which usually is preferable),\n\
+   you can play mostly like generator 2, just research horseback\n\
+   riding and bronze working right after republic (gives horsemen\n\
+   and phalanx).\n\
+3. If your neighbors are close and you can't have peace or alliance,\n\
+   research horsemen, monarchy and feudalism to defend. Then play\n\
+   like generator 2, only try to attack cities just after you got\n\
+   the new offensive unit (horsemen, knights). Consider building\n\
+   some Barracks.\n\
+   VARIANT: Research horsemen and the republic. Now build diplomats\n\
+   and bribe enemy cities of size 1-2 and attacking units. Also\n\
+   research map making to allow for surprise attacks off the boat.\n\
+   When your opponent is no urgent threat anymore, set your\n\
+   science back to maximum and resarch gunpowder or navigation.\n\
+")
+
 [help_connecting]
 name = _("Connecting")
 text = _("\

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