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[Freeciv-Dev] Re: (PR#10461) edit the server settings help strings
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[Freeciv-Dev] Re: (PR#10461) edit the server settings help strings

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Subject: [Freeciv-Dev] Re: (PR#10461) edit the server settings help strings
From: "Jason Short" <jdorje@xxxxxxxxxxxxxxxxxxxxx>
Date: Wed, 6 Oct 2004 20:43:15 -0700
Reply-to: rt@xxxxxxxxxxx

<URL: http://rt.freeciv.org/Ticket/Display.html?id=10461 >

Jason Short wrote:
> <URL: http://rt.freeciv.org/Ticket/Display.html?id=10461 >
> 
> Jason Short wrote:
> 
>><URL: http://rt.freeciv.org/Ticket/Display.html?id=10461 >
>>
>>This patch edits the server settings help strings.
> 
> 
> New patch: removes "can can" in the allowtake helptext (thanks to Mike).

And another patch: fix a mild grammatical problem in the allowtake 
helptext (thanks to Mike).

jason

? 1
? 2
? newtiles
? server/output
? server/rc
Index: server/settings.c
===================================================================
RCS file: /home/freeciv/CVS/freeciv/server/settings.c,v
retrieving revision 1.5
diff -u -r1.5 settings.c
--- server/settings.c   20 Sep 2004 16:42:31 -0000      1.5
+++ server/settings.c   7 Oct 2004 03:42:23 -0000
@@ -223,33 +223,49 @@
   /* Map size parameters: adjustable if we don't yet have a map */  
   GEN_INT("size", map.size, SSET_MAP_SIZE,
          SSET_GEOLOGY, SSET_VITAL, SSET_TO_CLIENT,
-          N_("Map size in 1,000 tiles units"),
-          N_("This value is used to determine xsize and ysize\n"
+          N_("Map size (in thousands of tiles)"),
+          N_("This value is used to determine the map dimensions.\n"
              "  size = 4 is a normal map of 4,000 tiles (default)\n"
              "  size = 20 is a huge map of 20,000 tiles"), NULL,
           MAP_MIN_SIZE, MAP_MAX_SIZE, MAP_DEFAULT_SIZE)
   GEN_INT("topology", map.topology_id, SSET_MAP_SIZE,
          SSET_GEOLOGY, SSET_VITAL, SSET_TO_CLIENT,
-         N_("The map topology index"),
-         N_("Two-dimensional maps can wrap at the north-south or \n"
-            "east-west edges, and use a cartesian or isometric \n"
-            "rectangular grid.  See the manual for further explanation.\n"
-             "  0 Flat Earth (unwrapped)\n"
-             "  1 Earth (wraps E-W)\n"
-             "  2 Uranus (wraps N-S)\n"
-             "  3 Donut World (wraps N-S, E-W)\n"
-            "  4 Flat Earth (isometric)\n"
-            "  5 Earth (isometric)\n"
-            "  6 Uranus (isometric)\n"
-            "  7 Donut World (isometric)\n"
-            "  8 Flat Earth (hexagonal)\n"
-            "  9 Earth (hexagonal)\n"
-            " 10 Uranus (hexagonal)\n"
-            " 11 Donut World (hexagonal)\n"
-            " 12 Flat Earth (iso-hex)\n"
-            " 13 Earth (iso-hex)\n"
-            " 14 Uranus (iso-hex)\n"
-            " 15 Donut World (iso-hex)"
+         N_("Map topology index"),
+         /* TRANS: do not edit the ugly ASCII art */
+         N_("Freeciv maps are always two-dimensional. They may wrap at "
+            "the north-south and east-west directions to form a flat map, "
+            "a cylinder, or a torus (donut). Individual tiles map be "
+            "rectangular or hexagonal, with either a classic or isometric "
+            "alignment - this should be set based on the tileset being "
+            "used.\n"
+             "   0 Flat Earth (unwrapped)\n"
+             "   1 Earth (wraps E-W)\n"
+             "   2 Uranus (wraps N-S)\n"
+             "   3 Donut World (wraps N-S, E-W)\n"
+            "   4 Flat Earth (isometric)\n"
+            "   5 Earth (isometric)\n"
+            "   6 Uranus (isometric)\n"
+            "   7 Donut World (isometric)\n"
+            "   8 Flat Earth (hexagonal)\n"
+            "   9 Earth (hexagonal)\n"
+            "  10 Uranus (hexagonal)\n"
+            "  11 Donut World (hexagonal)\n"
+            "  12 Flat Earth (iso-hex)\n"
+            "  13 Earth (iso-hex)\n"
+            "  14 Uranus (iso-hex)\n"
+            "  15 Donut World (iso-hex)\n"
+            "Classic rectangular:       Isometric rectangular:\n"
+            "      _________               /\\/\\/\\/\\/\\ \n"
+            "     |_|_|_|_|_|             /\\/\\/\\/\\/\\/ \n"
+            "     |_|_|_|_|_|             \\/\\/\\/\\/\\/\\\n"
+            "     |_|_|_|_|_|             /\\/\\/\\/\\/\\/ \n"
+            "                             \\/\\/\\/\\/\\/  \n"
+            "Hex tiles:                 Iso-hex:\n"
+            "  /\\/\\/\\/\\/\\/\\               _   _   _   _   _       \n"
+            "  | | | | | | |             / \\_/ \\_/ \\_/ \\_/ \\      \n"
+            "  \\/\\/\\/\\/\\/\\/\\             \\_/ \\_/ \\_/ \\_/ \\_/  \n"
+            "   | | | | | | |            / \\_/ \\_/ \\_/ \\_/ \\      \n"
+            "   \\/\\/\\/\\/\\/\\/             \\_/ \\_/ \\_/ \\_/ \\_/    \n"
           ), NULL,
          MAP_MIN_TOPO, MAP_MAX_TOPO, MAP_DEFAULT_TOPO)
 
