diff --git a/data/helpdata.txt b/data/helpdata.txt index 235cccc9d3..e7c89bf2da 100644 --- a/data/helpdata.txt +++ b/data/helpdata.txt @@ -2,90 +2,73 @@ ; ; 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. +; '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.) +; '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", "Improvements", "Wonders", "Techs", -; "Terrain", "Extras", "Goods", "Specialists", -; "Governments", "Ruleset", "Tileset", "Nations" -; As for 'name', the number of spaces before the category -; name indicates nesting level for display. -; Some types have additional arguments, for instance -; "categories" for extras. See helpdata.c. +; 'generate' = means replace this node with generated list of game elements; current categories are: +; "Units", "Improvements", "Wonders", "Techs", "Terrain", "Extras", "Goods", "Specialists", +; "Governments", "Ruleset", "Tileset", "Nations" ; -; 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 helpdata.c for the names of tables -; which can be referenced. +; Some types have additional arguments, for instance "categories" for extras. See helpdata.cpp. ; -; This file no longer has a max line length: strings are wrapped -; internally. However to do non-wrapping formatting, make sure to -; insert hard newlines "\n" such that lines are less than 68 chars -; long. -; This marks 68 char limit -------------------------------------->| +; Within the text, the help engine recognizes a few "generated tables" or "generated strigs". 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 helpdata.cpp for the names of tables which can be referenced. ; -; Notice not all entries are marked for i18n, as some are not -; appropriate to translate. +; This file no longer has a max line length and strings are wrapped internally. Long strings that you want to +; wrap can be cut and line-terminated with an escape "\". Where you want to force a wrap, insert hardlines +; with "\n\". To support a future move to markdown, we now support a width of 110 chars same as the +; reStructuredText (rst) files in the /docs/ code directory. ; -; Comments with c-style comments are just to stop xgettext from -; complaining about stray single-quote characters. +; This marks 110 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_overview] ; /* TRANS: "Overview" topic in built-in help */ name = _("?help:Overview") text = _("\ -Freeciv21 is a turn-based strategy game, in which each player becomes \ -the leader of a civilization. You compete against several opponents to \ -found cities, use them to support a military and economy, and finally \ -to complete an empire that survives all encounters with its neighbors \ -to emerge victorious. Each opponent may be either another human or be \ -controlled by the computer. All players begin at the dawn of history \ -with a handful of units -- typically with an explorer and a couple of \ -settlers in 4000 BCE -- and race to expand outward from those humble \ -beginnings.\ -"), _("\ -Achieving success requires a balance between economic expansion, \ -military strength, and technological development. Not only must you \ -develop all three in concert to both expand and successfully defend \ -your empire, but any of the three may provide victory over your \ -opponents:\ -"), _("\ - - As in other games of conquest and expansion, you are declared the \ -winner by default once the last city and unit of every other \ -civilization is destroyed.\ -"), _("\ - - Once technological progress has brought you into the space age, \ -you may launch a spacecraft destined for Alpha Centauri; the \ -first civilization whose craft reaches the system wins.\ -"), _("\ - - In the absence of other means to determine victory, the game will \ -end after 5000 turns if no spacecraft have yet been launched. The \ -surviving civilizations are then rated, and the one with the highest \ -score is the winner.\ -"), _("\ -A word of warning: Freeciv21 is highly customizable, both through \ -run-time configuration and through custom rulesets which can change \ -almost any aspect of the game rules. This help system tries to adapt \ -to different rules, but may not completely cover rulesets which are \ -very different from the classic rules.\ +Freeciv21 is a turn-based strategy game, in which each player becomes the leader of a civilization. You \ +compete against several opponents to found cities, use them to support a military and economy, and finally \ +to complete an empire that survives all encounters with its neighbors to emerge victorious. Each opponent \ +may be either another human or controlled by the computer. All players begin at the dawn of history in 4000 \ +BCE with a handful of units. Depending on the rulset selected this is typically an explorer and a couple of \ +settlers. The race then begins to expand outward from those humble beginnings.\ +"), _("\ +Achieving success requires a balance between economic expansion, military strength, and technological \ +development. Not only must you develop all three in concert to both expand and successfully defend your \ +empire, but any of these four may provide victory over your opponents:\ +"), _("\ + - As in other games of conquest and expansion, you are declared the winner by default once the last city \ +and unit of every other civilization is destroyed.\n\ + - Once technological progress has brought you into the space age, you may launch a spacecraft destined for \ +Alpha Centauri. The first civilization whose craft reaches the system wins. NOTE: Spacerace Victory is set \ +by the rulset and thereby may not be not enabled for all games.\n\ + - In the absence of other means to determine victory, the game will end after 5000 turns if no spacecraft \ +have yet been launched. The surviving civilizations are then rated, and the one with the highest score is \ +the winner.\n\ + - If playing a multi-player game with only humans, victory can be declared based on diplomatic factors and \ +other pre-set game rules.\ +"), _("\ +NOTE: Freeciv21 is highly customizable, both through run-time configuration and through custom rulesets \ +which can change almost any aspect of the game rules. This help system tries to adapt to different rules, \ +but may not completely cover rulesets which are very different from the classic rules.\ ") [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.\ +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: \ +These steps may vary depending upon the server or ruleset options, but in general, the steps are: \ "), _("\ 0. Choosing the first city site.\n\ 1. Mapping the countryside.\n\ @@ -97,232 +80,184 @@ general, the steps are: \ 7. Interacting with other players (diplomacy).\n\ 8. Exploring the world.\n\ 9. Things to keep in mind.\n\ -10. Making your own strategy for the game.\n\ +10. Making your own strategy for the game.\ "), _("\ 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 quality of the site you \ -find against getting your first city established as early \ +"), _("\ +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 first city you build will be your capital! \ +The idea is to balance the quality of the site you find 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!\ +"), _("\ +After the capital city has been founded, it will start producing a Warrior unit by default. These units can \ +be used to rove around exploring the countryside, especially if you do not have any Explorers. 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 defense strength, replace the obsolete units with new \ -ones to ensure your cities have maximum defense. The units most \ -often used for defense are (in order of strength): Warrior, \ -Phalanx, Pikemen, Musketeers, and Riflemen.\ -"), ; /* xgettext:no-c-format */ -_("\ - Keep in mind that with some types of government, military units \ -inside or outside cities can reduce or create unhappiness. \ -Also remember that when a land 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.\ +"), _("\ +At this point, defend your cities by always leaving a Warrior unit in them. As your civilization develops \ +units with a greater defense strength, replace the obsolete units with new ones to ensure your cities have \ +maximum defense. The units most often used for defense are (in order of strength): Warrior, Phalanx, \ +Pikemen, Musketeers, Riflemen, and Mechanised Infantry.\ +"), _("\ +Keep in mind that with some types of government, military units inside or outside cities can reduce or \ +create unhappiness. Also remember that when a land unit is inside a city, it gets a 50% defensive bonus, as \ +if fortified. This happens automatically. When a new city is built, the city starts to build the best \ +available defensive unit from the above list.\ "), _("\ 3. Deciding which units to build first.\ -\n\n\ - After building one or two Warrior units, start building Settlers. \ -Settlers take city population, but if you picked a good city site, \ -your city should be big enough by now. Settlers are best put to use \ -founding new cities; while they can also build agricultural improvements \ -(see the next section), it is better to use Workers for this when \ -available, as unlike Settlers, Workers do not consume food from \ -their parent city. Keep in mind that a large population increases \ -both the amount of productivity and your civilization's research \ -rate, not to mention that cities secure land for your empire, \ -so founding new cities should be a high priority initially.\ +"), _("\ +After building one or two Warrior units, start building Settlers. Settlers take city population, but if you \ +picked a good city site, your city should be big enough by now. The amount of population that it takes to \ +build a Settler is ruleset dependent, so read the help item for Settlers as part of initial growth planning. \ +Settlers are best put to use founding new cities, while they can also build agricultural improvements (see \ +the next section), it is better to use Workers for this when available, as unlike Settlers, Workers do not \ +consume food from their parent city. Keep in mind that a large population increases both the amount of \ +productivity and your civilization's research rate, not to mention that cities secure land for your empire, \ +so founding new cities should be a high priority in the early game.\ "), _("\ 4. Improving the land.\ -\n\n\ - Each city has an area of land around it that can be used \ -for growing food, producing goods, and generating trade. This output \ -can be increased by using Workers (or Settlers) to improve the land \ -close to your cities. The land can be improved with irrigation \ -(increasing food), roads (allowing units to move faster and \ -increasing trade), and mines (increasing production), among other \ -improvements.\ +"), _("\ +Each city has an area of land around it that can be used for growing food, producing goods, and generating \ +trade. This output can be increased by using Workers (or Settlers) to improve the land close to your cities. \ +The land can be improved with irrigation (increasing food), roads (allowing units to move faster and \ +increasing trade), and mines (increasing production), among other improvements. The ability to do some \ +improvements on some tiles may require technology.\ "), _("\ 5. Deciding 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 defense 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.\ +"), _("\ +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 Defense city \ +improvement 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. Another thing to consider is the land \ +around the city in it's \"vision radius\". The vision radius is the the map tiles that the city's population \ +can work as it grows. Many land tiles will have resources on them (called specials) that give food, \ +production or trade upgrades. Use the middle-click on your mouse to see. The more resources a city can \ +utilize the better.\ "), _("\ 6. Taking care of the 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 land around the city is being used. You can \ -assign your citizens to the land, or they can be specialists that \ -contribute to your civilization in other ways. Especially at the \ -start of the game, care should be taken to ensure that the citizens \ -are employed so that they maximize growth, trade and production.\ -"), _("\ - If too much food is being generated, a citizen can be taken off \ -the land by clicking on the occupied land tile. 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 land, the citizens will be \ -rearranged to maximize food production.\ -"), -; Above: probably some other AI maximization 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 falls into disorder; such cities are labeled \ -with a raised fist or a lightning bolt (depending on the tileset). \ -Take care not to let this happen to any of your cities, as cities in \ -disorder produce nothing, and are prone to revolt.\ +"), _("\ +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 land around the city is being used. You can assign your citizens to work the \ +land, or they can be specialists that contribute to your civilization in other ways. Especially at the start \ +of the game, care should be taken to ensure that the citizens are employed so that they maximize growth, \ +trade and production.\ +"), _("\ +If too much food is being generated, a citizen can be taken off the land by clicking on the occupied land \ +tile. This citizen can then be transferred to a specialist. There are three specialists: Taxmen (collect \ +Gold), Entertainers (create Happiness), or Scientist (create Bulbs). By default, Freeciv21 will add an \ +Entertainer when you take a citizen off the land.\ +"), _("\ +If you move all of your citizens into the city and click on the central tile of the land, the citizens will \ +be rearranged to maximize food production.\ +"), _("\ +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 falls into disorder. Such cities are labeled with a raised fist or a \ +lightning bolt (depending on the tileset). Take care not to let this happen to any of your cities, as cities \ +in disorder produce nothing, and are prone to revolt.\ "), _("\ 7. Interacting with other players (diplomacy).\ -\n\n\ - When one of your units first meets a unit of another nation, or \ -finds one of their cities (or equally if they find you), a basic \ -contact is established between the two nations. This provides each \ -with basic intelligence about the other, which can be accessed from \ -the 'Nations' report.\ -"), _("\ - This communication will lapse after a set number of turns with \ -no contact. Establishing an embassy will give a more permanent \ -communication channel, as well as more advanced intelligence such \ -as details of technology. Embassies are one-way - the nation \ -hosting the embassy receives no benefit - and once established, \ -cannot be revoked.\ -"), _("\ - If you are in contact with another player, then you can arrange \ -a diplomatic meeting. From the 'Nations' report, this is done by \ -clicking on the nation with whom you wish to meet and selecting \ -'Meet'. If the entry under the embassy column is not blank and the \ -other player is connected (or is a server AI) then a treaty dialog \ -will pop up.\ -"), _("\ - In this dialog you can negotiate an exchange of assets (maps, \ -vision, advances, cities, or gold), embassies, or binding pacts \ -such as a cease-fire or peace. There is no need to trade like for \ -like; you can trade, say, an advance or city for gold - you can \ -consider this buying and selling. Each player builds a list of offered \ -items. To remove an item from the list, double-click on it. \ -When both players indicate satisfaction, the pact is concluded.\ -"), _("\ - Pacts affect where your units can go and what they can do, \ -and a pact with one nation can affect your relations with others. \ -Under authoritarian governments such as Monarchy you can break a \ -pact at any time, but the representative governments (Republic and \ -Democracy) have a senate which will block the unprovoked \ -cancelation of a treaty; unless a foreign Diplomat or Spy sparks \ -a diplomatic incident, the only way to dissolve a pact in this \ -situation is to dissolve your government. The details of pacts are \ -described in the Diplomacy section.\ -"), _("\ - A couple of notes:\ -"), _("\ - - You can't give away your capital.