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- ; Helpfile for Freeciv 1.9.x
- ;
- ; Each [help_*] is a help node.
- ;
- ; 'name' = name of node as shown in help browser; the number of leading
- ; spaces in 'name' indicates nesting level for display.
- ;
- ; 'text' = the helptext for this node; can be an array of text, which
- ; are then treated as paragraphs. (Rationale: easier to update
- ; translations on paragraph level.)
- ;
- ; 'generate' = means replace this node with generated list of game
- ; elements; current categories are:
- ; "Units", "Improvments", "Wonders", "Techs",
- ; "Terrain", "Governments"
- ;
- ; Within the text, the help engine recognizes a few "generated table"s.
- ; These are generated by the help engine, and inserted at the point of
- ; reference. They are referenced by placing a $ in the first column
- ; of a separate paragraph, followed immediately with the name of the
- ; generated table. See the code in helpdlg.c for the names of tables w
- ; hich can be referenced.
- ;
- ; This file no longer has a max line length: strings are wrapped
- ; internally. However to do non-wrapping formating, make sure to
- ; insert hard newlines "\n" such that lines are less than 68 chars
- ; long.
- ; This marks 68 char limit -------------------------------------->|
- ;
- ; Notice not all entries are marked for i18n, as some are not
- ; appropriate to translate.
- ;
- ; Comments with c-style comments are just to stop xgettext from
- ; complaining about stray single-quote characters.
-
- [help_about]
- name = _("About")
- text = _("\
- Freeciv is a turn-based strategy game, in which each player becomes \
- the leader of a civilization, fighting to obtain the ultimate goal: \
- The extinction of all other civilizations.\
- "), _("\
- Original authors:\n\
- (they are no longer involved, please don't mail them!)\
- "), "\
- Allan Ove Kjeldbjerg - allan@daimi.aau.dk\n\
- Claus Leth Gregersen - leth@daimi.aau.dk\n\
- Peter Joachim Unold - pjunold@daimi.aau.dk\
- ", _("\
- Present administrators: \
- "), "\
- Jeff Mallatt - jjm@codewell.com\n\
- Anthony J. Stuckey - stuckey@jaka.ece.uiuc.edu\
- ", _("\
- If you find any bugs, then please send us a bug report. This is \
- best done by visiting the Freeciv Bug Tracking System, at:\
- \n\n\
- http://www.freeciv.org/cgi-bin/bugs\
- \n\n\
- or by sending email to: bugs@cvs.freeciv.org\
- "), _("\
- For more information about submitting bug reports see the file BUGS \
- in the Freeciv distribution. For more information in general, \
- visit the Freeciv website, at:\
- "), "\
- http://www.freeciv.org\
- "
-
- [help_copying]
-
- ; Note: GPL text is _deliberately_ not i18n-marked.
- ; We may want to do something (eg, include FSF-authorised translations
- ; as well as English where appropriate?) but not simply bundle with
- ; other translations. Would be nicer to have means to just keep
- ; COPYING itself in datadir, and slurp from there into help somehow...
-
- name = _("Copying")
- text = _("\
- Freeciv is covered by the GPL, which is included here: \
- "), "\
- GNU GENERAL PUBLIC LICENSE\n\
- Version 2, June 1991\n\
- \n\
- Copyright (C) 1989, 1991 Free Software Foundation, Inc.\n\
- 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA\n\
- Everyone is permitted to copy and distribute verbatim copies\n\
- of this license document, but changing it is not allowed.\n\
- \n\
- Preamble\n\
- ", "\
- The licenses for most software are designed to take away your \
- freedom to share and change it. By contrast, the GNU General Public \
- License is intended to guarantee your freedom to share and change \
- free software--to make sure the software is free for all its users. \
- This General Public License applies to most of the Free Software \
- Foundation's software and to any other program whose authors commit \
- to using it. (Some other Free Software Foundation software is \
- covered by the GNU Library General Public License instead.) You can \
- apply it to your programs, too.\
- ", "\
- When we speak of free software, we are referring to freedom, not \
- price. Our General Public Licenses are designed to make sure that \
- you have the freedom to distribute copies of free software (and \
- charge for this service if you wish), that you receive source code \
- or can get it if you want it, that you can change the software or \
- use pieces of it in new free programs; and that you know you can do \
- these things.\
- ", "\
- To protect your rights, we need to make restrictions that forbid \
- anyone to deny you these rights or to ask you to surrender the \
- rights. These restrictions translate to certain responsibilities \
- for you if you distribute copies of the software, or if you modify \
- it.\
- ", "\
- For example, if you distribute copies of such a program, whether \
- gratis or for a fee, you must give the recipients all the rights \
- that you have. You must make sure that they, too, receive or can \
- get the source code. And you must show them these terms so they \
- know their rights.\
- ", "\
- We protect your rights with two steps: (1) copyright the software, \
- and (2) offer you this license which gives you legal permission to \
- copy, distribute and/or modify the software.\
- ", "\
- Also, for each author's protection and ours, we want to make \
- certain that everyone understands that there is no warranty for this \
- free software. If the software is modified by someone else and \
- passed on, we want its recipients to know that what they have is not \
- the original, so that any problems introduced by others will not \
- reflect on the original authors' reputations.\
- ", "\
- Finally, any free program is threatened constantly by software \
- patents. We wish to avoid the danger that redistributors of a free \
- program will individually obtain patent licenses, in effect making \
- the program proprietary. To prevent this, we have made it clear \
- that any patent must be licensed for everyone's free use or not \
- licensed at all.\
- ", "\
- The precise terms and conditions for copying, distribution and \
- modification follow.\
- ", "\
- GNU GENERAL PUBLIC LICENSE\n\
- TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION \
- ", "\
- 0. This License applies to any program or other work which \
- contains a notice placed by the copyright holder saying it may be \
- distributed under the terms of this General Public License. The \
- \"Program\", below, refers to any such program or work, and a \"work \
- based on the Program\" means either the Program or any derivative \
- work under copyright law: that is to say, a work containing the \
- Program or a portion of it, either verbatim or with modifications \
- and/or translated into another language. (Hereinafter, translation \