@@ -269,7 +285,7 @@
             "players), and additional smaller islands;\n\n"
             "5 = one or more large earthlike continents with some "
             "scatter.\n\n"
-            "Note: values 2,3 and 4 generate \"fairer\" (but more boring) "
+            "Note: values 2, 3 and 4 generate fairer but more boring "
             "maps.\n"
             "(Zero indicates a scenario map.)"), NULL,
          MAP_MIN_GENERATOR, MAP_MAX_GENERATOR, MAP_DEFAULT_GENERATOR)
@@ -284,7 +300,7 @@
           SSET_MAP_GEN, SSET_GEOLOGY, SSET_SITUATIONAL, SSET_TO_CLIENT,
           N_("Whether the poles are separate continents"),
           N_("0 = continents may attach to poles; 1 = poles will "
-             "be separate"), NULL, 
+             "usually be separate"), NULL, 
           MAP_DEFAULT_SEPARATE_POLES)
 
   GEN_BOOL("alltemperate", map.alltemperate, 
@@ -297,33 +313,40 @@
          SSET_MAP_GEN, SSET_GEOLOGY, SSET_SITUATIONAL, SSET_TO_CLIENT,
          N_("Average temperature of the planet"),
          N_("Small values will give a cold map, while larger values will "
-             "give a hotter map\n"
-            "100 means a very dry and hot planet: no polar arctic zones, "
-             "only tropical and dry zones\n"
-            "70 means a hot planet: little polar ice\n"
-             "50 means a temperatue planet: normal polar, cold, temperate, "
-             "and tropical zones; a desert zone overlaps tropical and "
-             "temperate zones\n"
-            "30 means a cold planet: little tropical zones\n"
-            "0 means a very cold planet: large polar zones and no tropics"), 
+             "give a hotter map.\n"
+            "\n"
+            "100 means a very dry and hot planet with no polar arctic "
+            "zones, only tropical and dry zones.\n\n"
+            "70 means a hot planet with little polar ice.\n\n"
+             "50 means a temperate planet with normal polar, cold, "
+            "temperate, and tropical zones; a desert zone overlaps "
+            "tropical and temperate zones.\n\n"
+            "30 means a cold planet with small tropical zones.\n\n"
+            "0 means a very cold planet with large polar zones and no "
+            "tropics"), 
           NULL,
          MAP_MIN_TEMPERATURE, MAP_MAX_TEMPERATURE, MAP_DEFAULT_TEMPERATURE)
  
   GEN_INT("landmass", map.landpercent,
          SSET_MAP_GEN, SSET_GEOLOGY, SSET_SITUATIONAL, SSET_TO_CLIENT,
-         N_("Amount of land vs ocean"), "", NULL,
+         N_("Percentage of the map that is land"),
+         N_("This setting gives the approximate percentage of the map "
+            "that will be made into land."), NULL,
          MAP_MIN_LANDMASS, MAP_MAX_LANDMASS, MAP_DEFAULT_LANDMASS)
 
   GEN_INT("steepness", map.steepness,
          SSET_MAP_GEN, SSET_GEOLOGY, SSET_SITUATIONAL, SSET_TO_CLIENT,
          N_("Amount of hills/mountains"),
-         N_("Small values give flat maps, higher values give more "
-            "hills and mountains."), NULL,
+         N_("Small values give flat maps, while higher values give a "
+            "steeper map with more hills and mountains."), NULL,
          MAP_MIN_STEEPNESS, MAP_MAX_STEEPNESS, MAP_DEFAULT_STEEPNESS)
 
   GEN_INT("wetness", map.wetness,
          SSET_MAP_GEN, SSET_GEOLOGY, SSET_SITUATIONAL, SSET_TO_CLIENT,
-         N_("Amount of water on lands"), "", NULL, 
+         N_("Amount of water on lands"), 
+         N_("Small values mean lots of dry, desert-like land; "
+            "higher values give a wetter map with more swamps and "
+            "jungles."), NULL, 
          MAP_MIN_WETNESS, MAP_MAX_WETNESS, MAP_DEFAULT_WETNESS)
 
   GEN_INT("mapseed", map.seed,
@@ -331,7 +354,8 @@
          N_("Map generation random seed"),
          N_("The same seed will always produce the same map; "
             "for zero (the default) a seed will be chosen based on "
-            "the time, to give a random map."), NULL, 
+            "the time to give a random map. This setting is usually "
+            "only of interest while debugging the game."), NULL, 
          MAP_MIN_SEED, MAP_MAX_SEED, MAP_DEFAULT_SEED)
 
   /* Map additional stuff: huts and specials.  gameseed also goes here
@@ -341,22 +365,26 @@
    */
   GEN_INT("gameseed", game.seed,
          SSET_MAP_ADD, SSET_INTERNAL, SSET_RARE, SSET_SERVER_ONLY,
-         N_("General random seed"),
+         N_("Game random seed"),
          N_("For zero (the default) a seed will be chosen based "
-            "on the time."), NULL, 
+            "on the time. This setting is usually "
+            "only of interest while debugging the game"), NULL, 
          GAME_MIN_SEED, GAME_MAX_SEED, GAME_DEFAULT_SEED)
 
   GEN_INT("specials", map.riches,
          SSET_MAP_ADD, SSET_ECOLOGY, SSET_VITAL, SSET_TO_CLIENT,
          N_("Amount of \"special\" resource squares"), 
          N_("Special resources improve the basic terrain type they "
-            "are on.  The server variable's scale is parts per "
+            "are on. The server variable's scale is parts per "
             "thousand."), NULL,
          MAP_MIN_RICHES, MAP_MAX_RICHES, MAP_DEFAULT_RICHES)
 
   GEN_INT("huts", map.huts,
          SSET_MAP_ADD, SSET_GEOLOGY, SSET_VITAL, SSET_TO_CLIENT,
-         N_("Amount of huts (minor tribe villages)"), "", NULL,
+         N_("Amount of huts (minor tribe villages)"),
+         N_("This setting gives the exact number of huts that will be "
+            "placed on the entire map. Huts are small tribal villages "
+            "that may be investiged by units."), NULL,
          MAP_MIN_HUTS, MAP_MAX_HUTS, MAP_DEFAULT_HUTS)
 