\ -"), _("\ - - You can only request property that you know about; so you \ -can't request technology unless you have an embassy, and 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 offer it to \ -you, in which case the area around the city is shown \ -on your map before you accept the treaty.\ -"), _("\ - - One important thing to note: when a city is transferred, \ -any units in the field and supported by that city are also \ -transferred (but not those sitting in other cities). So make \ -sure the other player isn't getting a better deal than you expect.\ +"), _("\ +When one of your units first meets a unit of another nation, or finds one of their cities (or equally if \ +they find you), a basic contact is established between the two nations. This provides each with basic \ +intelligence about the other, which can be accessed from the 'Nations' page.\ +"), _("\ +This communication will lapse after a ruleset defined number of turns with no contact. Establishing an \ +embassy will give a more permanent communication channel, as well as more advanced intelligence such as \ +details of technology. Embassies are one-way, the nation hosting the embassy receives no benefit and once \ +established, cannot be revoked.\ +"), _("\ +If you are in contact with another player, then you can arrange a diplomatic meeting. From the 'Nations' \ +page, this is done by clicking on the nation with whom you wish to meet and selecting 'Meet'. If the entry \ +under the embassy column is not blank and the other player is connected (or is a server AI) then a treaty \ +dialog will pop up.\ +"), _("\ +In this dialog you can negotiate an exchange of assets (maps, vision, advances, cities, or gold), embassies, \ +or binding pacts such as a cease-fire or peace. The list of items that can be traded through diplomacy is \ +ruleset dependent. There is no need to trade like for like; you can trade, say, an advance or city for gold, \ +you can consider this buying and selling. Each player builds a list of offered items. To remove an item from \ +the list, double-click on it. When both players indicate satisfaction, the pact is concluded.\ +"), _("\ +Pacts affect where your units can go and what they can do, and a pact with one nation can affect your \ +relations with others. Under authoritarian governments such as Monarchy you can break a pact at any time, \ +but the representative governments (Republic and Democracy) have a Senate which will block the unprovoked \ +cancelation of a treaty, unless a foreign Diplomat or Spy sparks a diplomatic incident. The only way to \ +dissolve a pact in this situation is to dissolve your government. The details of pacts are described in the \ +Diplomacy section.\ +"), _("\ +A few notes:\n\ + 1. You can't give away your capital.\n\ + 2. You can only request property that you know about; so you can't request technology unless you have an +embassy, and 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 offer it to you, in which case the area around the city is shown on your map before you accept \ +the treaty.\n\ + 3. One important thing to note: when a city is transferred, any units in the field and supported by that \ +city are also transferred (but not those sitting in other cities). So make sure the other player isn't \ +getting a better deal than you expect.\ "), _("\ 8. Exploring 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. \ -Diplomatic units are very useful here, and WILL pay off later.\ +"), _("\ +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. Diplomatic units are very useful here, and WILL \ +pay off later.\ "), _("\ 9. Things to keep in mind.\ -\n\n\ - - What the next advance you'll need is.\ -\n\n\ - - What your tax, luxury and research rates are currently set to.\ -\n\n\ - - Treaties are often broken, so don't neglect defense...\ -\n\n\ - - Some wonders can be made obsolete.\ +"), _("\ + - What the next advance you'll need is.\n\ + - What your tax, luxury and research rates are currently set to.\n\ + - Treaties are often broken, so don't neglect defense!\n\ + - Some wonders can be made obsolete by a new technology.\ "), _("\ 10. Making 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! Freeciv21 has many twists, so if you haven't \ -played a similar game before, try consulting the Freeciv21 WWW \ -pages at:\ -"), "\ +"), _("\ +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! \ +Freeciv21 has many twists, so if you haven't played a similar game before, try consulting the Freeciv21 \ +documentation pages at:\ +"), _("\ https://longturn.readthedocs.io/\ -", _("\ -You'll find more tips for playing, and details of how to contact \ -other players.\ +"), _("\ +You'll find more tips for playing, and details of how to contact other players.\ ") [help_terrain] name = _("Terrain") text = _("\ -Terrain serves three roles: the theater upon which your units battle \ -rival civilizations, the landscape across which your units travel, and \ -the medium which your cities work to produce resources. The different \ -types of terrain each have different strengths and drawbacks; see the \ -sections on each terrain type for details.\ -"), _("\ -Terrain affects combat very simply: when a unit is attacked, its \ -defense strength is multiplied by the defense factor (\"bonus\") of the \ -terrain beneath it. (However, some types of units do not enjoy this \ -bonus; in the classic ruleset, only land units do.) See the help \ -section on Combat for further details.\ -"), _("\ -Terrain can complicate the movement of units. For instance, in the \ -classic ruleset, moving onto rough terrain such as Mountains can cost \ -land units more than flat terrain like Plains, although sea and air \ -units always expend one movement point to move one tile.\ -"), _("\ -Tiles within range of a city may be worked by that city to produce \ -food, production, and trade points, and the quantity of each produced \ -depends on the terrain. These three products are so important that we \ -specify the output of a tile simply by listing them with slashes in \ -between: for example, \"1/2/0\" describes a tile that each turn when \ -it is being worked produces one food point, two production points, and \ -no trade points. In addition to the characteristic output of the \ -terrain, some tiles have an additional special resource that boosts \ -one or two of the products. See the Economy section for more \ -information on the use of these products.\ -"), _("\ -The net benefit of a tile for your city depends on your government \ -type as well as city improvements and wonders.\ -"), _("\ -It is possible for your units to change the terrain and hence its \ -effects; see the section on Terrain Alterations for more details.\ +Terrain serves three roles: the theater upon which your units battle rival civilizations, the landscape \ +across which your units travel, and the medium which your cities work to produce resources. The different \ +types of terrain each have different strengths and drawbacks; see the sections on each terrain type for \ +details.\ +"), _("\ +Terrain affects combat very simply: when a unit is attacked, its defense strength is multiplied by the \ +defense factor (\"bonus\") of the terrain beneath it. Some types of units do not enjoy this bonus. In the \ +classic ruleset, only land units do. See the help section on Combat for further details.\ +"), _("\ +Terrain can complicate the movement of units. For instance, in the classic ruleset, moving onto rough \ +terrain such as Mountains can cost land units more than flat terrain like Plains, although sea and air units \ +always expend one movement point to move one tile. Different rulesets will change the way and amount of \ +movepoints are expended based on the terrain.\ +"), _("\ +Tiles within range of a city may be worked by that city to produce food, production, and trade points. The \ +quantity of each produced depends on the terrain. These three products are so important that we specify \ +the output of a tile simply by listing them with slashes in between: for example, \"1/2/0\" describes a tile \ +that each turn when it is being worked produces one food point, two production points, and no trade points. \ +In addition to the characteristic output of the terrain, some tiles have an additional special resource that \ +boosts one or two of the products. See the Economy section for more information on the use of these products.\ +"), _("\ +The net benefit of a tile for your city depends on your government type as well as city improvements, tile \ +improvements and wonders. NOTE: If you middle-click on a tile and see a negative value (for example: \ +\"3(-1)/1/4(-1)\") this means you are in a form of government that can't utilize all of the resources. \ +This is often called the Despotism penalty. Learn a new form of Government or look for any wonders that get \ +rid of the penalty.\ +"), _("\ +It is possible for your units to change the terrain and hence its effects; see the section on Terrain \ +Alterations for more details.\ ") [help_gen_terrain] @@ -336,7 +271,9 @@ categories = "Natural" ; /* TRANS: Preserve the leading space: it controls nesting */ name = _(" Resources") text = _("\ -Tiles can have natural resources in addition to their base terrain.\ +Tiles can have natural resources in addition to their base terrain. Different resources produce different \ +results such as extra food, production or trade points. Often when the terrain with a resource on it is \ +improved, the tile will produce even more of something. ") [help_gen_resource_extras] @@ -347,68 +284,50 @@ categories = "Resource" ; /* TRANS: Preserve the leading space: it controls nesting */ name = _(" Terrain Alterations") text = _("\ -Certain units have the ability to alter terrain tiles in several \ -ways: they may add or remove tile improvements, remove unwanted \ -features such as pollution, or change the base terrain type entirely.\ -"), _("\ -Tile improvements typically provide some lasting bonus for as long as \ -they are present, such as a production bonus when a city works the \ -tile. Roads or paths typically ease movement, if they connect to a \ -similar road on an adjacent tile, and bases often provide protection \ -and refueling. The available tile improvements are described in the \ -following sections.\ -"), _("\ -Improvements can be built by issuing one of several orders to a suitable \ -unit while on a suitable tile: \"mine\", \"irrigate\", \"road\", or \ -\"build base\" (although whether the order builds an improvement of the \ -same name is up to the ruleset). Terrain alterations can also be \ -requested from the city map (see the help on Cities).\ -"), _("\ -Terrain can sometimes be permanently converted into a type more suitable \ -to the player's needs, although this usually takes longer than adding \ -an improvement. Converting terrain from one type to another in this way \ -may destroy existing improvements, if the new terrain is unsuitable, and \ -may also remove access to special resources if they were specific to \ -the original terrain type.\ -"), _("\ -The requirements for terrain conversion are set by the ruleset. \ -It can be initiated in several ways:\ -"), _("\ - - By issuing \"irrigate\" or \"mine\" orders when on terrain unsuitable \ -for tile improvements.\ -"), _("\ - - By issuing the special \"transform\" order. This often causes more \ -radical transformations.\ -"), _("\ -In some rulesets, units can even reclaim land from water tiles, and \ -similarly land can be transformed to water, although such radical \ -transformations may require a certain number of surrounding tiles to \ -already be land or water respectively. Terrain-altering units that \ -cannot reach the existing terrain may have to be loaded onto a \ -suitable vessel, and if necessary and possible, they will move to \ -safe neighboring tiles when the conversion is complete.\ -"), _("\ -Units may also be able to destroy terrain alterations, by pillaging; \ -typically more kinds of unit can pillage an improvement than \ -could build it in the first place. Some tile features can only be \ -removed by specialized units, with the \"clean pollution\" or \ -\"clean fallout\" orders.\ -"), _("\ -Terrain conversions cannot be undone in this way; for example, in the \ -classic ruleset, if a Forest tile has been irrigated to convert it into \ -Plains, you cannot convert it back into a Forest by pillaging -- to do \ -so, you would have to convert the tile again with a suitable unit.\ -"), _("\ -The time it takes a unit to alter terrain depends on its movement rate. \ -The following table shows the number of turns required for a unit \ -with 1 movement point to complete an activity; these numbers are \ -reduced for units with faster move rates (such as Engineers in the \ -classic ruleset). The time taken can be reduced further by several units \ -working together as a team; if two or more units are working on the same \ -task on the same tile, their efforts will be added together each turn \ -until the task is finished. Be careful not to dedicate too many units \ -to one task, though; excess effort can be wasted, and groups of terrain \ -improving units are often vulnerable to enemy attacks.\ +Certain units have the ability to alter terrain tiles in several ways: they may add or remove tile \ +improvements, remove unwanted features such as pollution, or change the base terrain type entirely.\ +"), _("\ +Tile improvements typically provide some lasting bonus for as long as they are present, such as a production \ +bonus when a city works the tile. Roads or paths typically ease movement, if they connect to a similar road \ +on an adjacent tile, and bases often provide protection and refueling. The available tile improvements are \ +described in the following sections.\ +"), _("\ +Improvements can be built by issuing one of several orders to a suitable unit while on a suitable tile: \ +\"mine\", \"irrigate\", \"road\", or \"build base\". Whether the order builds an improvement of the same \ +name is up to the ruleset. Terrain alterations can also be requested from the city map (see the help on \ +Cities).\ +"), _("\ +Terrain can sometimes be permanently converted into a type more suitable to the player's needs, although \ +this usually takes longer than adding an improvement. Converting terrain from one type to another in this \ +way may destroy existing improvements, if the new terrain is unsuitable, and will also remove access to \ +special resources if they were specific to the original terrain type.\ +"), _("\ +The requirements for terrain conversion are set by the ruleset. It can be initiated in several ways:\ +"), _("\ + - By issuing \"irrigate\" or \"mine\" orders when on terrain unsuitable for tile improvements.\n\ + - By issuing the special \"transform\" order. This often causes more radical transformations.\ +"), _("\ +In some rulesets, units can even reclaim land from water tiles, and similarly land can be transformed to \ +water, although such radical transformations may require a certain number of surrounding tiles to already be \ +land or water respectively. Terrain-altering units that cannot reach the existing terrain may have to be \ +loaded onto a suitable vessel, and if necessary and possible, they will move to safe neighboring tiles when \ +the conversion is complete.\ +"), _("\ +Units may also be able to destroy terrain alterations, by \"pillaging\". Typically more kinds of units can \ +pillage an improvement than could build it in the first place. Some tile features can only be removed by \ +specialized units, with the \"clean pollution\" or \"clean fallout\" orders.\ +"), _("\ +Terrain conversions cannot be undone in this way. For example, in the classic ruleset, if a Forest tile has \ +been irrigated to convert it into Plains, you cannot convert it back into a Forest by pillaging. To do so, \ +you would have to convert the tile again with a suitable unit.\ +"), _("\ +The time it takes a unit to alter terrain depends on its movement rate. The following table shows the number \ +of turns required for a unit with 1 movement point to complete an activity. These numbers are reduced for \ +units with faster move rates, such as Engineers in the classic ruleset. The time taken can be reduced \ +further by several units working together as a team. If two or more units are working on the same task on \ +the same tile, their efforts will be added together each turn until the task is finished. Be careful not to \ +dedicate too many units to one task though, excess effort can be wasted, and groups of terrain improving \ +units are often vulnerable to enemy attacks.