- is included without limitation in the term \"modification\".) Each \
- licensee is addressed as \"you\".\
- ", "\
- Activities other than copying, distribution and modification are not \
- covered by this License; they are outside its scope. The act of \
- running the Program is not restricted, and the output from the \
- Program is covered only if its contents constitute a work based on \
- the Program (independent of having been made by running the \
- Program). Whether that is true depends on what the Program does.\
- ", "\
- 1. You may copy and distribute verbatim copies of the Program's \
- source code as you receive it, in any medium, provided that you \
- conspicuously and appropriately publish on each copy an appropriate \
- copyright notice and disclaimer of warranty; keep intact all the \
- notices that refer to this License and to the absence of any \
- warranty; and give any other recipients of the Program a copy of \
- this License along with the Program.\
- ", "\
- You may charge a fee for the physical act of transferring a copy, \
- and you may at your option offer warranty protection in exchange for \
- a fee.\
- ", "\
- 2. You may modify your copy or copies of the Program or any \
- portion of it, thus forming a work based on the Program, and copy \
- and distribute such modifications or work under the terms of Section \
- 1 above, provided that you also meet all of these conditions:\
- ", "\
- a) You must cause the modified files to carry prominent notices \
- stating that you changed the files and the date of any change.\
- ", "\
- b) You must cause any work that you distribute or publish, that \
- in whole or in part contains or is derived from the Program or \
- any part thereof, to be licensed as a whole at no charge to all \
- third parties under the terms of this License.\
- ", "\
- c) If the modified program normally reads commands interactively \
- when run, you must cause it, when started running for such \
- interactive use in the most ordinary way, to print or display an \
- announcement including an appropriate copyright notice and a \
- notice that there is no warranty (or else, saying that you \
- provide a warranty) and that users may redistribute the program \
- under these conditions, and telling the user how to view a copy \
- of this License. (Exception: if the Program itself is \
- interactive but does not normally print such an announcement, \
- your work based on the Program is not required to print an \
- announcement.)\
- ", "\
- These requirements apply to the modified work as a whole. If \
- identifiable sections of that work are not derived from the Program, \
- and can be reasonably considered independent and separate works in \
- themselves, then this License, and its terms, do not apply to those \
- sections when you distribute them as separate works. But when you \
- distribute the same sections as part of a whole which is a work \
- based on the Program, the distribution of the whole must be on the \
- terms of this License, whose permissions for other licensees extend \
- to the entire whole, and thus to each and every part regardless of \
- who wrote it.\
- ", "\
- Thus, it is not the intent of this section to claim rights or \
- contest your rights to work written entirely by you; rather, the \
- intent is to exercise the right to control the distribution of \
- derivative or collective works based on the Program.\
- ", "\
- In addition, mere aggregation of another work not based on the \
- Program with the Program (or with a work based on the Program) on a \
- volume of a storage or distribution medium does not bring the other \
- work under the scope of this License.\
- ", "\
- 3. You may copy and distribute the Program (or a work based on it, \
- under Section 2) in object code or executable form under the terms \
- of Sections 1 and 2 above provided that you also do one of the \
- following:\
- ", "\
- a) Accompany it with the complete corresponding machine-readable \
- source code, which must be distributed under the terms of \
- Sections 1 and 2 above on a medium customarily used for software \
- interchange; or,\
- ", "\
- b) Accompany it with a written offer, valid for at least three \
- years, to give any third party, for a charge no more than your \
- cost of physically performing source distribution, a complete \
- machine-readable copy of the corresponding source code, to be \
- distributed under the terms of Sections 1 and 2 above on a \
- medium customarily used for software interchange; or,\
- ", "\
- c) Accompany it with the information you received as to the \
- offer to distribute corresponding source code. (This \
- alternative is allowed only for noncommercial distribution and \
- only if you received the program in object code or executable \
- form with such an offer, in accord with Subsection b above.)\
- ", "\
- The source code for a work means the preferred form of the work for \
- making modifications to it. For an executable work, complete source \
- code means all the source code for all modules it contains, plus any \
- associated interface definition files, plus the scripts used to \
- control compilation and installation of the executable. However, as \
- a special exception, the source code distributed need not include \
- anything that is normally distributed (in either source or binary \
- form) with the major components (compiler, kernel, and so on) of the \
- operating system on which the executable runs, unless that component \
- itself accompanies the executable.\
- ", "\
- If distribution of executable or object code is made by offering \
- access to copy from a designated place, then offering equivalent \
- access to copy the source code from the same place counts as \
- distribution of the source code, even though third parties are not \
- compelled to copy the source along with the object code.\
- ", "\
- 4. You may not copy, modify, sublicense, or distribute the Program \
- except as expressly provided under this License. Any attempt \
- otherwise to copy, modify, sublicense or distribute the Program is \
- void, and will automatically terminate your rights under this \
- License. However, parties who have received copies, or rights, from \
- you under this License will not have their licenses terminated so \
- long as such parties remain in full compliance.\
- ", "\
- 5. You are not required to accept this License, since you have not \
- signed it. However, nothing else grants you permission to modify or \
- distribute the Program or its derivative works. These actions are \
- prohibited by law if you do not accept this License. Therefore, by \
- modifying or distributing the Program (or any work based on the \
- Program), you indicate your acceptance of this License to do so, and \
- all its terms and conditions for copying, distributing or modifying \