   /* Options affecting numbers of players and AI players.  These only
@@ -369,7 +397,8 @@
           SSET_TO_CLIENT,
          N_("Minimum number of players"),
          N_("There must be at least this many players (connected "
-            "players or AI's) before the game can start."), NULL,
+            "human players or AI players) before the game can start."),
+         NULL,
          GAME_MIN_MIN_PLAYERS, GAME_MAX_MIN_PLAYERS, GAME_DEFAULT_MIN_PLAYERS)
 
   GEN_INT("maxplayers", game.max_players,
@@ -383,7 +412,7 @@
 
   GEN_INT("aifill", game.aifill,
          SSET_PLAYERS, SSET_INTERNAL, SSET_VITAL, SSET_TO_CLIENT,
-         N_("Number of players to fill to with AI's"),
+         N_("Total number of players (including AI players)"),
          N_("If there are fewer than this many players when the "
             "game starts, extra AI players will be created to "
             "increase the total number of players to the value of "
@@ -395,45 +424,51 @@
    */
   GEN_STRING("startunits", game.start_units,
             SSET_GAME_INIT, SSET_SOCIOLOGY, SSET_VITAL, SSET_TO_CLIENT,
-             N_("List of player's initial units"),
+             N_("List of players' initial units"),
              N_("This should be a string of characters, each of which "
                "specifies a unit role. There must be at least one city "
                "founder in the string. The characters and their "
                "meanings are:\n"
-               "    c   = City founder (eg. Settlers)\n"
-               "    w   = Terrain worker (eg. Engineers)\n"
-               "    x   = Explorer (eg. Explorer)\n"
-               "    k   = Gameloss (eg. King)\n"
-               "    s   = Diplomat (eg. Diplomat)\n"
-               "    f   = Ferryboat (eg. Trireme)\n"
-               "    d   = Ok defense unit (eg. Warriors)\n"
-               "    D   = Good defense unit (eg. Phalanx)\n"
-               "    a   = Fast attack unit (eg. Horsemen)\n"
-               "    A   = Strong attack unit (eg. Catapult)\n"),
+               "    c   = City founder (eg., Settlers)\n"
+               "    w   = Terrain worker (eg., Engineers)\n"
+               "    x   = Explorer (eg., Explorer)\n"
+               "    k   = Gameloss (eg., King)\n"
+               "    s   = Diplomat (eg., Diplomat)\n"
+               "    f   = Ferryboat (eg., Trireme)\n"
+               "    d   = Ok defense unit (eg., Warriors)\n"
+               "    D   = Good defense unit (eg., Phalanx)\n"
+               "    a   = Fast attack unit (eg., Horsemen)\n"
+               "    A   = Strong attack unit (eg., Catapult)\n"),
                startunits_callback, GAME_DEFAULT_START_UNITS)
 
   GEN_INT("dispersion", game.dispersion,
          SSET_GAME_INIT, SSET_SOCIOLOGY, SSET_SITUATIONAL, SSET_TO_CLIENT,
          N_("Area where initial units are located"),
-         N_("This is half the length of a side of the square within "
+         N_("This is the radius within "
             "which the initial units are dispersed."), NULL,
          GAME_MIN_DISPERSION, GAME_MAX_DISPERSION, GAME_DEFAULT_DISPERSION)
 
   GEN_INT("gold", game.gold,
          SSET_GAME_INIT, SSET_ECONOMICS, SSET_VITAL, SSET_TO_CLIENT,
-         N_("Starting gold per player"), "", NULL,
+         N_("Starting gold per player"), 
+         N_("At the beginning of the game, each player is given this "
+            "much gold."), NULL,
          GAME_MIN_GOLD, GAME_MAX_GOLD, GAME_DEFAULT_GOLD)
 
   GEN_INT("techlevel", game.tech,
          SSET_GAME_INIT, SSET_SCIENCE, SSET_VITAL, SSET_TO_CLIENT,
-         N_("Number of initial advances per player"), "", NULL,
+         N_("Number of initial techs per player"), 
+         N_("At the beginning of the game, each player is given this "
+            "many technologies. The technologies chosen are random for "
+            "each player."), NULL,
          GAME_MIN_TECHLEVEL, GAME_MAX_TECHLEVEL, GAME_DEFAULT_TECHLEVEL)
 
   GEN_INT("researchcost", game.researchcost,
          SSET_RULES, SSET_SCIENCE, SSET_SITUATIONAL, SSET_TO_CLIENT,
-         N_("Points required to gain a new advance"),
+         N_("Points required to gain a new tech"),
          N_("This affects how quickly players can research new "
-            "technology."), NULL,
+            "technology. Doubling its value will make all technologies "
+            "take twice as long to research."), NULL,
          GAME_MIN_RESEARCHCOST, GAME_MAX_RESEARCHCOST, 
          GAME_DEFAULT_RESEARCHCOST)
 
@@ -442,26 +477,26 @@
          N_("Percentage penalty when changing tech"),
          N_("If you change your current research technology, and you have "
             "positive research points, you lose this percentage of those "
-            "research points.  This does not apply if you have just gained "
-            "tech this turn."), NULL,
+            "research points. This does not apply if you have just gained "
+            "a technology this turn."), NULL,
          GAME_MIN_TECHPENALTY, GAME_MAX_TECHPENALTY,
          GAME_DEFAULT_TECHPENALTY)
 
   GEN_INT("diplcost", game.diplcost,
          SSET_RULES, SSET_SCIENCE, SSET_RARE, SSET_TO_CLIENT,
          N_("Penalty when getting tech from treaty"),
-         N_("For each advance you gain from a diplomatic treaty, you lose "
-            "research points equal to this percentage of the cost to "
-            "research an new advance.  You can end up with negative "
+         N_("For each technology you gain from a diplomatic treaty, you "
+            "lost research points equal to this percentage of the cost to "
+            "research a new technology. You can end up with negative "
             "research points if this is non-zero."), NULL, 
          GAME_MIN_DIPLCOST, GAME_MAX_DIPLCOST, GAME_DEFAULT_DIPLCOST)
 
