[Freeciv-Dev] HOWTOPLAY nitpicks (PR#581)
[Top] [All Lists]
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
--- HOWTOPLAY.orig Sat Oct 21 13:07:10 2000
+++ HOWTOPLAY Sat Oct 21 13:11:15 2000
@@ -49,5 +49,5 @@
this in mind, try to keep your cities fairly close together. The
further apart they are, the more difficult they are to defend and
-administer at this stage. (Tip: Try to build on horses or near fish).
+administer at this stage. (Tip: Try to build on horses or near fish.)
Now that you have a city or two, you'll want to set the science
@@ -61,6 +61,6 @@
irrigating and building roads.
-(Note: If the food production in a city drops to +1 from supporting
-too many settlers, and you can't rearrange people to increase it, then
+(Note: If the food surplus in a city drops to +1 from supporting too
+many settlers, and you can't rearrange people to increase it, then
switch them to building temples. Unless you make contact with another
player, don't worry about building military units just yet.)
@@ -149,5 +149,5 @@
There are a number of tutorials and strategy guides available at
-the freeciv web pages, at:
+the Freeciv web pages, at:
http://www.freeciv.org/tutorials/tutorials.phtml
@@ -186,5 +186,5 @@
Q. What is that "generator" option?
- That alters the map generation process. If you play freeciv a
+ That alters the map generation process. If you play Freeciv a
few times without this setting, you are sure to hear of (or
experience) the horrors of a tiny island. Tiny Island Syndrome (TIS)
@@ -239,7 +239,7 @@
-Failing that, you could read the source in common/tech.c. It
-shows a list of all the techs, and what techs are necessary to get
-them.
+Failing that, you could read the source in
+'data/default/techs.ruleset'. It shows a list of all the techs, and
+what techs are necessary to get them.
[Prev in Thread] |
Current Thread |
[Next in Thread] |
- [Freeciv-Dev] HOWTOPLAY nitpicks (PR#581),
Erik Sigra <=
|
|