- the Program or works based on it.\
- ", "\
- 6. Each time you redistribute the Program (or any work based on \
- the Program), the recipient automatically receives a license from \
- the original licensor to copy, distribute or modify the Program \
- subject to these terms and conditions. You may not impose any \
- further restrictions on the recipients' exercise of the rights \
- granted herein. You are not responsible for enforcing compliance by \
- third parties to this License.\
- ", "\
- 7. If, as a consequence of a court judgement or allegation of \
- patent infringement or for any other reason (not limited to patent \
- issues), conditions are imposed on you (whether by court order, \
- agreement or otherwise) that contradict the conditions of this \
- License, they do not excuse you from the conditions of this License. \
- If you cannot distribute so as to satisfy simultaneously your \
- obligations under this License and any other pertinent obligations, \
- then as a consequence you may not distribute the Program at all. \
- For example, if a patent license would not permit royalty-free \
- redistribution of the Program by all those who receive copies \
- directly or indirectly through you, then the only way you could \
- satisfy both it and this License would be to refrain entirely from \
- distribution of the Program.\
- ", "\
- If any portion of this section is held invalid or unenforceable \
- under any particular circumstance, the balance of the section is \
- intended to apply and the section as a whole is intended to apply in \
- other circumstances.\
- ", "\
- It is not the purpose of this section to induce you to infringe any \
- patents or other property right claims or to contest validity of any \
- such claims; this section has the sole purpose of protecting the \
- integrity of the free software distribution system, which is \
- implemented by public license practices. Many people have made \
- generous contributions to the wide range of software distributed \
- through that system in reliance on consistent application of that \
- system; it is up to the author/donor to decide if he or she is \
- willing to distribute software through any other system and a \
- licensee cannot impose that choice.\
- ", "\
- This section is intended to make thoroughly clear what is believed \
- to be a consequence of the rest of this License.\
- ", "\
- 8. If the distribution and/or use of the Program is restricted in \
- certain countries either by patents or by copyrighted interfaces, \
- the original copyright holder who places the Program under this \
- License may add an explicit geographical distribution limitation \
- excluding those countries, so that distribution is permitted only in \
- or among countries not thus excluded. In such case, this License \
- incorporates the limitation as if written in the body of this \
- License.\
- ", "\
- 9. The Free Software Foundation may publish revised and/or new \
- versions of the General Public License from time to time. Such new \
- versions will be similar in spirit to the present version, but may \
- differ in detail to address new problems or concerns.\
- ", "\
- Each version is given a distinguishing version number. If the \
- Program specifies a version number of this License which applies to \
- it and \"any later version\", you have the option of following the \
- terms and conditions either of that version or of any later version \
- published by the Free Software Foundation. If the Program does not \
- specify a version number of this License, you may choose any version \
- ever published by the Free Software Foundation.\
- ", "\
- 10. If you wish to incorporate parts of the Program into other \
- free programs whose distribution conditions are different, write to \
- the author to ask for permission. For software which is copyrighted \
- by the Free Software Foundation, write to the Free Software \
- Foundation; we sometimes make exceptions for this. Our decision \
- will be guided by the two goals of preserving the free status of all \
- derivatives of our free software and of promoting the sharing and \
- reuse of software generally.\
- ", "\
- NO WARRANTY\
- ", "\
- 11. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO \
- WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. \
- EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR \
- OTHER PARTIES PROVIDE THE PROGRAM \"AS IS\" WITHOUT WARRANTY OF ANY \
- KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, \
- THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A \
- PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND \
- PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE PROGRAM PROVE \
- DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING, REPAIR OR \
- CORRECTION.\
- ", "\
- 12. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN \
- WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY \
- AND/OR REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU \
- FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR \
- CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE \
- PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING \
- RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A \
- FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), EVEN IF \
- SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF \
- SUCH DAMAGES.\
- ", "\
- END OF TERMS AND CONDITIONS\n\
- ------------------\
- "
-
- [help_connecting]
- name = _("Connecting")
- text = _("\
- Before a game is started, anyone can connect to the server \
- by supplying its hostname and port number (5555 by default). \
- If the server is started with the -m flag, it will report to \
- the metaserver,\
- "), "\
- http://meta.freeciv.org/metaserver/\
- ", _("\
- The client can fetch this page, too: use the Metaserver button \
- in the connection dialog. If it never shows any results, check \
- if your WWW browser is using a HTTP proxy; to make civclient \
- use the same client, set the $http_proxy environment variable to\
- \n\n\
- http://proxyhost:proxyportnumber/\
- \n\n\
- before starting civclient.\
- "), _("\
- When the game has started, everyone can connect as any player who \
- isn't already connected, including AI players. Merely connecting \
- to an AI player doesn't make it human controlled; this is a \
- independent server setting. If you lose connection early in \
- the game and reconnect, use the name you chose for your ruler, \
- not your original nickname! If the server is reporting on the \
- metaserver, the player names can be found there.\
- ")
-
- [help_controls]
- name = _("Controls")
- text = _("\
- Mouse:\n\
- ======\n\
- Left-click: (on city): Pop up city window\n\
- (on unit): Activate unit\n\