   GEN_INT("conquercost", game.conquercost,
          SSET_RULES, SSET_SCIENCE, SSET_RARE, SSET_TO_CLIENT,
          N_("Penalty when getting tech from conquering"),
-         N_("For each advance you gain by conquering an enemy city, you "
+         N_("For each technology you gain by conquering an enemy city, you "
             "lose research points equal to this percentage of the cost "
-            "to research an new advance.  You can end up with negative "
+            "to research a new technology. You can end up with negative "
             "research points if this is non-zero."), NULL,
          GAME_MIN_CONQUERCOST, GAME_MAX_CONQUERCOST,
          GAME_DEFAULT_CONQUERCOST)
@@ -469,17 +504,22 @@
   GEN_INT("freecost", game.freecost,
          SSET_RULES, SSET_SCIENCE, SSET_RARE, SSET_TO_CLIENT,
          N_("Penalty when getting a free tech"),
-         N_("For each advance you gain \"for free\" (other than covered by "
-            "diplcost or conquercost: specifically, from huts or from the "
-            "Great Library), you lose research points equal to this "
-            "percentage of the cost to research a new advance.  You can "
-            "end up with negative research points if this is non-zero."), 
+         N_("For each technology you gain \"for free\" (other than "
+            "covered by diplcost or conquercost: specifically, from huts "
+            "or from Great Library effects), you lose research points "
+            "equal to this percentage of the cost to research a new "
+            "technology. You can end up with negative research points if "
+            "this is non-zero."), 
          NULL, 
          GAME_MIN_FREECOST, GAME_MAX_FREECOST, GAME_DEFAULT_FREECOST)
 
   GEN_INT("foodbox", game.foodbox,
          SSET_RULES, SSET_ECONOMICS, SSET_SITUATIONAL, SSET_TO_CLIENT,
-         N_("Food required for a city to grow"), "", NULL,
+         N_("Food required for a city to grow"),
+         N_("This is the base amount of food required to grow a city. "
+            "This value is multiplied by another factor that comes from "
+            "the ruleset and is dependent on the size of the city."),
+         NULL,
          GAME_MIN_FOODBOX, GAME_MAX_FOODBOX, GAME_DEFAULT_FOODBOX)
 
   GEN_INT("aqueductloss", game.aqueductloss,
@@ -498,7 +538,7 @@
          N_("There is a trade penalty in all cities smaller than this. "
             "The penalty is 100% (no trade at all) for sizes up to "
             "notradesize, and decreases gradually to 0% (no penalty "
-            "except the normal corruption) for size=fulltradesize.  "
+            "except the normal corruption) for size=fulltradesize. "
             "See also notradesize."), fulltradesize_callback, 
          GAME_MIN_FULLTRADESIZE, GAME_MAX_FULLTRADESIZE, 
          GAME_DEFAULT_FULLTRADESIZE)
@@ -506,10 +546,10 @@
   GEN_INT("notradesize", game.notradesize,
          SSET_RULES, SSET_ECONOMICS, SSET_RARE, SSET_TO_CLIENT,
          N_("Maximum size of a city without trade"),
-         N_("All the cities of smaller or equal size to this do not "
-            "produce trade at all. The produced trade increases "
+         N_("Cities do not produce any trade at all unless their size "
+            "is larger than this amount. The produced trade increases "
             "gradually for cities larger than notradesize and smaller "
-            "than fulltradesize.  See also fulltradesize."),
+            "than fulltradesize. See also fulltradesize."),
          notradesize_callback,
          GAME_MIN_NOTRADESIZE, GAME_MAX_NOTRADESIZE,
          GAME_DEFAULT_NOTRADESIZE)
@@ -518,7 +558,7 @@
          SSET_RULES, SSET_SOCIOLOGY, SSET_RARE, SSET_TO_CLIENT,
          N_("City size before people become unhappy"),
          N_("Before other adjustments, the first unhappysize citizens in a "
-            "city are content, and subsequent citizens are unhappy.  "
+            "city are content, and subsequent citizens are unhappy. "
             "See also cityfactor."), NULL,
          GAME_MIN_UNHAPPYSIZE, GAME_MAX_UNHAPPYSIZE,
          GAME_DEFAULT_UNHAPPYSIZE)
@@ -526,7 +566,7 @@
   GEN_BOOL("angrycitizen", game.angrycitizen,
           SSET_RULES, SSET_SOCIOLOGY, SSET_SITUATIONAL, SSET_TO_CLIENT,
          N_("Whether angry citizens are enabled"),
-         N_("Introduces angry citizens like civilization II. Angry "
+         N_("Introduces angry citizens like in civilization II. Angry "
             "citizens have to become unhappy before any other class "
             "of citizens may be considered. See also unhappysize, "
             "cityfactor and governments."), NULL, 
@@ -537,7 +577,7 @@
          N_("Number of cities for higher unhappiness"),
          N_("When the number of cities a player owns is greater than "
             "cityfactor, one extra citizen is unhappy before other "
-            "adjustments; see also unhappysize.  This assumes a "
+            "adjustments; see also unhappysize. This assumes a "
             "Democracy; for other governments the effect occurs at "
             "smaller numbers of cities."), NULL, 
          GAME_MIN_CITYFACTOR, GAME_MAX_CITYFACTOR, GAME_DEFAULT_CITYFACTOR)
@@ -548,9 +588,9 @@
          N_("When a player founds a new city, it is checked if there is "
             "no other city in citymindist distance. For example, if "
             "citymindist is 3, there have to be at least two empty "
-            "fields between two cities in every direction. If it is set "
-            "to 0 (default), it is overwritten by the current ruleset "
-            "when the game starts."), NULL,
+            "fields between two cities in every direction. If set "
+            "to 0 (default), the ruleset value will be used."),
+         NULL,
          GAME_MIN_CITYMINDIST, GAME_MAX_CITYMINDIST,
          GAME_DEFAULT_CITYMINDIST)
 