\ "), "\ $TerrainAlterations\ " @@ -425,231 +344,177 @@ categories = "Bonus", "Nuisance" ; /* TRANS: Preserve the leading space: it controls nesting */ name = _(" National Borders") text = _("\ -If enabled on the server, each nation has borders, which can be seen \ -as dotted lines on the map. Borders determine what land your citizens \ -can work and where you can found new cities, and whether your units \ -are considered to be aggressively deployed by your citizens (see the \ -section on Happiness). Borders also come into play when there is a \ -diplomatic pact between nations (see the section on Diplomacy).\ -"), _("\ -Founding a city establishes a claim on an area of land around the \ -city. In the classic ruleset, once claimed, a tile that can be directly \ -worked by a city can not change ownership unless the city does (or is \ -destroyed). However, the ownership of land that is out of range of any \ -city can change depending on factors such as the relative size of nearby \ -nations' cities. Other rulesets may differ in which, if any, tiles are \ +If enabled on the server, each nation has borders, which can be seen as dotted lines on the map. Borders \ +determine what land your citizens can work and where you can found new cities, and whether your units are \ +considered to be aggressively deployed by your citizens (see the section on Happiness). Borders also come \ +into play when there is a diplomatic pact between nations (see the section on Diplomacy).\ +"), _("\ +Founding a city establishes a claim on an area of land around the city. In the classic ruleset, once \ +claimed, a tile that can be directly worked by a city can not change ownership unless the city does (or is \ +destroyed). However, the ownership of land that is out of range of any city can change depending on factors \ +such as the relative size of nearby nations' cities. Other rulesets may differ in which, if any, tiles are \ permanently claimed by a city.\ "), _("\ -Normally borders extend into water only for tiles adjacent to a city; \ -beyond that, only narrow inlets and inland lakes can usually be \ -claimed. Some rulesets may allow water tiles to be claimed as easily \ -as land tiles in some circumstances, although the classic ruleset does \ -not. Border claims can never extend to remote islands.\ +Normally borders extend into water only for tiles adjacent to a city. Beyond that, only narrow inlets and \ +inland lakes can usually be claimed. Some rulesets may allow water tiles to be claimed as easily as land \ +tiles in some circumstances, although the classic ruleset does not. Border claims can never extend to remote \ +islands.\ "), _("\ -Bases can also extend national borders. See the help on Terrain \ -Alterations for more details.\ +Bases can also extend national borders. See the help on Terrain Alterations for more details.\ ") [help_economy] name = _("Economy") text = _("\ -The products which your cities extract from the surrounding terrain \ -are the fountain from which your civilization is watered. There are \ -three types of products: food points, production points, and trade \ -points. The following sections describe each of these resources along \ -with its properties, uses, and limitations.\ +The products which your cities extract from the surrounding terrain are the fountain from which your \ +civilization is watered. There are three types of products: food points, production points, and trade \ +points. The following sections describe each of these resources along with its properties, uses, and \ +limitations.\ ") [help_food] ; /* TRANS: Preserve the leading space: it controls nesting */ name = _(" Food") text = _("\ -Your population needs food to survive. Each citizen requires two food \ -points per turn; in addition, some units (such as Settlers in the \ -classic ruleset) may require food points from the city supporting \ -them.\ -"), _("\ -Every city has a granary for storing food points (the building called \ -a Granary in the classic ruleset only enhances this capability). \ -Cities producing more food than they require accumulate the surplus in \ -their granary, while those producing less than they require deplete \ -their granary. When food is needed but none remains, the city \ -population starves, killing food-consuming units first, followed by \ -citizens, until the food deficit ends.\ -"), _("\ -Excess food can increase the population: the city granary has a \ -limited capacity, and once full the city grows by one citizen and the \ -granary starts again at empty. But since granary capacity increases \ -with population, each citizen is more costly than the last, making \ -this mode of growth important only for small cities. (An alternative \ -way for cities to grow is \"rapture\", described in the section on \ -Happiness.)\ +Your population needs food to survive. Each citizen requires two food points per turn; in addition, some \ +units (such as Settlers in the classic ruleset) may require food points from the city supporting them.\ +"), _("\ +Every city has a granary for storing food points (the building called a Granary in the classic ruleset only \ +enhances this capability). Cities producing more food than they require accumulate the surplus in their \ +granary, while those producing less than they require deplete their granary. When food is needed but none \ +remains, the city population starves, killing food-consuming units first, followed by citizens, until the \ +food deficit ends.\ +"), _("\ +Excess food can increase the population. The city granary has a limited capacity, and once full the city \ +grows by one citizen and the granary starts again at empty. But since granary capacity increases with \ +population, each citizen is more costly than the last, making this mode of growth important only for small \ +cities. An alternative way for cities to grow is \"rapture\", described in the section on Happiness.\ ") [help_production] ; /* TRANS: Preserve the leading space: it controls nesting */ name = _(" Production") text = _("\ -Production points (also known as \"shields\") represent manufacturing \ -output. In the classic ruleset, most units require production points \ -as upkeep, and demand them from their home city, although under \ -autocratic regimes each city supports a few units for free. If city \ -production drops too low, the units that cannot be supported are \ -automatically disbanded. You can also disband most types of unit at \ -any time. If a unit is disbanded while in a city, half of its production \ -cost will usually be put towards that city's surplus.\ -"), _("\ -Production points in excess of any required by the city's units are \ -put towards whichever unit, building, or wonder has been selected as \ -the city's current product. Just as food points accumulate in the city \ -granary and yield a citizen when it reaches full, so production points \ -accumulate until the cost of the product has been achieved. Products \ -appear in their city when complete -- units appear on the map while \ -improvements and wonders are added to their city's list of structures. \ -Any leftover production points remain available to be applied towards \ -the next project.\ -"), _("\ -Some units, such as Settlers, are built from city population as well \ -as production points; the city size will reduce when the unit is built. \ -By default, a city will not finish building a unit that would take \ -all of the city's remaining population; in this case, production points \ -will continue to accumulate until the city is of sufficient size. You \ -can allow a city to be disbanded from the city's dialog; however, you \ -cannot disband your last city this way.\ -"), _("\ -In the classic ruleset, a city can build at most one product per turn, \ -regardless of its production surplus. However, in some rulesets, \ -factors such as city size and technology may enable a single city to \ -produce more than one unit in a single turn under certain conditions. \ -A city with multiple \"build slots\", ordered to build a unit, can build \ -as many of that single kind of unit per turn as its production surplus \ -allows, up to the number of slots. Units which cost city population to \ -build are an exception to this rule; they can only be built singly, as \ -can buildings.\ -"), _("\ -A city can be given a list of several products to build in its \ -\"worklist\", avoiding the need to pay attention to it every few \ -turns. Each item on the worklist represents a single product (such as \ -a unit); the city will work through them in order. When a city has \ -finished all the work you have given it to do, it will try to build \ -the last item again if possible, otherwise it will choose a new target \ -itself. If a city is currently producing gold (building Coinage in the \ -classic rules), an activity which never completes, putting an item on \ -its worklist will cause it to stop producing gold and start working on \ -the new item next turn. In rulesets which permit it, a city may take \ -several units of the same type off its worklist in a single turn, but \ -if a different kind of item is reached, production pauses until the \ -following turn. This can be used to limit the number of units produced \ -by highly productive cities.\ -"), _("\ -Each player is free to build any products that his technology has made \ -available, with a few restrictions; see the sections on Units, City \ -Improvements, and Wonders of the World for more information. Be \ -careful -- the game even gives you the freedom to produce units you \ -cannot support and buildings whose upkeep you cannot afford, both of \ -which will be disbanded immediately after completion.\ -"), _("\ -You can always change the product on which a city is working, though \ -you lose half of the accumulated production points when switching from \ -a building, unit, or wonder to a product from one of the other two \ -categories. You can spend gold to complete a project in one turn by \ -hitting the Buy button on the city dialog.\ -"), _("\ -Some production points may be lost to waste, although there is no \ -waste in the classic rules. Waste can result in your cities not \ -building anything.\ -"), _("\ -Cities with a large production output contribute to pollution, which \ -affects the tiles around the city. See the Terrain help.\ +Production points (also known as \"shields\") represent manufacturing output. In the classic ruleset, most \ +units require production points as upkeep, and demand them from their home city, although under autocratic \ +regimes each city supports a few units for free. If city production drops too low, the units that cannot be \ +supported are automatically disbanded. You can also disband most types of unit at any time. If a unit is \ +disbanded while in a city, half of its production cost will usually be put towards that city's surplus.\ +"), _("\ +Production points in excess of any required by the city's units are put towards whichever unit, building, or \ +wonder has been selected as the city's current project. Just as food points accumulate in the city granary \ +and yield a citizen when it reaches full, so production points accumulate until the cost of the project has \ +been achieved. City improvement and Wonder projects appear in their city's list of structures when complete, \ +units appear on the map. Any leftover production points remain available to be applied towards the next \ +project.\ +"), _("\ +Some units, such as Settlers, are built from city population as well as production points. The city size \ +will reduce when the unit is built. By default, a city will not finish building a unit that would take all \ +of the city's remaining population. In this case, production points will continue to accumulate until the \ +city is of sufficient size. You can allow a city to be disbanded from the city's dialog. However, you cannot \ +disband your last city this way.\ +"), _("\ +In the classic ruleset, a city can build at most one product per turn, regardless of its production surplus. \ +However, in some rulesets, factors such as city size and technology may enable a single city to produce more \ +than one unit in a single turn under certain conditions. A city with multiple \"build slots\", ordered to \ +build a unit, can build as many of that single kind of unit per turn as its production surplus allows, up to \ +the number of slots. Units which cost city population to build are an exception to this rule. They can only \ +be built singly, as can buildings.\ +"), _("\ +A city can be given a list of several projects to build in its \"worklist\", avoiding the need to pay \ +attention to it every few turns. Each item on the worklist represents a single project (such as a unit). The \ +city will work through them in order. When a city has finished all the work you have given it to do, it will \ +try to build the last item again if possible. Otherwise it will choose a new target itself. If a city is \ +currently producing gold (building Coinage in the classic rules), an activity which never completes, putting \ +an item on its worklist will cause it to stop producing gold and start working on the new item next turn. \ +In rulesets which permit it, a city may take several units of the same type off its worklist in a single \ +turn, but if a different kind of item is reached, production pauses until the following turn. This can be \ +used to limit the number of units produced by highly productive cities.\ +"), _("\ +Each player is free to build any projects that his technology has made available, with a few restrictions. \ +See the sections on Units, City Improvements, and Wonders of the World for more information. Be careful, the \ +game even gives you the freedom to produce units you cannot support and buildings whose upkeep you cannot \ +afford, both of which will be disbanded immediately after completion.\ +"), _("\ +You can always change the project on which a city is working. However, you will lose half of the accumulated \ +production points when switching from a building, unit, or wonder to a project from one of the other two \ +categories. You can spend gold to complete a project in one turn by hitting the Buy button on the city \ +dialog if you have enough surplus gold in your treasury.\ +"), _("\ +Some production points may be lost to waste, although there is no waste in the classic rules. Waste can \ +result in your cities not building anything.\ +"), _("\ +Cities with a large production output contribute to pollution, which affects the tiles around the city. See \ +the Terrain help.\ ") [help_trade] ; /* TRANS: Preserve the leading space: it controls nesting */ name = _(" Trade") text = _("\ -Trade points reflect wealth generated in each city by external \ -commerce. Some trade points may be lost to corruption, which varies \ -among forms of government, and tends to increase with distance from \ -your center of government. Each city distributes its remaining trade \ -points among three uses: gold, in the form of taxes, goes into your \ -national treasury; luxury points influence citizen morale; and \ -science points (\"bulbs\") contribute towards the discovery of new \ -technology.\ -"), _("\ -You must choose a single ratio for your civilization by which trade \ -points are distributed among these three uses. Though you may alter \ -the tax rates on any turn, you are constrained to multiples of ten \ -percent, and most forms of government limit their maximum value.\ -"), _("\ -Having this single ratio does not impact gold and science, because \ -gold and technological progress are both empire-wide tallies. Luxury \ -is more problematic, however, because its effect is local -- it affects \ -only the city producing it. Thus, while it would be convenient for \ -unhappy cities to invest all their trade in luxury while others \ -invested in science or taxes instead, you will instead have to \ -compromise among the needs of all your cities (although there may be \ -ways to make local adjustments, such as assigning citizens as \ -entertainers in the classic ruleset). See the section on Happiness \ -for more details on the effect of luxuries.\ -"), _("\ -Besides working terrain gifted with rare commodities, or logistical \ -benefits such as waterways or roads, you can increase trade by \ -using units to establish permanent trade routes between two cities, \ -if the ruleset allows it.