- Center-click or\n\
- Control-right-click: Show tile info\n\
- Right-click: Center tile in view\n\
- Shift-click: Adjust city workers from main map\
- "), _("\
- Keyboard:\n\
- =========\n\
- a: (a)uto-settler (settler units)\n\
- a: (a)uto-attack (military units)\n\
- c: (c)enter view on unit\n\
- C: open find (C)ity dialog\n\
- b: (b)uild city (settler units)\n\
- b: help (b)uild wonder (caravan units)\n\
- D: (D)isband unit\n\
- e: build airbas(e) (airbase units)\n\
- f: (f)ortify unit (military units)\n\
- f: build (f)ortress on tile (settler units)\n\
- g: unit (g)oto (then left-click mouse to select destination)\n\
- h: change (h)omecity (to city at current location)\n\
- i: build (i)rrigation/farmland (may convert terrain)\n\
- l: go/air(l)ift to city\n\
- m: build (m)ine (may convert terrain)\n\
- N: explode (N)uclear\n\
- o: transf(o)rm terrain\n\
- p: clean (p)ollution\n\
- P: (P)illage terrain alteration\n\
- r: build (r)oad/railroad (settler units)\n\
- r: establish trade (r)oute (caravan units)\n\
- R: incite a (R)evolution\n\
- s: (s)entry unit\n\
- u: (u)nload boat\n\
- w: (w)ait until later in turn\n\
- W: (W)ake up other units on tile\n\
- t: show (t)iles city is using (mouse over or near city)\n\
- T: open (t)ax/lux/sci rates dialog\n\
- x: auto-e(x)plore\n\
- "), _("\
- 1: move south-west F1: open City Report\n\
- 2: move south F2: open Military Report\n\
- 3: move south-east F3: open Players dialog\n\
- 4: move west F4: open Messages dialog\n\
- 5: focus on next unit F5: open Trade Report\n\
- 6: move east F6: open Science Report\n\
- 7: move north-west F7: open World Wonders\n\
- 8: move north F8: open Top Five Cities\n\
- 9: move north-east F11: open Demographics\n\
- F12: open Spaceship\n\
- arrows: move unit\n\
- space: unit stay put control-g: grid lines on/off\n\
- tab: focus on next unit return: turn done\
- ")
-
- [help_chatline]
- name = _("Chatline")
- text = _("\
- The client has a primitive chat interface. The lines you type \
- are sent to all players, except:\
- "), _("\
- - Messages starting with 'foo:' are private messages to the \
- player named 'foo'; player names can be abbreviated.\
- "), _("\
- - Messages starting with '/' are interpreted as server commands \
- (if the server is recent enough; regular 1.8.0 servers are not) \
- and executed, if you have the required access rights.\
- ")
-
- [help_strategy_and_tactics]
- name = _("Strategy and tactics")
- text = _("\
- While every game is different, there's a basic strategy which most \
- players follow, especially at the start of the game.\
- "), _("\
- These steps may vary depending upon the server options, but in \
- general, the steps are: \
- "), _("\
- 0. Choosing the first city site.\n\
- 1. Mapping the countryside.\n\
- 2. Defending the cities.\n\
- 3. Units to build first.\n\
- 4. Agriculture improvements.\n\
- 5. Where to build?\n\
- 6. Taking care of cities.\n\
- 7. Exploring the world.\n\
- 8. Things to keep in mind.\n\
- 9. Make your own strategy for the game.\n\
- 10. Interacting with other players (Diplomacy).\n\
- "), _("\
- 0. Choosing the first city site.\
- \n\n\
- Start the game by wandering around BRIEFLY to find a good place \
- to build the first city. Don't feel tempted to investigate any \
- yellow-roofed villages yet - they might contain barbarian \
- tribes. Build the city close to resources and perhaps close to \
- the sea. Keep in mind that the city you build first will be \
- your capital! The idea is to balance the time spent looking for \
- a good site, against getting your first city established as \
- early as possible.\
- "), _("\
- 1. Mapping the countryside.\
- \n\n\
- After the capital city has been founded, it will start producing \
- a warrior unit. These units can be used to rove around \
- exploring the countryside. Remember, it is risky to leave a \
- city undefended, so perhaps keep the first warrior in the city, \
- and use the following one to explore. If you started the game \
- with an explorer unit, use that to explore, obviously!\
- "), _("\
- 2. Defending the cities.\
- \n\n\
- At this point, defend your cities by always leaving a warrior \
- unit in them. As your civilization develops units with a \
- greater defence strength, replace the obsolete units with new \
- ones to ensure your cities have maximum defence. The units most \
- often used for defence are (in order of strength): Warrior, \
- Phalanx, Pikemen, Musketeers, and Riflemen.\
- "), _("\
- Keep in mind that with some types of government, military units \
- inside or outside cities can create or reduce unhappiness. \
- Also remember that when a unit is inside a city, it gets a 50% \
- defensive bonus, as if fortified. When a new city is built, \
- the city starts to build the best available defensive unit from \
- the above list.\
- "), _("\
- 3. Units to build first.\
- \n\n\
- After building one or two Warrior units, start building \
- Settlers. The second Settler can be used to build roads and \
- irrigate the farmland close to the city, and the third can be \
- used to build a new city. Or, you can use the second Settler to \
- build another city, and use the third Settler for agricultural \
- improvements in the farmland around the cities. Keep in mind \
- that a large population increases both the amount of \
- productivity and your civilization's research rate.\
- "), _("\
- 4. Agriculture improvements.\
- \n\n\
- Each city has an area of farmland around it that can be used \
- for growing food, producing goods, and generating trade. This \
- can be increased by using Settlers to improve the farmland. \
- The land can be improved with roads, irrigation, mines, and \
- others.\
- "), _("\
- 5. Where to build cities?\
- \n\n\
- The best location for a city is a matter of taste. A city which \
- is placed near the sea is easier to spot by opponents, but can \
- also serve as a port for sea-going units. (They also usually \
- need a coastal defence later on). The best strategy is to build \
- a few of both, but keep in mind that your opponents will find it \
- harder to locate your city if you don't build it by the sea.\
- "), _("\
- 6. Taking care of cities.\
- \n\n\
- Every city has a band of citizens. The number of citizens \
- depends on the city's population. When you click on a city, you \
- can see how the farmland around the city is being used. You can \
- assign your citizens to the farmland, or they can be scientists, \
- entertainers or taxmen. Especially at the start of the game, \
- care should be taken to ensure that the citizens are employed so \
- that they maximise growth, trade and production.\
- "), _("\
- If too much food is being generated, a citizen can be taken off \
- the farmland by clicking on the occupied farmland square. This \
- citizen can then be transferred to the other duties mentioned \