@@ -558,14 +598,16 @@
          SSET_RULES, SSET_SOCIOLOGY, SSET_SITUATIONAL, SSET_TO_CLIENT,
           N_("Number of turns between rapture effect"),
           N_("Sets the number of turns between rapture growth of a city. "
-             "If set to n a city will grow after rapturing n+1 turns."), NULL,
+             "If set to n a city will grow after celebrating for n+1 "
+            "turns."),
+         NULL,
           GAME_MIN_RAPTUREDELAY, GAME_MAX_RAPTUREDELAY,
           GAME_DEFAULT_RAPTUREDELAY)
 
   GEN_INT("razechance", game.razechance,
          SSET_RULES, SSET_MILITARY, SSET_RARE, SSET_TO_CLIENT,
          N_("Chance for conquered building destruction"),
-         N_("When a player conquers a city, each City Improvement has this "
+         N_("When a player conquers a city, each city improvement has this "
             "percentage chance to be destroyed."), NULL, 
          GAME_MIN_RAZECHANCE, GAME_MAX_RAZECHANCE, GAME_DEFAULT_RAZECHANCE)
 
@@ -582,9 +624,9 @@
          SSET_RULES, SSET_MILITARY, SSET_RARE, SSET_TO_CLIENT,
          N_("Chance of moving into tile after attack"),
          N_("If set to 0, combat is Civ1/2-style (when you attack, "
-            "you remain in place).  If set to 100, attacking units "
+            "you remain in place). If set to 100, attacking units "
             "will always move into the tile they attacked if they win "
-            "the combat (and no enemy units remain in the tile).  If "
+            "the combat (and no enemy units remain in the tile). If "
             "set to a value between 0 and 100, this will be used as "
             "the percent chance of \"occupying\" territory."), NULL, 
          GAME_MIN_OCCUPYCHANCE, GAME_MAX_OCCUPYCHANCE, 
@@ -606,11 +648,11 @@
   GEN_INT("wtowervision", game.watchtower_vision,
          SSET_RULES, SSET_MILITARY, SSET_RARE, SSET_TO_CLIENT,
          N_("Range of vision for units in a fortress"),
-         N_("watchtower vision range: If set to 1, it has no effect. "
+         N_("If set to 1, it has no effect. "
             "If 2 or larger, the vision range of a unit inside a "
             "fortress is set to this value, if the necessary invention "
             "has been made. This invention is determined by the flag "
-            "'Watchtower' in the techs ruleset. Also see wtowerevision."), 
+            "'Watchtower' in the techs ruleset. See also wtowerevision."), 
          NULL, 
          GAME_MIN_WATCHTOWER_VISION, GAME_MAX_WATCHTOWER_VISION, 
          GAME_DEFAULT_WATCHTOWER_VISION)
@@ -618,8 +660,8 @@
   GEN_INT("wtowerevision", game.watchtower_extra_vision,
          SSET_RULES, SSET_MILITARY, SSET_RARE, SSET_TO_CLIENT,
          N_("Extra vision range for units in a fortress"),
-         N_("watchtower extra vision range: If set to 0, it has no "
-            "effect. If larger than 0, the visionrange of a unit is "
+         N_("If set to 0, it has no "
+            "effect. If larger than 0, the vision range of a unit is "
             "raised by this value, if the unit is inside a fortress "
             "and the invention determined by the flag 'Watchtower' "
             "in the techs ruleset has been made. Always the larger "
@@ -630,42 +672,46 @@
 
   GEN_INT("borders", game.borders,
          SSET_RULES, SSET_MILITARY, SSET_SITUATIONAL, SSET_TO_CLIENT,
-         N_("National border's radius"),
-         N_("If this is set to greater than 0, nations will have territory "
-            "delineated by borders placed on the loci between cities, with "
-            "the maximum distance from any city specified."), NULL,
-            GAME_MIN_BORDERS, GAME_MAX_BORDERS, GAME_DEFAULT_BORDERS)
+         N_("National borders radius"),
+         N_("If this is set to greater than 0, then any land tiles "
+            "within the given radius of a city will be owned by that "
+            "nation. Special rules apply for ocean tiles or tiles within "
+            "range of more than one nation's cities."),
+         NULL,
+         GAME_MIN_BORDERS, GAME_MAX_BORDERS, GAME_DEFAULT_BORDERS)
 
   GEN_BOOL("happyborders", game.happyborders,
           SSET_RULES, SSET_MILITARY, SSET_SITUATIONAL,
-          SSET_TO_CLIENT,
+          SSET_TO_CLIENT,
           N_("Units inside borders cause no unhappiness"),
-         N_("If this is set, units will not cause unhappiness when "
-            "inside your own borders."), NULL,
-            GAME_DEFAULT_HAPPYBORDERS)
+          N_("If this is set, units will not cause unhappiness when "
+             "inside your own borders."), NULL,
+          GAME_DEFAULT_HAPPYBORDERS)
 
   GEN_INT("diplomacy", game.diplomacy,
          SSET_RULES, SSET_MILITARY, SSET_SITUATIONAL, SSET_TO_CLIENT,
          N_("Ability to do diplomacy with other players"),
-         N_("If set to 0 (default), diplomacy is enabled for all.\n"
-            "If set to 1, diplomacy is only allowed between human players.\n"
-            "If set to 2, diplomacy is only allowed between AI players.\n"
-             "If set to 3, diplomacy is restricted to teams.\n"
-             "If set to 4, diplomacy is disabled for all.\n"
+         N_("0 = default; diplomacy is enabled for everyone.\n\n"
+            "1 = diplomacy is only allowed between human players.\n\n"
+            "2 = diplomacy is only allowed between AI players.\n\n"
+             "3 = diplomacy is restricted to teams.\n\n"
+             "4 = diplomacy is disabled for everyone.\n\n"
              "You can always do diplomacy with players on your team."), NULL,
          GAME_MIN_DIPLOMACY, GAME_MAX_DIPLOMACY, GAME_DEFAULT_DIPLOMACY)
 