\ -"), _("\ -The ruleset may limit the ability to trade or the yield from doing so \ -depending on whether the two cities are on different continents and/or \ -in different nations; for international trade routes, on the diplomatic \ -status of the two trade partners; and for domestic routes, there must be \ -a minimum distance between the two cities, controlled by the \ -'trademindist' server option (default nine tiles).\ -"), _("\ -A trade route is established when a suitable unit (in the classic \ -ruleset, a Caravan or Freight unit) enters an eligible city. For your \ -own or allied cities, you need to issue the \"Establish Trade Route\" \ -command. This creates a trade route between the unit's home city (which \ -might be different from the city that originally produced it) and the \ -destination.\ -"), _("\ -The origin civilization of the unit gains immediate revenue in gold \ -and science from selling its trade goods at the destination city. The \ -initial revenue depends on the trade already produced by the two \ -cities involved and their distance apart. The destination civilization \ -learns about the location of the origin city, if it is not already known.\ -"), _("\ -The ongoing trade route that is established benefits both its \ -origin and destination cities equally by generating trade points for \ -each city every turn. The amount of ongoing trade increases with the \ -size of each city and the distance between them, and may also depend on \ -the factors mentioned above. The trade relationship also gives each \ -civilization limited ongoing intelligence about the partner city. \ -If a trade route ever becomes unsustainable -- for instance, if war \ -breaks out in a ruleset where enemies cannot trade -- it may be \ -permanently canceled.\ -"), _("\ -Each city can only support a limited number of trade routes (the exact \ -limit is set by ruleset and circumstance). If you attempt to establish \ -more, the trade route with the smallest ongoing revenue is canceled if \ -it would be less than the new route. (Otherwise, the origin civilization \ -can still gain initial revenue by entering the marketplace and selling \ -trade goods, but it is reduced to a third.)\ -"), _("\ -This limit is enforced only when attempting to establish a new route. If \ -you temporarily lose the ability to establish as many trade routes as a \ -city already has, existing ones are not affected.\ -"), _("\ -Beware: in rulesets where plague is enabled, it can travel \ -along trade routes. See the section on Plague for more details.\ -"), _("\ -To view the current trade routes of a city, click and hold over the \ -Trade: line in the Overview tab in the city view.\ +Trade points reflect wealth generated in each city by external commerce. Some trade points may be lost to \ +corruption, which varies among forms of government, and tends to increase with distance from your center of \ +government. Each city distributes its remaining trade points among three uses: gold, in the form of taxes, \ +goes into your national treasury; luxury points influence citizen morale; and science points (\"bulbs\") \ +contribute towards the discovery of new technology.\ +"), _("\ +You must choose a single ratio for your civilization by which trade points are distributed among these three \ +uses. Though you may alter the tax rates on any turn, you are constrained to multiples of ten percent, and \ +most forms of government limit their maximum value.\ +"), _("\ +Having this single ratio does not impact gold and science, because gold and technological progress are both \ +empire-wide tallies. Luxury is more problematic, however, because its effect is local. It affects only the \ +city producing it. Thus, while it would be convenient for unhappy cities to invest all their trade in luxury \ +while others invested in science or taxes instead, you will instead have to compromise among the needs of \ +all your cities. There are ways to make local adjustments, such as assigning citizens as entertainers. See \ +the section on Happiness for more details on the effect of luxuries.\ +"), _("\ +Besides working terrain gifted with rare commodities, or logistical benefits such as waterways or roads, you \ +can increase trade by using units to establish permanent trade routes between two cities, if the ruleset \ +allows it.\ +"), _("\ +The ruleset may limit the ability to trade or the yield from doing so depending on whether the two cities \ +are on different continents and/or in different nations. For international trade routes, on the diplomatic \ +status of the two trade partners, and for domestic routes, there must be a minimum distance between the two \ +cities, controlled by the 'trademindist' server option. The default is nine tiles in the classic ruleset.\ +"), _("\ +A trade route is established when a suitable unit (in the classic ruleset, a Caravan or Freight unit) enters \ +an eligible city. For your own or allied cities, you need to issue the \"Establish Trade Route\" command. \ +This creates a trade route between the unit's home city, which might be different from the city that \ +originally produced it and the destination.\ +"), _("\ +The origin civilization of the unit gains immediate revenue in gold and science from selling its trade goods \ +at the destination city. The initial revenue depends on the trade already produced by the two cities \ +involved and their distance apart. The destination civilization learns about the location of the origin \ +city, if it is not already known.\ +"), _("\ +The ongoing trade route that is established benefits both its origin and destination cities equally by \ +generating trade points for each city every turn. The amount of ongoing trade increases with the size of \ +each city and the distance between them, and may also depend on the factors mentioned above. The trade \ +relationship also gives each civilization limited ongoing intelligence about the partner city. If a trade \ +route ever becomes unsustainable, for instance, if war breaks out in a ruleset where enemies cannot trade, \ +it may be permanently canceled.\ +"), _("\ +Each city can only support a limited number of trade routes (the exact limit is set by ruleset and \ +circumstance). If you attempt to establish more, the trade route with the smallest ongoing revenue is \ +canceled if it would be less than the new route. Otherwise, the origin civilization can still gain initial \ +revenue by entering the marketplace and selling trade goods, but it is reduced to a third.\ +"), _("\ +This limit is enforced only when attempting to establish a new route. If you temporarily lose the ability to \ +establish as many trade routes as a city already has, existing ones are not affected.\ +"), _("\ +Beware: in rulesets where plague is enabled, it can travel along trade routes. See the section on Plague for \ +more details.\ +"), _("\ +To view the current trade routes of a city, hold your mouse point over the \"Trade:\" line on the General tab \ +in the city view dialog. ") [help_goods] ; /* TRANS: Preserve the leading space: it controls nesting */ name = _(" Goods") text = _("\ -Goods are carried via trade routes.\ +Goods are carried via trade routes and are generally not shown on the game map.\ ") [help_gen_goods] @@ -658,120 +523,94 @@ generate = " Goods" [help_cities] name = _("Cities") text = _("\ -Cities are your sole instrument for developing natural resources and \ -channeling them toward expansion, technological progress, and warfare.\ -"), _("\ -A city is created when Settlers are given the \"build city\" command \ -on suitable terrain, removing the unit from play to provide the city \ -with its first citizens. A city may grow to include dozens of citizens, \ -some working within the city while others are dispatched as new \ -settlers. Famine, war, and plague kill citizens and reduce population; \ -with the loss of its last citizen a city disappears (in the classic \ -ruleset, this can leave ruins, although these have no effect on \ -gameplay).\ -"), _("\ -While city growth should usually be your aim, it comes with challenges. \ -As cities grow, managing happiness becomes a problem; this is described \ -in its own section. Depending on the ruleset, pollution (described in \ +Cities are your sole instrument for developing natural resources and channeling them toward expansion, \ +technological progress, and warfare.\ +"), _("\ +A city is created when Settlers are given the \"build city\" command on suitable terrain, removing the unit \ +from play to provide the city with its first citizens. A city may grow to include dozens of citizens, some \ +working within the city while others are dispatched as new settlers. Famine, war, and plague kill citizens \ +and reduce population. With the loss of its last citizen a city disappears. In the classic ruleset, this can \ +leave ruins, although these have no effect on gameplay.\ +"), _("\ +While city growth should usually be your aim, it comes with challenges. As cities grow, managing happiness \ +becomes a problem. This is described in its own section. Depending on the ruleset, pollution (described in \ the Terrain help), plague, and migration can also be issues.\ "), _("\ -Each city may work the terrain within its reach. In the classic ruleset, \ -this is a fixed radius of approximately three tiles, giving access to \ -20 tiles on rectangular maps, or 18 tiles on hexagonal ones, in addition \ -to the city center tile. In other rulesets it may be different, and may \ -vary depending on factors such as the size of the city and known \ -technologies.\ -"), _("\ -To extract resources from a tile, you must have a citizen working \ -there. You cannot begin working a tile which a neighboring \ -city is already working, nor can you work terrain upon which an enemy \ -unit is standing, or terrain inside another player's borders. Thus you \ -can simulate conditions of siege by stationing your units atop \ -valuable resources around an enemy city. Units can also be ordered to \ -pillage, which damages improvements. Worker units could even transform \ -the terrain to make the tile less productive.\ -"), _("\ -The section on Terrain describes how the output of each tile is \ -affected by the terrain, the presence of special resources such as \ -game or minerals, and tile improvements built by units. Note that the \ -tile on which the city itself rests -- the city center -- gets worked \ -for free, without being assigned a citizen. The city's tile may also \ -receive other benefits. In the classic ruleset, it always produces at \ -least one food and one production point regardless of terrain; gains \ -whatever advantages the terrain offers with an irrigation system \ -(because cities come with water systems built-in); and is usually \ -developed with roads. Other rulesets may differ in detail.\ -"), _("\ -The roles of citizens are controlled from the City dialog. Citizens \ -working the land are represented by three numbers showing their output \ -on the tile they are working. Clicking on these numbers will remove \ -the citizen from the tile, turning them into a specialist (see the \ -section on Specialists for more details); this can be seen in the \ -row of citizen icons. You can click another tile to assign the citizen \ -to work it, or click on the specialist icon to change their specialist \ -role.\ -"), _("\ -Clicking on the city center tile in the city map will automatically \ -choose citizen roles and tiles to work, with an emphasis on food \ -production and hence growth. Citizen roles are also automatically \ -assigned when a city grows; you may want to inspect cities that have \ -just grown and adjust the role in which the new citizen has been \ -placed. You can set different priorities for a city with the Citizen \ -Governor; see its help section.\ -"), _("\ -You can also request tile alterations from the city map, as an \ -alternative to explicitly instructing units to make them. In clients \ -which support it, right-clicking on a city map tile gives a menu of \ -changes which can be made to that tile, such as irrigation and \ -building roads (see the section on Terrain Alterations); you can \ -select one improvement per tile at a time. These 'worker tasks' will \ -be carried out by any units capable of them that are in 'auto settler' \ -mode.\ -"), _("\ -Citizens have a nationality distinct from that of the state they \ -inhabit. When a city grows due to food surplus, new citizens take \ -the nationality of the city's current owner, but when a city is \ -conquered or otherwise transferred, its citizens retain their \ -original nationality, as do any immigrants. Units founding or \ -contributing citizens to a city can also bring their own nationality.\ -"), _("\ -Citizens of another nationality will work in your cities just the same \ -as your own, and behave the same in most respects, but they may become \ -unhappy when you are at war with their associated state; their presence \ -makes it cheaper for their state's agents to incite revolt in your \ -cities; and if migration is enabled, they have an increased tendency to \ -migrate to their state's cities. Over time, citizens may be assimilated \ -into their home city, depending on ruleset settings.\ -"), _("\ -Some rulesets do not have nationality; in this case, citizens always \ -consider their nationality to be that of their home city. \ -If nationality is enabled, you can see the cultural makeup of your \ -cities and any consequent effects on happiness in the City dialog, \ -on the Happiness tab.\ -"), _("\ -Cities may be enhanced with a wide variety of buildings, which can \ -improve their productivity, their military strength, or give them \ -new abilities. See the sections on City Improvements and Wonders of \ -the World for more information.\ +Each city may work the terrain within its reach. In the classic ruleset, this is a fixed radius of \ +approximately three tiles, giving access to 20 tiles on rectangular maps, or 18 tiles on hexagonal ones, in \ +addition to the city center tile. In other rulesets it may be different, and may vary depending on factors \ +such as the size of the city and known technologies.\ +"), _("\ +To extract resources from a tile, you must have a citizen working there. You cannot begin working a tile \ +which a neighboring city is already working, nor can you work terrain upon which an enemy unit is standing, \ +or terrain inside another player's borders. Thus you can simulate conditions of siege by stationing your \ +units atop valuable resources around an enemy city. Units can also be ordered to \"pillage\", which damages \ +improvements. Worker units could even transform the terrain to make the tile less productive.\ +"), _("\ +The section on Terrain describes how the output of each tile is affected by the terrain, the presence of \ +special resources such as game or minerals, and tile improvements built by units. Note that the tile on \ +which the city itself rests -- the \"city center\" -- gets worked for free, without being assigned a citizen. \ +Think of this as \"Citizen Zero\". The city's center tile may also receive other benefits.\ +"), _("\ + In the classic ruleset, the city center always produces:\n\ + - at least one food point\n\ + - one production point regardless of terrain\n\ + - gains whatever advantages the terrain offers with an irrigation system (cities come with a water system \ +built-in)\n\ + - is usually developed with roads and automatically upgraded to better transport systems as they are \ +learned.\ +"), _("\ +The roles of citizens are controlled from the City dialog. Citizens working the land are represented by \ +three numbers showing their output on the tile they are working. Clicking on these numbers will remove the \ +citizen from the tile, turning them into a Specialist (see the section on Specialists for more details). \ +This can be seen in the row of citizen icons at the top of the City dialog. You can click another tile to \ +assign the citizen to work it, or click on the Specialist icon to change the specialist's role.\ +"), _("\ +Clicking on the city center tile in the city map will automatically choose citizen roles and tiles to work, \ +with an emphasis on food production and hence growth. Citizen roles are also automatically assigned when a \ +city grows, which means you may want to inspect cities that have just grown and adjust the role in which the \ +new citizen has been placed. You can set different priorities for a city with the Citizen Governor.