- previously.\
- "), _("\
- If you move all of your citizens into the city and right-click \
- on the central tile of the farmland, the citizens will be \
- rearranged to maximise food production.\
- "),
- ; Above: probably some other AI maximisation choice now --dwp
- _("\
- The golden rule of taking care of a city is that there should be \
- at least as many happy citizens as unhappy citizens. A city \
- where this is not so is labelled with a lightning bolt. Take \
- care not to let this happen to any of your cities, as unhappy \
- cities produce nothing, and will soon revolt.\
- "), _("\
- 7. Explore the world.\
- \n\n\
- After you have fortified your cities with troops, build Triremes \
- in the cities near the sea. Use the Triremes to map the world \
- in search of opponents and new lands. If you are on an island, \
- you should spend less on military and more on expansion. Or if \
- you are located close to an opponent, it is truly a good idea to \
- make a peace treaty and share the advances you have made. \
- Diplomat units are very useful here, and WILL pay off later.\
- "), _("\
- 8. Things to keep in mind.\
- \n\n\
- - What the next advance you'll need is.\
- \n\n\
- - What your luxury, tax and research rates are currently set to.\
- \n\n\
- - Treaty are often broken, so don't neglect defence...\
- \n\n\
- - Some wonders can be made obsolete by the development of \
- certain advances.\
- "), _("\
- 9. Make your own strategy for the game.\
- \n\n\
- These basic concepts will allow you to play the game pretty \
- well, especially in the beginning of the game. But to improve, \
- you need to study the various units and advances, and PRACTICE, \
- PRACTICE, PRACTICE! Freeciv has many twists, so if you haven't \
- played a similar game before, try consulting the Freeciv WWW \
- pages at http://www.freeciv.org\n\
- You'll find more tips for playing, and details of how to contact \
- other players.\
- "), _("\
- 10. Interacting with other players (Diplomacy).\
- \n\n\
- Humans and AI differ in many ways, but the most significant is \
- the additional diplomacy that you can take part in with other \
- humans - and no, we are not talking about using spies and \
- diplomats to incite and steal.\
- "), _("\
- If you have established an embassy with another human player, \
- then you can arrange a diplomatic meeting. This is done by \
- going to the `Game' menu, selecting players and clicking on \
- the player with whom you wish to meet. If you actually have \
- an embassy (denoted by an X) and the other player is connected \
- then a diplomacy menu will pop up.\
- "), _("\
- In this menu you can choose to:\
- \n\n\
- - Trade Maps (Sea or entire map),\
- \n\n\
- - Trade advances,\
- \n\n\
- - Trade Cities,\
- \n\n\
- - and Give Gold.\
- "), _("\
- There is no need to trade like for like, by trading say, \
- an advance or city for gold - you can can consider this \
- buying and selling.\
- "), _("\
- A couple of notes:\
- \n\n\
- - You can't give away your capital.\
- \n\n\
- - If you can't see a city on your map, then you can't request it.\
- "), _("\
- Of course, the owner of that city can still give it to \
- you, in which case the area around the city is shown \
- on your map. One important thing to note, any units \
- in the field and supported by that city are also transfered \
- (but not those sitting in other cities). So make sure the \
- other player isn't getting a better deal than you expect.\
- ")
-
- [help_city_improvements]
- name = _("City Improvements")
- text = _("\
- City improvements are built in each of your cities to improve trade \
- revenue, science production, etc. Each improvement requires you to \
- pay an upkeep every turn. If you can't afford the upkeep for a \
- building, then it'll be automatically sold.\
- ")
- ; /* Hmm, "sold" as in "you get money for it", or is it actually lost?
- ; Does the player get any money back for it, as when they actually
- ; sell an improvement, or is it lost forever? If it's lost, then
- ; "automatically sold" should be "lost".
- ; --> It's sold for money. See pay_for_buildings() in cityturn.c. */
-
- [help_gen_improvements]
- generate = "Improvements"
-
- [help_technology]
- name = _("Technology")
- text = _("\
- Research into technology is a necessity for improving the ability of \
- your civilization to develop new military units and city \
- improvements.\
- ")
-
- [help_gen_techs]
- generate = "Techs"
-
- [help_wonders_of_the_world]
- name = _("Wonders of the World")
- text = _("\
- Each wonder has specific benefits for your civilization. \
- Each wonder is unique and is placed in the city which \
- constructed it.\
- ")
-
- [help_gen_wonders]
- generate = "Wonders"
-
- [help_units]
- name = _("Units")
- text = _("\
- Units can be used for three purposes: attack, defense, and \
- reconnaissance. How useful a particular unit is for each of these \
- roles depends on the unit's strength in attack and defense, and its \
- ability to move.\
- "), _("\
- There are four general types of unit: Land, Sea, Air, and \
- Helicopter. (Helicopters are sufficiently different from other air \
- units that it is easiest to think of them as a separate unit type.)\
- "), _("\
- Land units move on land, and suffer the movement effects of terrain, \
- but benefit from roads and railroads. They cannot move on ocean \
- squares except when carried by an appropriate sea unit. When at \
- sea, they cannot attack or defend for themselves, but rely on the \
- sea unit carrying them. Land units are the only units subject to \
- zones of control. On land, land units can fortify to get a 50% \
- defensive bonus; land units in cities automatically get this bonus, \
- whether fortified or not. When a land unit successfully attacks a \
- city without City Walls, the city is reduced by one population \
- point. Land units with zero attack strength are non-military units: \
- they require no upkeep, have no happiness effects, and cannot attack \
- enemy units or capture enemy cities.\
- "), _("\
- Sea units move on Ocean squares and into cities next to Ocean \
- squares. They can only be built by such cities. The movement rate \
- of sea units is affected by several wonders (Lighthouse, Magellan's \
- Expedition) and by the advance of Nuclear Power. Most sea units can \
- attack units on the coast and in coastal cities, but they cannot \
- enter an enemy city to capture it, even if the city is undefended.\
- "), _("\
- Air units can move on any square not occupied by an enemy unit or \
- enemy city. The movement rate of air units is not affected by loss \
- of hitpoints. Air units require fuel, which is obtained by ending \
- their turn in a friendly city, Airbase or Carrier (or a Submarine \
- for missile units). The number of turns an air unit can last \