   GEN_INT("citynames", game.allowed_city_names,
          SSET_RULES, SSET_SOCIOLOGY, SSET_RARE, SSET_TO_CLIENT,
          N_("Allowed city names"),
-         N_("If set to 0, there are no restrictions: players can have "
-            "multiple cities with the same names. "
-            "If set to 1, city names have to be unique to a player: "
-            "one player can't have multiple cities with the same name. "
-            "If set to 2 or 3, city names have to be globally unique: "
-            "all cities in a game have to have different names. "
-            "If set to 3, a player isn't allowed to use a default city name "
-            "of another nations."),NULL,
+         N_("0 = There are no restrictions: players can have "
+            "multiple cities with the same names.\n\n"
+            "1 = City names have to be unique to a player: "
+            "one player can't have multiple cities with the same name.\n\n"
+            "2 = City names have to be globally unique: "
+            "all cities in a game have to have different names.\n\n"
+            "3 = Like setting 2, but a player isn't allowed to use a "
+            "default city name of another nations unless it is a default "
+            "for their nation also."),
+         NULL,
          GAME_MIN_ALLOWED_CITY_NAMES, GAME_MAX_ALLOWED_CITY_NAMES, 
          GAME_DEFAULT_ALLOWED_CITY_NAMES)
   
@@ -685,11 +731,11 @@
   GEN_INT("barbarians", game.barbarianrate,
          SSET_RULES_FLEXIBLE, SSET_MILITARY, SSET_VITAL, SSET_TO_CLIENT,
          N_("Barbarian appearance frequency"),
-         N_("0 - no barbarians \n"
-            "1 - barbarians only in huts \n"
-            "2 - normal rate of barbarian appearance \n"
-            "3 - frequent barbarian uprising \n"
-            "4 - raging hordes, lots of barbarians"), NULL, 
+         N_("0 = no barbarians \n"
+            "1 = barbarians only in huts \n"
+            "2 = normal rate of barbarian appearance \n"
+            "3 = frequent barbarian uprising \n"
+            "4 = raging hordes, lots of barbarians"), NULL, 
          GAME_MIN_BARBARIANRATE, GAME_MAX_BARBARIANRATE, 
          GAME_DEFAULT_BARBARIANRATE)
 
@@ -703,11 +749,10 @@
   GEN_INT("revolen", game.revolution_length,
          SSET_RULES_FLEXIBLE, SSET_SOCIOLOGY, SSET_RARE, SSET_TO_CLIENT,
          N_("Length in turns of revolution"),
-         N_("When changing government an intermission"
-             " period of the specified length, in turns,"
-             " occur."
-             " Setting this value to 0 will give a random"
-             " length of 1-6 turns."), NULL, 
+         N_("When changing governments, a period of anarchy lasting this "
+            "many turns will occur. "
+             "Setting this value to 0 will give a random "
+             "length of 1-6 turns."), NULL, 
          GAME_MIN_REVOLUTION_LENGTH, GAME_MAX_REVOLUTION_LENGTH, 
          GAME_DEFAULT_REVOLUTION_LENGTH)
 
@@ -715,37 +760,38 @@
           SSET_RULES_FLEXIBLE, SSET_MILITARY, SSET_RARE, SSET_TO_CLIENT,
           N_("Whether to enable fog of war"),
           N_("If this is set to 1, only those units and cities within "
-             "the sightrange of your own units and cities will be "
+             "the vision range of your own units and cities will be "
              "revealed to you. You will not see new cities or terrain "
-             "changes in squares not observed."), NULL, 
+             "changes in tiles not observed."), NULL, 
           GAME_DEFAULT_FOGOFWAR)
 
   GEN_INT("diplchance", game.diplchance,
          SSET_RULES_FLEXIBLE, SSET_MILITARY, SSET_SITUATIONAL, SSET_TO_CLIENT,
          N_("Chance in diplomat/spy contests"),
          /* xgettext:no-c-format */
-         N_("A Diplomat or Spy acting against a city which has one or "
-            "more defending Diplomats or Spies has a diplchance "
-            "(percent) chance to defeat each such defender.  Also, the "
-            "chance of a Spy returning from a successful mission is "
-            "diplchance percent.  (Diplomats never return.)  Also, a "
-            "basic chance of success for Diplomats and Spies. "
-            "Defending Spys are generally twice as capable as "
-            "Diplomats, veteran units 50% more capable than "
+         N_("A diplomatic unit acting against a city which has one or "
+            "more defending diplomatic units has a diplchance "
+            "(percent) chance to defeat each such defender. Also, the "
+            "chance of a spy returning from a successful mission is "
+            "diplchance percent (diplomats never return).  This value is "
+            "also the basic chance of success for diplomats and spies. "
+            "Defending spies are generally twice as capable as "
+            "diplomats; veteran units are 50% more capable than "
             "non-veteran ones."), NULL, 
          GAME_MIN_DIPLCHANCE, GAME_MAX_DIPLCHANCE, GAME_DEFAULT_DIPLCHANCE)
 
   GEN_BOOL("spacerace", game.spacerace,
           SSET_RULES_FLEXIBLE, SSET_SCIENCE, SSET_VITAL, SSET_TO_CLIENT,
           N_("Whether to allow space race"),
-          N_("If this option is 1, players can build spaceships."), NULL, 
+          N_("If this option is set to 1, players can build spaceships."),
+          NULL, 
           GAME_DEFAULT_SPACERACE)
 
   GEN_INT("civilwarsize", game.civilwarsize,
          SSET_RULES_FLEXIBLE, SSET_SOCIOLOGY, SSET_RARE, SSET_TO_CLIENT,
          N_("Minimum number of cities for civil war"),
          N_("A civil war is triggered if a player has at least this "
-            "many cities and the player's capital is captured.  If "
+            "many cities and the player's capital is captured. If "
             "this option is set to the maximum value, civil wars are "
             "turned off altogether."), NULL, 
          GAME_MIN_CIVILWARSIZE, GAME_MAX_CIVILWARSIZE, 
@@ -755,17 +801,21 @@
          SSET_RULES_FLEXIBLE, SSET_MILITARY, SSET_RARE, SSET_TO_CLIENT,
          N_("Turns until player contact is lost"),
          N_("Players may meet for diplomacy this number of turns "
-            "after their units have last met. Set this to zero "
-            "to turn this feature off entirely."), NULL,
+            "after their units have last met. If set to zero then players "
+            "must have adjacent units to have diplomatic meetings."),
+         NULL,
          GAME_MIN_CONTACTTURNS, GAME_MAX_CONTACTTURNS, 
          GAME_DEFAULT_CONTACTTURNS)
 