\ +"), _("\ +; TODO: See issue #653 +; You can also request tile alterations from the city map, as an alternative to explicitly instructing units \ +; to make them. Right-clicking on a city map tile gives a menu of changes which can be made to that tile, such \ +; as irrigation and building roads. Refer to the section on Terrain Alterations. You can select one \ +; improvement per tile at a time. These \"worker tasks\" will be carried out by any units capable of them \ +; that are in \"Auto Worker\" mode.\ +; "), _("\ +Citizens have a nationality distinct from that of the state they inhabit. When a city grows due to food \ +surplus new citizens take the nationality of the city's current owner, but when a city is conquered or \ +otherwise transferred, its citizens retain their original nationality, as do any immigrants. Units founding \ +or contributing citizens to a city can also bring their own nationality.\ +"), _("\ +Citizens of another nationality will work in your cities just the same as your own and behave the same in \ +most respects, but they may become unhappy when you are at war with their associated state. Their presence \ +makes it cheaper for their state's agents to incite revolt in your cities and if migration is enabled they \ +have an increased tendency to migrate to their state's cities. Over time, citizens may be assimilated into \ +their home city, depending on ruleset settings.\ +"), _("\ +Some rulesets do not have nationality. In this case, citizens always consider their nationality to be that \ +of their home city. If nationality is enabled, you can see the cultural makeup of your cities and any \ +consequent effects on happiness in the City dialog, on the Citizens tab.\ +"), _("\ +Cities may be enhanced with a wide variety of buildings, which can improve their productivity, their \ +military strength, or give them new abilities. See the sections on City Improvements and Wonders of the \ +World for more information.\ ") [help_specialists] ; /* TRANS: Preserve the leading space: it controls nesting */ name = _(" Specialists") text = _("\ -The first citizens of each city usually work the land, each toiling to \ -yield up the resources of one terrain tile. However, there may be \ -other specialist roles citizens can assume; in fact, taking another \ -role is the only way they can stop working. A city may outgrow the \ -land available for it to work, in which case some citizens must become \ -specialists.\ -"), _("\ -All specialists enjoy enough privilege to remain perpetually content -- \ -they do not contribute to unhappiness or to celebration. See the \ -section on Happiness for more details.\ -"), _("\ -This section describes the available specialist roles, their effects, \ -and their requirements, if any.\ +The first citizens of each city usually work the land, each toiling to yield up the resources of one terrain \ +tile. However, there may be other specialist roles citizens can assume. In fact, taking another role is the \ +only way they can stop working. A city may outgrow the land available for it to work, in which case some \ +citizens must become specialists.\ +"), _("\ +All specialists enjoy enough privilege to remain perpetually content. They do not contribute to unhappiness \ +or to celebration. See the section on Happiness for more details.\ +"), _("\ +This section describes the available specialist roles, their effects, and their requirements, if any.\ ") [help_gen_specialists] @@ -781,232 +620,163 @@ generate = " Specialists" ; /* TRANS: Preserve the leading space: it controls nesting */ name = _(" Happiness") text = _("\ -Keeping your citizens happy (or at least content) is one of the most \ -important objectives in Freeciv21. 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 migration is enabled, happiness \ -also affects the relative desirability of cities; see the section on \ -Migration for details.)\ -"), _("\ -Each citizen working the land is either happy, content, unhappy, or \ -angry. The normal state of a working citizen is contentment. However, \ -as your cities grow larger, crowding causes citizens to become \ -unhappy. In the classic rules, each citizen in a city after the fourth \ -will be generated unhappy, instead of content.\ -"), _("\ -If the number of unhappy citizens in a city exceeds the number of \ -happy citizens, the city falls into disorder. A city in disorder \ -produces no food or production surplus, science, or taxes; only luxury \ -production remains. Cities which are in disorder are also easier for \ -enemy agents to incite to revolt. Prolonged disorder under certain \ -governments can lead to a spontaneous national revolution, \ -overthrowing your government.\ -"), _("\ -It should be stressed that only citizens working the land vary in \ -morale -- specialists enjoy enough privilege to remain perpetually \ -content (see the section on Specialists). Thus one solution to the \ -problem of an unhappy citizen is simply to assign that citizen to \ -the role of a specialist. But if cities are ever to work more than \ -four terrain tiles at once, the problem of morale must be confronted \ -more directly.\ -"), _("\ -There are many ways of making unhappy citizens content, which does \ -prevent disorder but is without further benefit. Producing happy \ -citizens can balance the effect of unhappy citizens and also bring other \ -benefits.\ -"), _("\ -Cities that are sufficiently large celebrate when at least half their \ -citizens are happy and none remain unhappy. The effects of celebration \ -vary; in the classic ruleset, they depend on your government type:\ -"), _("\ - - Under Anarchy or Despotism, you will not suffer the normal \ -production penalty for tiles which produce more than 2 points of \ -any resource (food, production, or trade).\ -"), _("\ - - Under Monarchy or Communism, your city will gain the trade bonus \ -of Republican/Democratic governments: 1 bonus trade point in any tile \ -which already produces at least 1 trade.\ -"), _("\ - - Under a Republic or a Democracy, your city will enter \"rapture\": \ -its 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. Without rapture, large cities can grow only by struggling \ -to produce a food surplus -- which can be difficult enough -- and then \ -waiting dozens of turns for their granary to fill.\ -"), _("\ -In small empires, as already stated, the fifth citizen in each city is \ -the first unhappy one. As you gain more cities, this limit actually \ -decreases, to simulate the difficulty of imposing order upon a large \ -empire. The precise thresholds depend on government type; see the \ -section on Government for details.\ -"), -; See content_citizens() in server/citytools.c. -_("\ -Thus, you may find that founding or conquering a city triggers \ -widespread disorder across your empire. Continued empire growth may \ -lead to further penalty steps. In empires that grow beyond the point \ -where no citizens are naturally content, angry citizens will appear; \ -these must all be made merely unhappy before any unhappy citizens can \ -be made content, but in all other respects behave as unhappy citizens.\ -"), -; Behaviour of angry citizens is actually a bit more complicated than -; this. See city_refresh_from_main_map() in common/city.c. -_("\ -Luxury makes citizens happy. For every two luxury points a city \ -produces, one content citizen is made happy (if there are no content \ -citizens left, unhappy citizens become content then happy). Each city \ -receives back some of the trade points it produces as luxury points \ -according to your empire's tax rates; see the section on Trade. Luxury \ -points may also be produced by other means, such as entertainer \ -specialists in the classic ruleset.\ -"), _("\ -There are several city improvements that will make content those \ -remaining citizens that are unhappy due to crowding, such as Temples \ -and Colosseums in the classic rules. Some wonders of the world can \ -also have this effect. See the appropriate sections for details.\ -"), _("\ -Military units can affect city happiness. Under authoritarian regimes \ -this is helpful, as military units stationed in a city can prevent \ -unhappiness by imposing martial law. However, under representative \ -governments, citizens become unhappy when their city is supporting \ -military units which have been deployed into an aggressive stance. \ -This includes units not inside your national borders, a friendly city \ -(including the cities of your allies), or a suitable base within three \ -tiles of a friendly city; however, certain units (\"field units\") \ -are inherently aggressive and cause unhappiness regardless of \ -location.\ -"), _("\ -If you are at war with a civilization and some of your citizens are \ -of that nationality, those citizens may also become unhappy.\ -"), _("\ -These forms of unhappiness are distinct from that caused by overcrowding, \ -and cannot be offset by luxuries, or by most city improvements. In \ -the classic ruleset, Police Stations and the Women's Suffrage wonder \ -can offset unhappiness caused by units, and only a few wonders -- \ -such as J.S. Bach's Cathedral -- can offset any kind of unhappiness, \ -even that caused by military or diplomatic tensions.\ -"), _("\ -The Happiness tab on the city dialog will give detailed insight into \ -the mood of the citizenry and its causes.\ +Keeping your citizens happy (or at least content) is one of the most important objectives in Freeciv21. When \ +your citizens become unhappy your cities will fall into disorder, which disrupts production. When your \ +citizens are happy your cities will celebrate and your output will increase greatly depending on the ruleset \ +and government. If migration is enabled, happiness also affects the relative desirability of cities. See the \ +section on Migration for details.\ +"), _("\ +Each citizen working the land is either happy, content, unhappy, or angry. The normal state of a working \ +citizen is contentment. However, as your cities grow larger, crowding causes citizens to become unhappy. In \ +the classic rules, each citizen in a city after the fourth will be generated unhappy, instead of content.\ +"), _("\ +If the number of unhappy citizens in a city exceeds the number of happy citizens, the city falls into \ +disorder. A city in disorder produces no food, production, science, or taxes. Only luxury production \ +remains. Cities which are in disorder are also easier for enemy agents to incite to revolt. Prolonged \ +disorder under certain governments can lead to a spontaneous national revolution, overthrowing your \ +government. Obviously this is an extremely undesireable event, so do your best to manage your cities as best \ +you can. In some rulesets, when a city is celebrating, you get additional luxury bonuses, which greatly \ +impact your civilization's ability to generate gold and science output.\ +"), _("\ +It should be stressed that only citizens working the land vary in morale. Specialists enjoy enough privilege \ +to remain perpetually content (see the section on Specialists). Thus one solution to the problem of an \ +unhappy citizen is simply to assign that citizen to the role of a specialist. If cities are ever to work \ +more than four terrain tiles at once, the problem of morale must be confronted more directly.\ +"), _("\ +There are many ways of making unhappy citizens content, which does prevent disorder but is without further \ +benefit. Producing happy citizens can balance the effect of unhappy citizens and also bring other benefits.\ +"), _("\ +Cities that are sufficiently large celebrate when at least half their citizens are happy and none remain \ +unhappy. The effects of celebration vary. In the classic ruleset, they depend on your government type:\ +"), _("\ + - Under Anarchy or Despotism, you will not suffer the normal production penalty for tiles which produce \ +more than 2 points of any resource (food, production, or trade).\n\ + - Under Monarchy or Communism, your city will gain the trade bonus of Republican/Democratic governments: \ +1 bonus trade point in any tile which already produces at least 1 trade.\n\ + - Under a Republic or a Democracy, your city will enter \"Rapture\": its 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. Without rapture, large cities can grow only by struggling to produce a food surplus, which can \ +be difficult enough, and then waiting dozens of turns for their granary to fill. It should be noted that \ +rapture is ruleset defined and disabled for many human-to-human online games.\ +"), _("\ +In small empires, as already stated, the fifth citizen in each city is the first unhappy one. As you gain \ +more cities, this limit actually decreases, to simulate the difficulty of imposing order upon a large \ +empire. The precise thresholds depend on government type. See the section on Government for details.\ +"), _("\ +Thus, you may find that founding or conquering a city triggers widespread disorder across your empire. \ +Continued empire growth may lead to further penalty steps. In empires that grow beyond the point where no \ +citizens are naturally content, angry citizens will appear. These must all be made merely unhappy before any \ +unhappy citizens can be made content, but in all other respects behave as unhappy citizens.\ +"), _("\ +Luxury makes citizens happy. For every two luxury points a city produces, one content citizen is made happy. \ +If there are no content citizens left, unhappy citizens become content then happy. Each city receives back \ +some of the trade points it produces as luxury points according to your empire's tax rates. See the section \ +on Trade. Luxury points may also be produced by other means, such as entertainer specialists in the classic \ +ruleset.\ +"), _("\ +There are several city improvements that will make content those remaining citizens that are unhappy due to \ +crowding, such as Temples and Colosseums in the classic rules. Some wonders of the world can also have this \ +effect. See the appropriate sections for details.\ +"), _("\ +Military units can affect city happiness. Under authoritarian regimes this is helpful, as military units \ +stationed in a city can prevent unhappiness by imposing martial law. However, under representative \ +governments, citizens become unhappy when their city is supporting military units which have been deployed \ +into an aggressive stance. This includes units not inside your national borders, a friendly city (including \ +the cities of your allies), or a suitable base within three tiles of a friendly city. However, certain units \ +(\"field units\") are inherently aggressive and cause unhappiness regardless of location.\ +"), _("\ +If you are at war with a civilization and some of your citizens are of that nationality, those citizens may \ +also become unhappy.\ +"), _("\ +These forms of unhappiness are distinct from that caused by overcrowding, and cannot be offset by luxuries, \ +or by most city improvements. In the classic ruleset, Police Stations and the Women's Suffrage wonder can \ +offset unhappiness caused by units, and only a few wonders, such as J.S. Bach's Cathedral, can offset any \ +kind of unhappiness, even that caused by military or diplomatic tensions.\ +"), _("\ +The Citizens tab on the city dialog will give detailed insight into the mood of the citizenry and its causes.\ ") [help_plague] ; /* TRANS: Preserve the leading space: it controls nesting */ name = _(" Plague") text = _("\ -Plague is a ruleset option, and is not enabled in the classic \ -ruleset.\ +Plague is a ruleset option, and is not enabled in the classic ruleset.\ +"), _("\ +When plague strikes a city, its population is reduced by one. Unless action is taken to reduce the risk of \ +plague, this tends to act as a natural limit on city size. Rulesets which enable plague will typically have \ +city improvements or other means to reduce the risk of plague.\ "), _("\ -When plague strikes a city, its population is reduced by one. Unless \ -action is taken to reduce the risk of plague, this tends to act as a \ -natural limit on city size. Rulesets which enable plague will \ -typically have city improvements or other means to reduce the risk of \ -plague.\ -"), _("\ -The risk of plague depends on city size (overcrowding leads to \ -insanitary conditions) and on the pollution generated in a city. Also, \ -plague can spread via trade routes (without regard for nationality); \ -after a city has been struck by plague, it will remain infectious to \ -its trade partners for several turns, increasing the risk of plague in \ -those cities by a factor depending on the size of both cities.