- without fuel varies by the unit type (see the individual units). \
- Like sea units, air units are unable to enter an empty enemy city \
- to capture it. When outside cities, air units can only be attacked \
- by Fighters (or Stealth Fighters). Air units cannot be used to \
- explore villages; depending upon server options, an overflown \
- village may disband.\
- "), _("\
- Like air units, Helicopters can move on any square not occupied by \
- an enemy unit or enemy city, and their movement rate is not affected \
- by loss of hitpoints. Helicopters do not require fuel, but they \
- lose a small amount of health for every turn not spent in a city or \
- an Airbase, unless you have the United Nations wonder. Unlike other \
- air units, Helicopters can capture enemy cities.\
- "), _("\
- Units which have been damaged in combat will regain hit points each \
- turn in which they are not moved. Normally, a unit which has not \
- moved will regain one hit point per turn. A land unit in a city \
- with Barracks, or a sea unit in a city with a Port Facility, or \
- an air unit in a city with an Airport, will regain all lost hit \
- points if a full turn is spent (without moving) in the city. \
- Otherwise, a unit which spends a turn in a city regains one third \
- of its base hit points. A unit which spends a turn on a fortress \
- regains an extra one quarter of its base hitpoints. Units which \
- are fortified regain an extra hit point. If a player has the \
- United Nations wonder, that player's units regain an extra two hit \
- points per turn, even for units which have moved. In addition \
- to all other effects, Helicopters lose two hit points (or gain two \
- hit points less than they otherwise would) each turn that they do \
- not end in a city. Damaged units in Sentry mode will wake up when \
- they have regained all of their hit points.\
- ")
-
- [help_gen_units]
- generate = "Units"
-
- [help_combat]
- name = _("Combat")
- text = _("\
- 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 \
- factors, including chance.\
- "), _("\
- First, the attacker's strength is modified.\
- "), _("\
- - If the attacker is a veteran, its strength is multiplied by 1.5.\
- "), _("\
- - \"Exhausted\" attackers are weaker: if the attacker has only 1/3 \
- movement point left, its strength is divided by 3; if it has 2/3 \
- movement point, its strength is multiplied by 2/3. If the \
- attacker has 1 or more movement points left, no further \
- modifications occur.\
- "), _("\
- Next, the defender's strength is modified.\
- "), _("\
- - If the defender is a veteran, then its strength is multiplied by \
- 1.5.\
- "), _("\
- - Then the defender's strength is multiplied by the defense factor \
- of the terrain it occupies.\
- "), _("\
- - Next, the defender's strength is doubled if it is a Pikeman unit \
- defending against horsemen.\
- "), _("\
- - If the defender is an AEGIS Cruiser defending against airborne \
- units (including missiles and Helicopters), the defense is \
- quintupled.\
- "), _("\
- - The defender's strength is doubled again if it is in a city with \
- a SAM Battery and the attacker is an air unit (other than a \
- Helicopter) or a missile.\
- "), _("\
- - An SDI Defense doubles the defender's strength yet again against \
- missile attacks.\
- "), _("\
- - If the attacker is a ship and the defender is in a city with a \
- Coastal Defense, the defender's strength is doubled.\
- "), _("\
- - Against ground units (other than Howitzers) and Helicopters, \
- defending units in a city with City Walls have their strength \
- tripled.\
- "), _("\
- - If the defender is in a fortress (and not a city), its strength \
- is doubled.\
- "), _("\
- - Finally, if the defender is a ground unit, and is either \
- fortified or inside a city, its strength is multiplied by 1.5.\
- "), _("\
- If, after these modifications, the attacker has a strength of 0, it \
- automatically loses. Otherwise, if the defender has a strength of \
- 0, the defender loses.\
- "), _("\
- After these preliminaries, combat occurs, as long as both units are \
- still alive (i.e., hit points are greater than 0). Each round, a \
- random number between 1 and the sum of the attacker's and defender's \
- strengths is generated. If this number is greater than the \
- defender's strength, the defender loses hit points equal to the \
- attacker's firepower. Otherwise, the attacker loses hit points \
- equal to the defender's firepower (unless the defender is a ship \
- inside a city, in which case the attacker loses 1 hit point -- ships \
- in a harbor aren't able to maneuver effectively). The first unit to \
- reach 0 hit points (or negative hit points) loses.\
- "),
- ; /* Actually, that's a little white lie. The random number is really
- ; from 0 to (A+D-1), and the comparison is ">=D", not ">D". The
- ; odds are the same both ways, but I think my explanation may be a
- ; little simpler for non-programmers who may be reading this. */
- _("\
- Whichever unit survives the fight has a chance of becoming a \
- veteran, if it was not a veteran already. If the winner's \
- civilization has the Sun Tzu's War Academy (and if it isn't \
- obsolete), the unit will always become a veteran. Otherwise, the \
- chance of becoming a veteran is 50%.\
- "), _("\
- If the attacker is a ground unit and wins, and the defender is in a \
- city without City Walls, the city is reduced in size by 1.\
- "), _("\
- If the defender loses, and is not inside a city or fortress, all \
- other units at the defender's location are destroyed along with the\
- defender.\
- ")
-
- [help_combat_example_1]
- name = _(" Combat example 1")
- text = _("\
- Suppose a veteran Cannon (A:8, D:1, HP:20, F:1) with 2/3 movement \
- points left attacks a non-veteran Musketeer (A:3, D:3, HP:20, F:1) \
- inside a city with City Walls built on a Forest tile.\
- "), _("\
- The attacker's base strength is 8. Veteran status makes this 12, \
- but because it only has 2/3 movement points its final strength is 8.\
- "), _("\
- The defender's base strength is 3. Because it is on a Forest tile, \
- its strength becomes 4.5. It is behind City Walls, so its strength \
- is tripled, to 13.5. It is a ground unit inside a city, so its \
- strength is increased to 20.25.\
- "), _("\
- Strength values inside the game are actually multiplied by 10, with \
- fractions dropped, so the attacker's strength is 80, and the \
- defender's strength is 202.\
- "), _("\
- Each round of combat, a random number between 1 and 282 is \
- generated. If the number is greater than 202 (about a 28% chance), \
- the defender loses 1 hit point. Otherwise (about a 72% chance), the \
- attacker loses 1 point.\
- "),
- ; /* Double-check my calculations.... Consider 28 rounds of combat.