   GEN_BOOL("savepalace", game.savepalace,
           SSET_RULES_FLEXIBLE, SSET_MILITARY, SSET_RARE, SSET_TO_CLIENT,
           N_("Rebuild palace if capital is conquered"),
-          N_("If this is set to 1 when the capital is conquered, palace "
+          N_("If this is set to 1, then when the capital is conquered the "
+             "palace "
              "is automatically rebuilt for free in another randomly "
-             "choosed city, regardless on the knowledge of Masonry."), NULL, 
+             "choosen city. This is significant because the technology "
+             "requirement for building a palace will be ignored."),
+          NULL,
           GAME_DEFAULT_SAVEPALACE)
 
   GEN_BOOL("naturalcitynames", game.natural_city_names,
@@ -786,34 +836,35 @@
             SSET_META, SSET_NETWORK, SSET_RARE, SSET_TO_CLIENT,
              N_("Players that users are allowed to take"),
              N_("This should be a string of characters, each of which "
-                "specifies a type or status of a civilization, or "
-                "\"player\".  Clients will only be permitted to take "
+                "specifies a type or status of a civilization (player). "
+                "Clients will only be permitted to take "
                 "or observe those players which match one of the specified "
-                "letters.  This only affects future uses of the take or "
-                "observe command.  The characters and their meanings are:\n"
-                "    H,h = Human players\n"
-                "    A,a = AI players\n"
-                "    d   = Dead players\n"
+                "letters. This only affects future uses of the take or "
+                "observe command; it is not retroactive. The characters "
+               "and their meanings are:\n"
                 "    b   = Barbarian players\n"
-                "The first description from the _bottom_ which matches a "
-                "player is the one which applies.  Thus 'd' does not "
-                "include Barbarians, 'a' does not include dead AI "
-                "players, and so on.  Upper case letters apply before "
-                "the game has started, lower case letters afterwards.\n"
+                "    d   = Dead players\n"
+                "    a,A = AI players\n"
+                "    h,H = Human players\n"
+                "The first description on this list which matches a "
+                "player is the one which applies. Thus 'd' does not "
+                "include dead barbarians, 'a' does not include dead AI "
+                "players, and so on. Upper case letters apply before "
+                "the game has started, lower case letters afterwards.\n\n"
                 "Each character above may be followed by one of the "
                 "following numbers to allow or restrict the manner "
-                "of connection:\n"
-                "     (none) = Controller allowed, observers allowed, "
-                "can displace connections.*\n"
-                "     1 = Controller allowed, observers allowed, "
-                "can't displace connections;\n"
-                "     2 = Controller allowed, no observers allowed, "
-                "can displace connections;\n"
-                "     3 = Controller allowed, no observers allowed, "
-                "can't displace connections;\n"
-                "     4 = No controller allowed, observers allowed;\n\n"
-                "* \"Displacing a connection\" means that you may take over "
-                "a player that another user already has control of."),
+                "of connection:\n\n"
+                "(none) = Controller allowed, observers allowed, "
+                "can displace connections. (Displacing a connection means "
+               "that you may take over a player, even if another user "
+               "already controls that player.)\n\n"
+                "1 = Controller allowed, observers allowed, "
+                "can't displace connections;\n\n"
+                "2 = Controller allowed, no observers allowed, "
+                "can displace connections;\n\n"
+                "3 = Controller allowed, no observers allowed, "
+                "can't displace connections;\n\n"
+                "4 = No controller allowed, observers allowed;\n\n"),
                 allowtake_callback, GAME_DEFAULT_ALLOW_TAKE)
 
   GEN_BOOL("autotoggle", game.auto_ai_toggle,
@@ -825,33 +876,36 @@
 
   GEN_INT("endyear", game.end_year,
          SSET_META, SSET_SOCIOLOGY, SSET_TO_CLIENT, SSET_VITAL,
-         N_("Year the game ends"), "", NULL,
+         N_("Year the game ends"), 
+         N_("The game will end at the end of the given year."), NULL,
          GAME_MIN_END_YEAR, GAME_MAX_END_YEAR, GAME_DEFAULT_END_YEAR)
 
-  GEN_INT( "timeout", game.timeout,
-          SSET_META, SSET_INTERNAL, SSET_VITAL, SSET_TO_CLIENT,
-          N_("Maximum seconds per turn"),
-          N_("If all players have not hit \"Turn Done\" before this "
-             "time is up, then the turn ends automatically. Zero "
-             "means there is no timeout. In DEBUG servers, a timeout "
-             "of -1 sets the autogame test mode. Use this with the command "
-              "\"timeoutincrease\" to have a dynamic timer."), NULL, 
+  GEN_INT("timeout", game.timeout,
+         SSET_META, SSET_INTERNAL, SSET_VITAL, SSET_TO_CLIENT,
+         N_("Maximum seconds per turn"),
+         N_("If all players have not hit \"Turn Done\" before this "
+            "time is up, then the turn ends automatically. Zero "
+            "means there is no timeout. In servers compiled with "
+            "debugging, a timeout "
+            "of -1 sets the autogame test mode. Use this with the command "
+            "\"timeoutincrease\" to have a dynamic timer."), NULL, 
           GAME_MIN_TIMEOUT, GAME_MAX_TIMEOUT, GAME_DEFAULT_TIMEOUT)
 
-  GEN_INT("tcptimeout", game.tcptimeout,
+  GEN_INT("nettimeout", game.tcptimeout,
          SSET_META, SSET_NETWORK, SSET_RARE, SSET_TO_CLIENT,
-         N_("Seconds to let a client connection block"),
-         N_("If a TCP connection is blocking for a time greater than "
-            "this value, then the TCP connection is closed. Zero "
-            "means there is no timeout beyond that enforced by the "
-            "TCP protocol implementation itself."), NULL, 
+         N_("Seconds to let a client's network connection block"),
+         N_("If a network connection is blocking for a time greater than "
+            "this value, then the connection is closed. Zero "
+            "means there is no timeout (although connections will be "
+            "automatically disconnected eventually)."),
+         NULL,
          GAME_MIN_TCPTIMEOUT, GAME_MAX_TCPTIMEOUT, GAME_DEFAULT_TCPTIMEOUT)
 