\ -"), _("\ -If migration is enabled, citizens will tend to prefer cities with a \ -lower risk of plague.\ +The risk of plague depends on city size (overcrowding leads to unsanitary conditions) and on the pollution \ +generated in a city. Also, plague can spread via trade routes (without regard for nationality). After a city \ +has been struck by plague, it will remain infectious to its trade partners for several turns, increasing the \ +risk of plague in those cities by a factor depending on the size of both cities.\ +"), _("\ +If migration is enabled, citizens will tend to prefer cities with a lower risk of plague.\ ") [help_migration] ; /* TRANS: Preserve the leading space: it controls nesting */ name = _(" Migration") text = _("\ -Migration is the movement of citizens from one city to another based \ -on the relative attractions of living in each city. Whether migration \ -is enabled is controlled by the server option 'migration'; it is \ -disabled by default.\ -"), _("\ -When migration is enabled, every few turns, a citizen of each city in \ -the game may migrate to a nearby, more attractive city, either within \ -the same nation or even across national borders (to a lesser extent, \ -by default).\ -"), _("\ -You cannot directly prevent or direct the migration of citizens. \ -However, you can influence the attractiveness of your cities. The \ -following factors affect the perceived desirability of each city, in \ -approximately decreasing order of importance. (Each factor counts for \ -much more in the citizen's current city, as they prefer not to move \ -without a compelling reason.)\ -"), _("\ - - City size.\ -"), _("\ - - The number of happy citizens. (To a lesser extent, unhappy and \ -angry citizens reduce the desirability of a city.)\ +Migration is the movement of citizens from one city to another based on the relative attractions of living \ +in each city. Whether migration is enabled is controlled by the server option \"migration\". It is disabled \ +by default in the classic rulset.\ "), _("\ - - In rulesets where nationality is enabled, citizens have a strong \ -preference to move to cities of their own nationality.\ -"), _("\ - - The presence of any wonder in a city will greatly increase its \ -desirability (further wonders do not contribute except by the lesser \ -effect of their build cost).\ -"), _("\ - - Capital cities are more attractive than other cities, all other \ -factors being equal; in addition, citizens will never migrate out of a \ -capital city.\ -"), _("\ - - A high risk of plague reduces a city's attractiveness.\ -"), _("\ - - Food surplus. (A food deficit reduces the desirability of a city.)\ -"), _("\ - - Cities that are further away are less desirable. The absolute \ -maximum distance that a citizen is prepared to migrate is controlled \ -by the server option 'mgr_dist'.\ -"), _("\ - - Trade surplus.\ -"), _("\ - - Luxury and science output.\ -"),_("\ - - The quantity of city improvements (and wonders), measured by build \ -cost.\ -"), _("\ - - Depending on the ruleset, a number of other factors such as \ -government type and city improvements may increase or decrease the \ -desirability of cities; these are noted in other sections of the help. \ -(The classic ruleset contains no such effects.)\ -"), _("\ -Citizens will not migrate to cities which cannot increase in size to \ -support them, for instance due to lack of a city improvement such as \ -an Aqueduct. If the server option 'mgr_foodneeded' is set, they will \ -not migrate to cities which would not have enough food to support them.\ -"), _("\ -Migration can even cause cities to be completely abandoned (ownership \ -of any units being transferred to your nearest remaining city). \ -However, cities with wonders will never be disbanded (so the wonder \ -will not be destroyed), and the last citizen from your only remaining \ -city will never migrate to another nation.\ +When migration is enabled, every few turns a citizen of each city in the game may migrate to a nearby, more \ +attractive city, either within the same nation or even across national borders (to a lesser extent, \ +by default).\ "), _("\ -Several of the details of migration can be changed with the 'mgr_*' \ -server options.\ +You cannot directly prevent or direct the migration of citizens. However, you can influence the \ +attractiveness of your cities. The following factors affect the perceived desirability of each city, in \ +approximately decreasing order of importance. Each factor counts for much more in the citizen's current \ +city, as they prefer not to move without a compelling reason.\ +"), _("\ + - City size.\n\ + - The number of happy citizens. To a lesser extent, unhappy and angry citizens reduce the desirability of a \ +city.\n\ + - In rulesets where nationality is enabled, citizens have a strong preference to move to cities of their \ +own nationality.\n\ + - The presence of any wonder in a city will greatly increase its desirability. Further wonders do not \ +contribute except by the lesser effect of their build cost.\n\ + - Capital cities are more attractive than other cities, all other factors being equal. In addition, \ +citizens will never migrate out of a capital city.\n\ + - A high risk of plague reduces a city's attractiveness.\n\ + - Food surplus. A food deficit reduces the desirability of a city.\n\ + - Cities that are further away are less desirable. The absolute maximum distance that a citizen is prepared \ +to migrate is controlled by the server option \"mgr_dist\".\n\ + - Trade surplus.\n\ + - Luxury and science output.\n\ + - The quantity of city improvements (and wonders), measured by build cost.\n\ + - Depending on the ruleset, a number of other factors such as government type and city improvements may \ +increase or decrease the desirability of cities. These are noted in other sections of the help. The classic \ +ruleset contains no such effects.\ +"), _("\ +Citizens will not migrate to cities which cannot increase in size to support them, for instance due to lack \ +of a city improvement such as an Aqueduct. If the server option \"mgr_foodneeded\" is set, they will not \ +migrate to cities which would not have enough food to support them.\ +"), _("\ +Migration can even cause cities to be completely abandoned with ownership of any units being transferred to \ +your nearest remaining city. However, cities with wonders will never be disbanded, so the wonder will not be \ +destroyed, and the last citizen from your only remaining city will never migrate to another nation.\ +"), _("\ +Several of the details of migration can be changed with the \"mgr_*\" server options.\ ") [help_city_improvements] name = _("City Improvements") text = _("\ -Cities may be improved with a wide variety of buildings, each with a \ -different effect. Each city may have only one of each improvement, and \ -some improvements require others to have been built first.\ -"), _("\ -It costs production points to build improvements, and once completed, \ -many improvements require an upkeep of one or more gold pieces per \ -turn. You may dismantle and sell an improvement, receiving one gold \ -piece for each production point used in its construction, although you \ -may only sell one improvement per city per turn. If a turn comes on \ -which you cannot pay the upkeep on all of your improvements, some of \ -them will be automatically sold; obviously this should be avoided as \ -the improvements chosen might not be ones you would have preferred to \ -sell.\ -"), _("\ -Most improvements become available only when you achieve certain \ -technologies, and some improvements can become \ -obsolete, at which point they are automatically sold.\ +Cities may be improved with a wide variety of buildings, each with a different effect. Each city may have \ +only one of each improvement, and some improvements require others to have been built first.\ +"), _("\ +It costs production points to build improvements, and once completed many improvements require an upkeep of \ +one or more gold pieces per turn. You may dismantle and sell an improvement, receiving one gold piece for \ +each production point used in its construction. You may only sell one improvement per city per turn. If a \ +turn comes on which you cannot pay the upkeep on all of your improvements, some of them will be automatically \ +sold. Obviously this should be avoided as the improvements chosen might not be ones you would have preferred \ +to sell.\ +"), _("\ +Most improvements become available only when you achieve certain technologies, and some improvements can \ +become obsolete, at which point they are automatically sold.\ ") [help_gen_improvements] @@ -1015,21 +785,20 @@ generate = " Improvements" [help_wonders_of_the_world] name = _("Wonders of the World") text = _("\ -Wonders are special buildings which can each be completed by \ -only one player each game, and which often enhance their entire \ -civilization. Unlike ordinary city improvements, which must be built \ -with local production points, certain special units built in one city \ -(Caravans and Freight in the classic ruleset) can contribute their \ -full cost in production points towards the construction of a wonder in \ -another city.\ -"), _("\ -Once built, a wonder is placed in the city that constructed it, and \ -cannot be sold or destroyed (unless the entire city is destroyed). \ -However, some wonders are made obsolete under certain, \ -ruleset dependant, circumstances, and lose their effect. \ -Note the asymmetry under many rulesets: while you must personally \ -achieve the advance required by each wonder to build it, it will be \ -disabled when any player achieves the obsoleting advance.\ +Great Wonders are special buildings which can each be completed by only one player each game, and which \ +often enhance their entire civilization. Unlike ordinary city improvements, which must be built with local \ +production points, certain special units built in one city (Caravans and Freight in the classic ruleset) can \ +contribute their full cost in production points towards the construction of a great wonder in another city.\ +"), _("\ +Once built, a great wonder is placed in the city that constructed it and cannot be sold or destroyed unless \ +the entire city is destroyed. However, some great wonders are made obsolete under certain ruleset dependant \ +circumstances and lose their effect. Note the asymmetry under many rulesets: while you must personally \ +achieve the advance required by each wonder to build it, it will be disabled when any player achieves the \ +obsoleting advance.\ +"), _("\ +Some rulesets will offer Small Wonders. Small Wonders operate very much like Great Wonders in their often \ +empire-wide effect, but are constructed much like city improvements and can be constructed by each player or \ +AI.\ ") [help_gen_wonders] @@ -1038,73 +807,71 @@ generate = " Wonders" [help_units] name = _("Units") text = _("\ -Units provide both the mobility your civilization needs, and the violence \ -with which it will survive and expand. The available units may be \ -classified as military units, whose talents are those of defense and \ -aggression, and a few noncombatants which support expansion, \ -diplomacy, and trade.\ -"), _("\ -Units are usually built in cities using production points. Once built, \ -units are owned by the city that built them (although they can later \ -be re-homed while visiting a different city) and demand support from \ -that city; this will be one of your major expenses. Most units require \ -upkeep such as production points from their home city every turn, \ -although some autocratic styles of government can force cities to \ -support several units for free. If the upkeep of a unit outweighs its \ -benefit, you can disband it; see the section on Production. A few \ -units, particularly those that you start the game with, have no home \ -city and thus require no upkeep.\ -"), _("\ -Most units begin every turn with one or more movement points. Every \ -action undertaken by a unit consumes movement points.\ -"), _("\ -The most basic action is movement; units can move into any of the \ -tiles surrounding their current location, subject to restrictions \ -imposed by their physical nature (the terrain they are 'native' to), \ -by diplomatic obligations (see the section on Diplomacy), and by \ -enemy units (see the section on Zones of Control). The number of \ -movement points consumed may depend on the type of terrain; see \ -the Terrain help.\ -"), _("\ -A unit cannot move onto a tile occupied by an enemy unit, and when \ -directed to do so will attack instead (if capable of attack), locking \ -the two units in combat until one is destroyed. The outcome depends on \ -the attributes of the units in question (hit points, attack and \ -defense strength, and firepower); the Combat section describes the \ -process in detail, and the following sections list specific units' \ -attributes.\ -"), _("\ -Units' attributes can be further boosted by being veteran. Units may \ -be built as veteran by means of certain city improvements or other \ -influences; once built, units can also become veteran through \ -experience (such as surviving combat), which may provide further \ -levels of bonuses beyond those available from their initial training.\ +Units provide both the mobility your civilization needs and the violence with which it will survive and \ +expand. The available units may be classified as military units, whose talents are those of defense and \ +aggression, and a few noncombatants which support expansion, diplomacy, and trade. All units, no matter \ +their purpose, have five important stats: +"), _("\ + - Attack (A): This is the comparitive strength of the unit in an attack. The value can be zero, meaning no \ +attack is possible.\n\ + - Defense (D): This is the comparitive strength of the unit when it is a defender. The value can be zero, \ +meaning no defense is possible.\n\ + - Moves (M): This is the number of move points that the unit can move per turn. Under certain rulesets, \ +Terrain and Veteran level will impact how moves are consumed as a unit is moved around the map.\n\ + - Hitpoints (H): This is effectively the constitution of the unit. The higher the value, the more \"hits\" \ +the unit can take before being destroyed.\n\ + - Firepower (F): This is a force multiplier for attack. Values greater than 1 multiply the attack value by \ +the firepower value.\ +"), _("\ +Units are usually built in cities using production points. Once built, units are owned by the city that \ +built them. They can later be re-homed while visiting a different city and demand support from that city. \ +Unit upkeep will be one of your major expenses. Most units require upkeep such as production points from \ +their home city every turn, although some autocratic styles of government can force cities to support \ +several units for free depnding on the ruleset. If the upkeep of a unit outweighs its benefit, you can \ +disband it. See the section on Production. A few units, particularly those that you start the game with, \ +have no home city and thus require no upkeep.\ +"), _("\ +TIP: If you need or want to disband a unit to eliminate its cost, do so inside a city. The city will receive \ +50% of the original production cost and apply it to whatever project is being built in the city at the time \ +of disbandment. This also works for your units disbanded in an allied player's city.\ +"), _("\ +Most units begin every turn with one or more movement points. Every action undertaken by a unit consumes \ +movement points.\ +"), _("\ +The most basic action is movement. Units can move into any of the tiles surrounding their current location, \ +subject to restrictions imposed by their physical nature (e.g. the terrain they are 'native' to), by \ +diplomatic obligations (see the section on Diplomacy), and by enemy units (see the section on Zones of \ +Control). The number of movement points consumed may depend on the type of terrain and ruleset definitions \ +(see the Terrain help).\ +"), _("\ +A unit cannot move onto a tile occupied by an enemy unit, and when directed to do so will attack instead (if \ +capable of attack), locking the two units in combat until one is destroyed. The outcome depends on the \ +attributes of the units in question: hit points, attack and defense strength, and firepower. The Combat \ +section describes the process in detail, and the following sections list specific units' attributes.