- ; The attacker should win about 8 of them, taking 8 HP off the
- ; defender's 20 HP total. The defender should win the other 20,
- ; killing the attacker. */
- _("\
- Since both units have 20 hit points, the odds favor a victory for \
- the defender. The defender will probably lose somewhere around 40% \
- of its hit points during the fight. But the outcome is never \
- certain as long as both units have non-zero strengths; the defender \
- might emerge untouched, or it might lose most of its hit points, or \
- it might even lose the battle.\
- ")
-
- [help_combat_example_2]
- name = _(" Combat example 2")
- text = _("\
- Suppose a veteran Battleship (A:12, D:12, HP:40, F:2) with 3 \
- movement points attacks a veteran Alpine Troops (A:5, D:5, HP:20, \
- F:1) inside a city built on a Grassland tile, with City Walls and a \
- Coastal Defense.\
- "), _("\
- The attacker's strength is 12, raised to 18 because of veteran \
- status.\
- "), _("\
- The defender's strength is 5, raised to 7.5 due to veteran status. \
- The terrain's defense factor is 1 (no effect). The Coastal Defense \
- doubles the defender's strength to 15. The defender is a ground \
- unit inside a city, so its total strength is 22.5.\
- "), _("\
- Internally, the values used for attacker and defender strength are \
- 180 and 225, respectively.\
- "), _("\
- Each round, a random number from 1 to 405 is generated. If it is \
- greater than 225 (about a 44% chance) the defender loses 2 hit \
- points (the attacker's firepower is 2). Otherwise, the attacker \
- loses 1 hit point.\
- "),
- ; /* Please, someone double-check my probability computations! :-(
- ; Consider 22 rounds of combat: the Battleship should win 10 of
- ; them, and the Alpine Troops 12. That's enough to kill the Alpine
- ; Troops (precisely to 0 hit points), and inflict 12 hit points on
- ; the Battleship's 40 HP total. */
- _("\
- In this case, the odds greatly favor the attacker winning. The \
- Battleship is 25% less likely to score a hit in any given round, \
- but when it does, it does twice as much damage to the enemy. Also, \
- the Battleship has twice as many hit points. The Battleship should \
- expect to lose about 30% of its hit points during the fight... after \
- which it will still have 2 movement points left.\
- ")
- ; In Civ2, movement points are re-evaluated after a sea unit is
- ; damaged in battle, so those 2 MP may vanish!
-
- [help_zones_of_control]
- name = _("Zones of Control")
- text = _("\
- Zones of Control, abbreviated as ZOC, is a game concept which \
- prevents you moving freely in zones controlled (or partially \
- controlled) by enemy forces.\
- "), _("\
- The general rule is that a land unit which is adjacent to an enemy \
- occupied square cannot move directly to another square which is \
- also adjacent to an enemy occupied square. Here an enemy occupied \
- square means a land square with an enemy unit on it. Adjacency \
- means any of the eight squares surrounding a unit.\
- "), _("\
- In the following special cases ZOC does not apply:\n\
- - A unit moving directly into or out of a city.\n\
- - A unit moving onto a square occupied by a friendly unit.\n\
- - A unit moving from an ocean square (disembarking from a boat).\n\
- - A unit type which explicitly ignores ZOC, eg Diplomats.\
- "), _("\
- Notes:\
- \n\n\
- - Only land units are restricted by ZOC.\
- \n\n\
- - Non-land units can impose ZOC (that is, count as enemy occupied \
- squares), but only if they are on a land square. So effectively \
- sea units cannot impose ZOC, and air units (including helicopters) \
- do not impose ZOC if they are over ocean squares.\
- \n\n\
- - ZOC does not restrict unit attacks, only movement.\
- \n\n\
- - An enemy city counts as an enemy occupied square if they are any \
- units inside the city, but not if the city is empty.\
- \n\n\
- - Moving from an ocean square is a special case; moving _to_ an \
- ocean square (moving back onto a boat) is also permitted, by the \
- special case of moving onto a friendly unit (the boat).\
- "), _("\
- TIP: You can infiltrate enemy zones by first moving in a Diplomat \
- (or some other unit which ignores ZOC), and then moving regular \
- units onto the square now occupied by the Diplomat. \
- By repeating this process (and optionally leaving some units \
- behind to keep squares occupied), you can make a path through \
- enemy territory.\
- "), _("\
- These rules differ slightly from previous versions of freeciv \
- (release 1.8.0 and before) in the following ways:\n\
- - Enemy cities with no units in them no longer impose ZOC.\n\
- - The special case for land units disembarking is new.\
- ")
-
- [help_terrain]
- name = _("Terrain")
- text = _("\
- The different types of terrain each have different strengths and \
- drawbacks. When choosing a place for a new city, make sure there \
- are enough food-producing squares nearby to support your growing \
- population.\
- "), _("\
- The net benefit of a square for your city depends on your government \
- type as well as city improvements and wonders.\
- ")
-
- [help_gen_terrain]
- generate = "Terrain"
-
- [help_terrain_alterations]
- name = _(" Terrain Alterations")
- text = _("\
- Settlers and Engineers have the ability to alter terrain squares in \
- several ways.\
- "), _("\
- Suitable types of terrain can be irrigated. This requires a nearby \
- source of water: an Ocean or River square, or another square which \
- is irrigated, must be directly adjacent to the target square, to \
- the north, south, east or west. Irrigating a square causes it to \
- produce some extra food each turn. In addition, given sufficient \
- technology, you may irrigate a square a second time, turning it \
- into even more productive Farmland.\
- "), _("\
- Some types of terrain can be mined, which increases the number of \
- resources (shields) produced by that square.\
- "), _("\
- Roads and railroads can be built on any square except Ocean. (To \
- build a road or railroad on a River square, though, you must know \
- Bridge Building.) Roads and railroads allow your units to move \
- more quickly, and they increase the resources produced in cities.\
- "), _("\
- - Units use only one third of a movement point when going from one \
- square to another, if both squares have a road.\
- "), _("\
- - Units expend no movement points when moving along a railroad. \
- You may ride a railroad indefinitely.\