   GEN_INT("netwait", game.netwait,
          SSET_META, SSET_NETWORK, SSET_RARE, SSET_TO_CLIENT,
-         N_("Max seconds for TCP buffers to drain"),
-         N_("The civserver will wait for up to the value of this "
-            "parameter in seconds, for all client connection TCP "
+         N_("Max seconds for network buffers to drain"),
+         N_("The server will wait for up to the value of this "
+            "parameter in seconds, for all client connection network "
             "buffers to unblock. Zero means the server will not "
             "wait at all."), NULL, 
          GAME_MIN_NETWAIT, GAME_MAX_NETWAIT, GAME_DEFAULT_NETWAIT)
@@ -867,7 +921,7 @@
          SSET_META, SSET_NETWORK, SSET_RARE,
           SSET_TO_CLIENT,
          N_("Time to cut a client"),
-         N_("If a client doesn't reply to a PONG in this time the "
+         N_("If a client doesn't reply to a PING in this time the "
             "client is disconnected."), NULL, 
          GAME_MIN_PINGTIMEOUT, GAME_MAX_PINGTIMEOUT, GAME_DEFAULT_PINGTIMEOUT)
 
@@ -883,15 +937,15 @@
           SSET_META, SSET_INTERNAL, SSET_SITUATIONAL, SSET_TO_CLIENT,
           N_("Fixed-length turns play mode"),
           N_("If this is set to 1 the game turn will not advance "
-             "until the timeout has expired, irrespective of players "
-             "clicking on \"Turn Done\"."), NULL,
+             "until the timeout has expired, even if all players "
+             "have clicked on \"Turn Done\"."), NULL,
           FALSE)
 
   GEN_STRING("demography", game.demography,
             SSET_META, SSET_INTERNAL, SSET_SITUATIONAL, SSET_TO_CLIENT,
             N_("What is in the Demographics report"),
             N_("This should be a string of characters, each of which "
-               "specifies the the inclusion of a line of information "
+               "specifies the inclusion of a line of information "
                "in the Demographics report.\n"
                "The characters and their meanings are:\n"
                "    N = include Population\n"
@@ -908,14 +962,15 @@
                "    q = display \"quantity\" column\n"
                "    r = display \"rank\" column\n"
                "    b = display \"best nation\" column\n"
-               "(The order of these characters is not significant, but their 
case is.)"),
+               "The order of characters is not significant, but "
+               "their capitalization is."),
             is_valid_demography, GAME_DEFAULT_DEMOGRAPHY)
 
   GEN_INT("saveturns", game.save_nturns,
          SSET_META, SSET_INTERNAL, SSET_VITAL, SSET_SERVER_ONLY,
          N_("Turns per auto-save"),
-         N_("The game will be automatically saved per this number of turns.\n"
-            "Zero means never auto-save."), NULL, 
+         N_("The game will be automatically saved per this number of "
+            "turns. Zero means never auto-save."), NULL, 
          0, 200, 10)
 
   /* Could undef entire option if !HAVE_LIBZ, but this way users get to see
@@ -926,8 +981,8 @@
          SSET_META, SSET_INTERNAL, SSET_RARE, SSET_SERVER_ONLY,
          N_("Savegame compression level"),
          N_("If non-zero, saved games will be compressed using zlib "
-            "(gzip format).  Larger values will give better "
-            "compression but take longer.  If the maximum is zero "
+            "(gzip format). Larger values will give better "
+            "compression but take longer. If the maximum is zero "
             "this server was not compiled to use zlib."), NULL,
 
          GAME_MIN_COMPRESS_LEVEL, GAME_MAX_COMPRESS_LEVEL,
@@ -937,8 +992,8 @@
          SSET_META, SSET_INTERNAL, SSET_RARE, SSET_SERVER_ONLY,
          N_("Savegame compression level"),
          N_("If non-zero, saved games will be compressed using zlib "
-            "(gzip format).  Larger values will give better "
-            "compression but take longer.  If the maximum is zero "
+            "(gzip format). Larger values will give better "
+            "compression but take longer. If the maximum is zero "
             "this server was not compiled to use zlib."), NULL, 
 
          GAME_NO_COMPRESS_LEVEL, GAME_NO_COMPRESS_LEVEL, 
@@ -949,7 +1004,7 @@
             SSET_META, SSET_INTERNAL, SSET_VITAL, SSET_SERVER_ONLY,
             N_("Auto-save name prefix"),
             N_("Automatically saved games will have name "
-               "\"<prefix><year>.sav\".\nThis setting sets "
+               "\"<prefix><year>.sav\". This setting sets "
                "the <prefix> part."), NULL,
             GAME_DEFAULT_SAVE_NAME)
 
@@ -957,7 +1012,7 @@
           SSET_META, SSET_INTERNAL, SSET_SITUATIONAL, SSET_SERVER_ONLY,
           N_("Whether to log player statistics"),
           N_("If this is set to 1, player statistics are appended to "
-             "the file \"civscore.log\" every turn.  These statistics "
+             "the file \"civscore.log\" every turn. These statistics "
              "can be used to create power graphs after the game."), NULL,
           GAME_DEFAULT_SCORELOG)
 
@@ -965,9 +1020,9 @@
          SSET_META, SSET_INTERNAL, SSET_SITUATIONAL, SSET_SERVER_ONLY,
          N_("Detail level for logging game events"),
          N_("Only applies if the game log feature is enabled "
-            "(with the -g command line option).  "
-            "Levels: 0=no logging, 20=standard logging, 30=detailed logging, "
-            "40=debuging logging."), NULL,
+            "(with the -g command line option). "
+            "Levels: 0=no logging, 20=standard logging, 30=detailed "
+            "logging, 40=debuging logging."), NULL,
          0, 40, 20)
 
   GEN_END

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