\ +"), _("\ +Units' attributes can be further boosted by being veteran. Units may be built as veteran by means of certain \ +city improvements, wonders or other influences. Once built, units can also become veteran through experience \ +(such as surviving combat), which may provide further levels of bonuses beyond those available from their \ +initial training.\ "), "\ $VeteranLevels\ ", _("\ -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. Units which are fortified \ -gain an extra hit point. A unit which spends a turn in a city \ -regains one third of its base hit points, and city improvements \ -appropriate to the unit type can improve this further. In the field, \ -bases on tiles can improve the recovery rate (for instance, fortresses \ -in the classic ruleset have this effect); units must stay on the tile \ -for a whole turn to get this recovery bonus. Wonders can also boost \ -recovery (such as the United Nations in the classic ruleset). Damaged \ -units in Sentry mode will wake up when they have regained all of their \ -hit points.\ -"), _("\ -As technology advances, new types of units become available which \ -obsolete existing types. When you discover such a new technology, \ -your existing units remain intact, but you can no longer build \ -new units of the obsolete type. While an obsolete unit is in one \ -of your cities, you can choose to upgrade it to the latest equivalent \ -by spending gold, with the cost increasing with the difference in \ -production point cost between the two types. When a unit is upgraded, \ -its hit points and movement points are preserved as a fraction of \ -the total; however, in some rulesets (but not the classic rules) \ -it will lose some or all of its veteran levels.\ +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. Units which are fortified gain an \ +extra hit point. A unit which spends a turn in a city regains one third of its base hit points, and city \ +improvements appropriate to the unit type can improve this further. In the field, bases on tiles can improve \ +the recovery rate. For instance, fortresses in the classic ruleset have this effect. Units must stay on the \ +tile for a whole turn to get this recovery bonus. Wonders can also boost recovery, such as the United \ +Nations in the classic ruleset. Damaged units in Sentry mode will wake up when they have regained all of \ +their hit points.\ +"), _("\ +As technology advances, new types of units become available which obsolete existing types. When you discover \ +such a new technology, your existing units remain intact, but you can no longer build new units of the \ +obsolete type. While an obsolete unit is in one of your cities, you can choose to upgrade it to the latest \ +equivalent by spending gold, with the cost increasing with the difference in production point cost between \ +the two types. When a unit is upgraded, its hit points and movement points are preserved as a fraction of \ +the total. However, in some rulesets, but not the classic rules, it will lose some or all of its veteran \ +levels.\ ") [help_gen_units] @@ -1113,302 +880,190 @@ generate = " Units" [help_combat] name = _("Combat") text = _("\ -In standard combat, 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).\ +In standard combat, 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 or other \"single use\" type of \ +unit.\ "), _("\ -(In some rulesets, certain units sometimes use a different style of \ -attack called 'bombardment', which works rather differently: the \ -attacker sustains no damage, and damages every unit in the target \ -tile or city, but defenders are never completely destroyed.)\ +In some rulesets, certain units sometimes use a different style of attack called \"bombardment\", which \ +works rather differently: the attacker sustains no damage, and damages every unit on the target tile or \ +city. The defenders are never completely destroyed.\ "), _("\ The outcome of combat depends on several factors, including chance.\ "), _("\ -The description below is for the classic ruleset, but the principles \ -are similar for any ruleset. Notice that many bonuses are possible \ -for defenders, but few for attackers, aside from veteran status; an \ -attacking unit can mostly expect circumstance to work against it.\ -"), -; base_get_attack_power() -_("\ +The description below is for the classic ruleset, but the principles are similar for any ruleset. Notice \ +that many bonuses are possible for defenders, but very few for attackers, aside from veteran status an \ +attacking unit can mostly expect circumstance to work against it. This is why when attacking well defended \ +unit(s) in a city, you will want to bring an army with you so multiple attacking units can work together to \ +kill the defender(s) before they heal at turn change.\ +"), _("\ First, the attacker's strength is modified.\ "), _("\ - - If the attacker is a veteran, its strength is multiplied by the \ -bonus associated with its veteran level.\ + - If the attacker is a veteran, its strength is multiplied by the bonus associated with its veteran level.\n\ + - Some rulesets, but not the classic rules, have 'tired attacks': a unit that attacks with less than a full \ +movement point will have its strength proportionally reduced.\ "), _("\ - - Some rulesets (but not the classic rules) have 'tired attacks': \ -a unit that attacks with less than a full movement point will have \ -its strength proportionally reduced.\ -"), -; get_defense_power(), base_get_defense_power(), defense_multiplication() -_("\ Next, the defender's strength is modified.\ "), _("\ - - If the defender is a veteran, then its strength is multiplied by \ -the bonus associated with its veteran level.\ -"), -; "TerrainDefense" unit class flag -_("\ - - Then the defender's strength is multiplied by the defense factor \ -of the terrain it occupies.\ -"), -; hardcoded in defense_multiplication(); unit "CanFortify" / "Cant_Fortify" -_("\ - - If the defender is fortified, or is of a type that could fortify \ -and is inside a city, its strength is multiplied by 1.5.\ + - If the defender is a veteran, then its strength is multiplied by the bonus associated with its veteran \ +level.\n\ + - Then the defender's strength is multiplied by the defense factor of the terrain it occupies via the \ +\"TerrainDefense\" unit class flag.\n\ + - If the defender is fortified, or is of a type that could fortify and is inside a city, its strength is \ +multiplied by 1.5. This value is hard-coded.\ +"), _("\ +Now ruleset-specific bonuses are applied:\ +"), _("\ + - The defender's strength is doubled if it is a Pikeman unit defending against a mounted unit via the \ +\"DefenseMultiplier\" combat bonus flag.\n\ + - If the defender is an AEGIS Cruiser defending against airborne units (including missiles and \ +Helicopters), the defense is quintupled via the \"DefenseMultiplier\" combat bonus flag.\n\ + - 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) via the \"Defend_Bonus\" effect.\n\ + - An SDI Defense doubles the defender's strength against missile attacks via the \"Defend_Bonus\" \ +effect.\n\ + - If the attacker is a ship and the defender is in a city with a Coastal Defense, the defender's strength \ +is doubled via the \"Defend_Bonus\" effect.\n\ + - Against land units (other than Howitzers) and Helicopters, defending units in a city with City Walls \ +have their strength tripled via the \"Defend_Bonus\" effect.\n\ + - If the defender is in a fortress (and not a city), its strength is doubled.\n\ + - Finally, if the attacker is a fighter and the defender is a helicopter, the defender's strength is \ +halved via the \"DefenseDivider\" combat bonus.\ +"), _("\ +If, after these modifications, the attacker has a strength of 0, it automatically loses and is destroyed. \ +Otherwise, if the defender has a strength of 0, the defender loses and is likewise destroyed. Under most \ +circumstances only one or the other will be destroyed per attack, unless the attacking unit is specifically \ +single use.\ "), _("\ - - Ruleset-specific bonuses are applied:\ -"), -; "DefenseMultiplier" combat bonus -_("\ - - The defender's strength is doubled if it is a Pikeman unit \ -defending against a mounted unit.\ -"), -; "DefenseMultiplier" combat bonus -_("\ - - If the defender is an AEGIS Cruiser defending against airborne \ -units (including missiles and Helicopters), the defense is \ -quintupled.\ -"), -; "Defend_Bonus" effect -_("\ - - 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).\ -"), -; "Defend_Bonus" effect -_("\ - - An SDI Defense doubles the defender's strength against \ -missile attacks.\ -"), -; "Defend_Bonus" effect -_("\ - - If the attacker is a ship and the defender is in a city with a \ -Coastal Defense, the defender's strength is doubled.\ -"), -; "Defend_Bonus" effect -_("\ - - Against land units (other than Howitzers) and Helicopters, \ -defending units in a city with City Walls have their strength \ -tripled.\ -"), -; defense_bonus of the extra -_("\ - - If the defender is in a fortress (and not a city), its strength \ -is doubled.\ -"), -; "DefenseDivider" combat bonus -_("\ - - Finally, if the attacker is a fighter and the defender is a \ -helicopter, the defender's strength is halved.\ -"), _("\ -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.\ -"), -; get_modified_firepower() -_("\ The firepower of the attacker and defender are also modified.\ -"), -; "BadCityDefender" unit type flag -_("\ - - If the defender is a ship and is inside a city the firepower of \ -the attacker is doubled and the firepower of the ship is set to 1.\ -"), -; "FirePower1" combat bonus -_("\ - - If a fighter is attacking a helicopter the firepower of the \ -helicopter is set to 1.\ -"), -; Hardcoded in get_modified_firepower() -_("\ - - If neither unit could move to where the other is, such as a ship \ -attacking a land unit on land, the firepower of both is set to 1.\ -"), _("\ -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. 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. */ -; /* xgettext:no-c-format */ -_("\ -Whichever unit survives the fight has a chance of being promoted \ -a veteran level. In the classic ruleset, if the winner's \ -civilization has the Sun Tzu's War Academy (and if it isn't \ -obsolete), the chance is increased by half in case of land units.\ -"), -; "KillCitizen" unit class flag, "Unit_No_Lose_Pop" effect -_("\ -If the attacker is a land unit and wins, and the defender is in a \ -city without City Walls, the city is reduced in size by 1. (This can \ -be changed with the 'killcitizen' server option.)\ -"), -; "NoStackDeath" base flag -_("\ -If the defender loses, and is not inside a city, fortress, or \ -airbase, all other units at the defender's location may be destroyed \ -along with the defender. (This can be changed with the 'killstack' \ -server option.)\ +"), _("\ + - If the defender is a ship and is inside a city the firepower of the attacker is doubled and the firepower \ +of the ship is set to 1 via the \"BadCityDefender\" unit type flag.\n\ + - If a fighter is attacking a helicopter the firepower of the helicopter is set to 1 via the \"FirePower1\" \ +combat bonus.\n\ + - If neither unit could move to where the other is, such as a ship attacking a land unit on land, the \ +firepower of both is set to 1. This value is hard-coded.\ +"), _("\ +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 \ +multiplied by 100 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. The first unit to reach 0 hit points (or negative hit points) loses and is destroyed.\ +"), _("\ +Whichever unit survives the fight has a chance of being promoted a veteran level. In the classic ruleset, if \ +the winner's civilization has the Sun Tzu's War Academy (and if it isn't obsolete), the chance is increased \ +by half in case of land units.\ +"), _("\ +If the attacker is a land unit and wins, and the defender is in a city without City Walls, the city is \ +reduced in size by 1 via the \"KillCitizen\" unit type flag.\ +"), _("\ +If the defender loses and is not inside a city, fortress, or airbase, all other units at the defender's \ +location may be destroyed along with the defender via the \"killstack\" server option.\ ") [help_combat_example_1] ; /* TRANS: Preserve the leading space: it controls nesting */ -name = _(" Combat example 1") +name = _(" Combat Example 1") text = _("\ -Suppose a Cannon (A:8, D:1, HP:20, FP:1) attacks a Musketeer \ -(A:3, D:3, HP:20, FP:1) inside a city with City Walls built \ -on a Forest tile. Neither are veteran.\ +Suppose a Cannon (A:8, D:1, H:20, F:1) attacks a Musketeer (A:3, D:3, H:20, F:1) inside a city with City \ +Walls built on a Forest tile. Neither are veteran.\ "), _("\ -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.\ +The defender's base strength is 3. Since it is on a Forest tile, its strength becomes 4.5 (3 * 1.5). It is \ +behind City Walls, so its strength is tripled to 13.5 (4.5 * 3). It is a ground unit inside a city, so its \ +strength is increased to 20.25 (13.5 * 1.5).\ "), _("\ -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.\ +Strength values inside the game code are actually multiplied by 100 with fractions dropped. In this example, \ +the attacker's strength is 800 and the defender's strength is 2,025 for a total combined value of 2,825.\ "), _("\ -Both units keep their firepower of 1 unchanged.\ -"), ; /* xgettext:no-c-format */ -_("\ -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. */ -; /* xgettext:no-c-format */ -_("\ -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.\ +Both units keep their firepower of 1 unchanged so nothing else happens here.\ +"), _("\ +Each round of combat, a random number between 1 and 2,825 is generated. If the number is greater than 2,025 \ +(about a 28% chance), the defender loses 1 hit point. Otherwise (about a 72% chance), the attacker loses 1 \ +hit point.\ +"), _("\ +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] ; /* TRANS: Preserve the leading space: it controls nesting */ -name = _(" Combat example 2") +name = _(" Combat Example 2") text = _("\ -Suppose a veteran Battleship (A:12, D:12, HP:40, FP:2) with 3 \ -movement points attacks a veteran Alpine Troops (A:5, D:5, HP:20, \ -FP:1) inside a city built on a Grassland tile, with City Walls and a \ -Coastal Defense.\ +Suppose a veteran Battleship (A:12, D:12, H:40, F:2) with 3 movement points attacks a veteran Alpine \ +Troops (A:5, D:5, H: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 attacker's strength is 12, raised to 18 (12 * 150%) 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 City Walls have no \ -effect against attacking sea units.) The defender is a ground \ -unit inside a city, so its total strength is 22.5.\ +The defender's strength is 5, raised to 7.5 due to veteran status (5 * 150%). The terrain's defense factor is \ +1 (no effect). The Coastal Defense doubles the defender's strength to 15 (7.5 * 2). In this case, the City \ +Walls have no effect against attacking sea units. The defender is a ground unit inside a city, so its total \ +strength is 22.5 (15 * 1.5).\ "), _("\ -Internally, the values used for attacker and defender strength are \ -180 and 225, respectively.\ +Strength values inside the game code are actually multiplied by 100 with fractions dropped. In this example, \ +the attacker's strength is 1,200 and the defender's strength is 2,250 for a total combined value of 3,450.\ "), _("\ -The firepower of the Battleship is set from 2 to 1.\ -"), ; /* xgettext:no-c-format */ -_("\ -Each round, a random number from 1 to 405 is generated. If it is \ -greater than 225 (about a 44% chance) the defender loses 1 hit \ -point. Otherwise, the attacker loses 1 hit point.\ -"), -; /* Please, someone double-check my probability computations! :-( -; Consider 44 rounds of combat: the Battleship should win 20 of -; them, and the Alpine Troops 24. That's enough to kill the Alpine -; Troops (precisely to 0 hit points), and inflict 24 hit points on -; the Battleship's 40 HP total. */ -; /* xgettext:no-c-format */ -_("\ -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 the Battleship has twice as many hit points. The Battleship should \ -expect to lose about 60% of its hit points during the fight, and should \ -expect to have no movement points left.\ +The firepower of the Battleship is set from 2 to 1 because it is almost out of moves (e.g. tired attack).