- "), _("\
- - A road may increase the trade resources produced by some types \
- of terrain.\
- "), _("\
- - A railroad increases the shield resources produced by a square by \
- 50%. (Depending on server options, railroads may also increase \
- food and trade resources, or may increase shield resources by an \
- amount other than 50%.)\
- "), _("\
- Settlers and Engineers may also build a fortress. Units inside a \
- 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.\
- "), _("\
- You may also build Airbases, at which your air units may land and \
- refuel.\
- "), _("\
- 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.\
- "), "\
- $TerrainAlterations\
- "
-
- [help_pillaging]
- name = _(" Pillaging")
- text = _("\
- All ground units have the ability to destroy terrain alterations, \
- by pillaging. Pillaging removes 1 terrain alteration per turn per \
- unit. Depending upon server settings, you may be given a choice \
- of which terrain alteration to pillage, or they will be pillaged \
- in the following order:\
- "), _("\
- - farmland\n\
- - irrigation\n\
- - mining\n\
- - a fortress\n\
- - an airbase\n\
- - a railroad\n\
- - a road\
- "), _("\
- Terrain tiles that do not have alterations (farmland, irrigation, \
- mining, fortress, airbase, railroad or road) cannot be pillaged. \
- In addition, terrain conversions and transformations cannot be \
- undone by pillaging. For example, if you have irrigated a Forest \
- tile to convert it into a Plain, pillaging will not convert it back \
- into a Forest -- to do so, you would have to convert the tile again \
- with a Settler or Engineer.\
- ")
-
- [help_government]
- name = _("Government")
- text = _("\
- Your government type influences your cities' productivity and \
- commerce, your citizens' happiness, and many other game factors.\
- "), _("\
- Your civilization starts out under Despotism. As your technology \
- improves, you can select other forms of government (listed below). \
- In order to change your form of government, you must start a \
- revolution. This will cause your civilization to undergo a period \
- of Anarchy (lasting 1-5 turns); at the end of this time, you will be \
- able to choose your new government.\
- "), _("\
- Corruption is the loss of trade due to inefficiency and greed. \
- Under most forms of government, the farther away from the capital a \
- city is, the more trade will be lost to corruption. (If you do not \
- have a capital, your cities will suffer extremely high levels of \
- corruption.) A Courthouse will reduce the level of corruption in a \
- city.\
- "), _("\
- TIP 1: Offensive military campaigns are difficult under Republican \
- and Democratic governments unless you give your citizens \
- lots of luxuries to keep them happy. When conquering other \
- civilizations, it may be helpful to switch to one of the more \
- militant styles of government.\
- "), _("\
- TIP 2: Scientific advancement requires high levels of trade, which \
- are much easier to achieve under Republican and Democratic \
- governments. Consider switching to the Republic as soon as \
- you can; gaining advanced technology early in the game puts \
- you at an advantage.\
- ")
-
- [help_civil_war]
- name = _(" Civil War")
- text = _("\
- Civil war is devastating to any empire, and is triggered by \
- the loss of your capital (palace). Up to half of your cities \
- will rebel and declare allegiance to a new (AI) leader, who \
- will loot half of your treasury and retain all of your \
- scientific advances.\
- "), _("\
- Players remain in the civil war state for just one turn, after \
- which the empire enters a state of anarchy.\
- "), _("\
- The capture of your capital does not always lead to civil war. If \
- you have treated your people with kindness, you are more likely to \
- retain their loyalty. Each city that is celebrating reduces the \
- chance of civil war, while each revolting city increases the \
- likelihood.\
- "), _("\
- In addition, the form of government directly contributes to the \
- chance of civil war. Governments with universal franchise are \
- far less likely to revolt than those more despotic in nature.\
- "), _("\
- The number of cities an empire needs before it can erupt into \
- civil war is by default 10. That is, empires with fewer than 10 \
- cities are immune from civil war. However, this is a server \
- option, and may vary upwards from a minimum of 6.\
- ")
-
- [help_gen_governments]
- generate = "Governments"
-
- [help_happiness]
- name = _("Happiness")
- text = _("\
- 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. \
- 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 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 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). 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
-
- [help_space_race]
- name = _("Space Race")
- text = _("\
- The Space Race is a second option to win the game, besides \
- eliminating all other civilizations. If your spaceship arrives \
- first at Alpha Centauri, the game is over and you have won. \
- (However it is possible for this option to be off as a server \
- option.)\
- "), _("\
- Before you can build spaceship parts, the Apollo Program wonder \
- must have been built by any player. You also need specific \
- technologies to build the different spaceship parts: see the \
- help texts for Space Structural, Space Component, and Space Module, \
- under City Improvements. (If there are no help texts for these \
- items, it probably means the spacerace server option is off for \
- your game.)\
- "), _("\
- When you have started building your spaceship, you can see it with \
- the \"Spaceship\" command in the Report menu. To see spaceships of \
- other players, select the player in the Players dialog and click \
- \"Spaceship\".\
- "), _("\
- If the success probability is below 100%, some fraction of the \
- people on board may not survive the journey. This reduces the \
- score bonus from the spaceship, but it still counts as a win.\
- "), _("\
- If the capital of a civilization is captured, a spaceship that has \
- been launched will be lost, so defend your capital well!\
- "), _("\
- TIP: If an enemy civilization has launched a spaceship, try to \
- quickly build a light spaceship with many propulsion units \
- that will arrive earlier. The only other option is to capture \
- their capital.\
- ")
-