\ +"), _("\ +Each round, a random number from 1 to 3450 is generated. If it is greater than 2,250 (about a 44% chance) the \ +defender loses 1 hit point. Otherwise (about a 66% chance), the attacker loses 1 hit point.\ +"), _("\ +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 the Battleship has twice as many hit points. The Battleship should expect to lose \ +about 60% of its hit points during the fight, and should expect to have no movement points left.\ ") [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.\ -"), _("\ -Zones of control are only enforceable on some terrain -- in the classic \ -rules, only on land tiles. When ZOC applies, the general rule is that a \ -unit which is adjacent to an enemy occupied tile cannot move directly to \ -another tile which is also adjacent to an enemy occupied tile. An enemy \ -occupied tile is one with a foreign unit of a type that imposes ZOC, \ -unless you have an Alliance pact with that nation. Adjacency means any \ -of the eight tiles surrounding a unit for rectangular grids, or six \ -tiles for hexagonal grids.\ -"), _("\ -In the following special cases, units can move regardless of ZOC:\n\ -- A unit moving directly into or out of a city.\n\ -- A unit moving onto a tile already occupied by a friendly unit.\n\ -- A unit moving to or from a terrain where ZOC cannot be enforced; \ -for instance, in the classic rules, a land unit disembarking from a \ -boat which is on an ocean tile.\n\ -- A unit type which explicitly ignores ZOC, such as Diplomats and Spies \ -in the classic rules.\ +Zones of Control (abbreviated as ZOC) is a game concept which prevents you moving freely in zones controlled \ +(or partially controlled) by enemy forces.\ "), _("\ -Notes:\ +Zones of control are only enforceable on some terrain. In the classic rules only on land tiles. When ZOC \ +applies, the general rule is that a unit which is adjacent to an enemy occupied tile cannot move directly to \ +another tile which is also adjacent to an enemy occupied tile. An enemy occupied tile is one with a foreign \ +unit of a type that imposes ZOC, unless you have an Alliance pact with that nation. Adjacency means any of \ +the eight tiles surrounding a unit for rectangular grids, or six tiles for hexagonal grids.\ "), _("\ -- ZOC does not restrict unit attacks, only movement.\ +In the following special cases, units can move regardless of ZOC:\ "), _("\ -- Units may only impose ZOC when they are on terrain that supports it. \ -Thus, units that are not native to terrain effectively cannot impose \ -ZOC except for the special case where they are in a city.\ + - A unit moving directly into or out of a city.\n\ + - A unit moving onto a tile already occupied by a friendly unit.\n\ + - A unit moving to or from a terrain where ZOC cannot be enforced. For instance, in the classic rules, a \ +land unit disembarking from a boat which is on an ocean tile.\n\ + - A unit type which explicitly ignores ZOC, such as Diplomats and Spies in the classic rules.\ +"), _("\ +Notes:\ "), _("\ -- An enemy city counts as an enemy occupied tile if there are \ -any units inside the city, but not if the city is empty.\ + - ZOC does not restrict unit attacks, only movement.\n\ + - Units may only impose ZOC when they are on terrain that supports it. Thus, units that are not native to \ +terrain effectively cannot impose ZOC except for the special case where they are in a city.\n\ + - An enemy city counts as an enemy occupied tile if there are any units inside the city, but not if the city \ +is empty.\ "), _("\ -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 tile now occupied by the Diplomat. \ -By repeating this process (and optionally leaving some units \ -behind to keep tiles occupied), you can make a path through \ -enemy territory.\ +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 tile now occupied by the Diplomat. By repeating this process (and \ +optionally leaving some units behind to keep tiles occupied), you can make a path through enemy territory.\ ") [help_government] name = _("Government") text = _("\ -Your government type influences your cities' productivity and \ -commerce, your citizens' happiness, and many other game factors.\ -"), _("\ -In the classic rules, your start out ruling your civilization \ -through 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.\ -"), _("\ -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.\ +Your government type influences your cities' productivity and commerce, your citizens' happiness, and many \ +other game factors.\ +"), _("\ +In the classic rules, your start out ruling your civilization through 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 a ruleset \ +defined number of turns). At the end of this time, you will be able to choose your new government.\ +"), _("\ +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_gen_governments] @@ -1418,40 +1073,31 @@ generate = " Governments" ; /* TRANS: Preserve the leading space: it controls nesting */ name = _(" Civil War") text = _("\ -Civil war is devastating to any empire. In rulesets with civil \ -war, it is triggered by the loss of your capital. 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 city in disorder 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 ('civilwarsize'), and may vary upwards from a minimum of 6.\ +Civil war is devastating to any empire. In rulesets with civil war, it is triggered by the loss of your \ +capital. 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 city in disorder 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 ('civilwarsize'), and \ +may vary upwards from a minimum of 6.\ ") [help_policies] name = _("Policies") text = _("\ -Some rulesets define \"policies\". These are empire-wide settings, \ -usually trade-offs similar to tax rates. If the current ruleset \ -defines any policies, they are described in the following sections.\ +Some rulesets define \"policies\". These are empire-wide settings, usually trade-offs similar to tax rates. \ +If the current ruleset defines any policies, they are described in the following sections.\ "), _("\ -You may change policy values at any time, but any changes only take \ -effect at the next turn.\ +You may change policy values at any time, but any changes only take effect at the next turn.\ ") [help_gen_policies] @@ -1460,80 +1106,65 @@ generate = " Multipliers" [help_diplomacy] name = _("Diplomacy") text = _("\ -There are five diplomatic states between players: War, \ -Cease-fire, Armistice, Peace, and Alliance. The first is the natural state, \ -while the others can be achieved by signing diplomatic treaties.\ -"), _("\ -During War, you can freely move your units inside enemy territory and \ -attack their units and cities at will.\ -"), _("\ -When two players decide to end hostilities between them, they can \ -agree on a Cease-fire treaty. This prevents each player from \ -attacking the other, but you can still move your units inside \ -the other player's borders. After a set number of turns, the Cease-fire \ -will lead back to War. Upon first contact with an AI player, it will \ -automatically offer you a Cease-fire treaty.\ -"), _("\ -If you wish for a more permanent peaceful coexistence with another \ -player, you may sign a peace pact. This will enter a transitional \ -Armistice state, which after another set number of turns \ -will turn into a permanent Peace. Breaking an Armistice will drop \ -you directly back to War.\ -"), _("\ -At the moment two players enter into the diplomatic state of Peace, \ -all military units belonging to either player that happen to be within \ -the other's borders will be automatically disbanded according to the \ -treaty. After this, you may not move military units into the other's \ -territory until you either declare War, or forge an Alliance. Breaking \ -a Peace treaty will drop you directly back to War.\ -"), _("\ -An Alliance is the ultimate diplomatic relationship between two players. \ -In this state, you may move units into each other's cities and your units \ -may share the same tile; units no longer impose zones of control. \ -However, alliance treaties come with obligations; you won't be able to \ -ally with a player that is at war with a current ally unless you break \ -the first treaty. If one of your allies declares war on another, the \ -alliance with the aggressor is automatically broken. Breaking an Alliance \ -will drop you to an Armistice treaty. An allied AI player will freely \ -give you its world maps and shared vision, and will seriously consider \ -trading technologies and cities, but in return will expect you to join \ -its wars against other players.\ +There are five diplomatic states between players: War, Cease-fire, Armistice, Peace, and Alliance. The first \ +is the natural state in the classic rules, while the others can be achieved by signing diplomatic treaties.\ +"), _("\ +During War, you can freely move your units inside enemy territory and attack their units and cities at will.\ +"), _("\ +When two players decide to end hostilities between them, they can agree on a Cease-fire treaty. This prevents \ +each player from attacking the other, but you can still move your units inside the other player's borders. \ +After a set number of turns, the Cease-fire will lead back to War. Upon first contact with an AI player, it \ +will automatically offer you a Cease-fire treaty.\ +"), _("\ +If you wish for a more permanent peaceful coexistence with another player, you may sign a peace pact. This \ +will enter a transitional Armistice state, which after another set number of turns will turn into a permanent \ +Peace. Breaking an Armistice will drop you directly back to War.\ +"), _("\ +At the moment two players enter into the diplomatic state of Peace, all military units belonging to either \ +player that happen to be within the other's borders will be automatically disbanded according to the treaty. \ +After this, you may not move military units into the other's territory until you either declare War, or forge \ +an Alliance. Breaking a Peace treaty will drop you directly back to War.\ +"), _("\ +An Alliance is the ultimate diplomatic relationship between two players. In this state, you may move units \ +into each other's cities and your units may share the same tile; units no longer impose zones of control. \ +However, alliance treaties come with obligations. You won't be able to ally with a player that is at war with \ +a current ally unless you break the first treaty. If one of your allies declares war on another, the \ +alliance with the aggressor is automatically broken. Breaking an Alliance will drop you to an Armistice \ +treaty. An allied AI player will freely give you its world maps and shared vision and will seriously \ +consider trading technologies and cities, but in return will expect you to join its wars against other \ +players.\ ") [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.\ -"), _("\ -There are a few ways to gain advances from other civilizations: you \ -will sometimes discover enemy technology when you capture a city; your \ -agents can steal advances; wonders can provide you with technology; \ -and another player might grant technology in the terms of a pact. But \ -otherwise advances must be discovered through the efforts of your own \ -people.\ -"), _("\ -Most technology progress comes from trade (see the Trade section) and, \ -in the classic ruleset, from scientist specialists (see the Specialists \ -section). While it is possible to change which advance you are \ -currently researching, by default all progress is lost by doing so.\ -"), _("\ -While the majority of the resulting research output (\"bulbs\") \ -usually goes toward advancing technology, in some rulesets (but not \ -the classic rules), some of it may be diverted to maintain expertise in \ -existing technologies; the quantity required for technology upkeep \ -increases with the total research cost of all advances known to you. \ -The state of advancement at which you start paying this upkeep may \ -depend on factors such as your government type. If research output \ -drops below that required for upkeep, your civilization will forget \ -an advance, requiring it to be researched again.\ -"), _("\ -Technological advances can render units, city improvements, and \ -wonders obsolete. While obsolete units merely become impossible for \ -you to make -- leaving the ones you have already made intact -- \ -obsolete improvements are immediately sold, and obsolete wonders lose \ -their effect. See the relevant sections for more information.\ +Research into technology is a necessity for improving the ability of your civilization to develop new \ +military units and city improvements.\ +"), _("\ +There are a few ways to gain advances from other civilizations:\ +"), _("\ + - You will sometimes discover enemy technology when you capture a city\n\ + - Your agents can steal advances\n\ + - Wonders can provide you with technology\n\ + - Another player might grant technology in the terms of a pact.\ +"), _("\ +Otherwise advances must be discovered through the efforts of your own people. Many of the mentioned methods \ +of technology transfer are also ruleset defined, meaning that they may be disabled.\ +"), _("\ +Most technology progress comes from trade (see the Trade section) and, in the classic ruleset, from scientist \ +specialists (see the Specialists section). While it is possible to change which advance you are currently \ +researching, by default all progress is lost by doing so.\ +"), _("\ +While the majority of the resulting research output (\"bulbs\") usually goes toward advancing technology, in \ +some rulesets, but not the classic rules, some of it may be diverted to maintain expertise in existing \ +technologies. The quantity required for technology upkeep increases with the total research cost of all \ +advances known to you. The state of advancement at which you start paying this upkeep may depend on factors \ +such as your government type. If research output drops below that required for upkeep, your civilization will \ +forget an advance, requiring it to be researched again.\ +"), _("\ +Technological advances can render units, city improvements, and wonders obsolete. While obsolete units merely \ +become impossible for you to make (leaving the ones you have already made intact), obsolete improvements are \ +immediately sold and obsolete wonders lose their effect. See the relevant sections for more information.\ ") [help_gen_techs] @@ -1542,35 +1173,27 @@ generate = " Techs" [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 to be disabled on the server.)\ -"), _("\ -In the classic rules, 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' victory \ -type is not enabled in the 'victories' server setting 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 Nations report 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.\ +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 \ +to be disabled on the server and various rulesets.\ +"), _("\ +In the classic rules, 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. NOTE: If there are no help \ +texts for these items, it probably means the 'SPACERACE' victory type is not enabled in the 'victories' \ +server setting for your game.\ +"), _("\ +When you have started building your spaceship, you can see it with the \"Spaceship\" command in the \ +Civilization menu.\ +"), _("\ +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.\ ") [help_gen_ruleset] @@ -1582,13 +1205,11 @@ generate = "Tileset" [help_nations] name = _("About Nations") text = _("\ -Each player in the game is represented by a nation. A nation can be a \ -modern-day nation state, a historical state or empire, an ethnic group, \ -or even a fictional nation.\ +Each player in the game is represented by a nation. A nation can be a modern-day nation state, a historical \ +state or empire, an ethnic group, or even a fictional nation.\ "), _("\ -Nations are distinguished by their flags, leaders and city names; in \ -the classic rules they are identical in all other aspects and play by \ -the same rules, but other rules may have nation-specific behavior.\ +Nations are distinguished by their flags, leaders and city names. In the classic rules they are identical in \ +all other aspects and play by the same rules, but other rules may have nation-specific behavior.\ ") [help_gen_nations] @@ -1597,95 +1218,89 @@ generate = " Nations" [help_connecting] name = _("Connecting") text = _("\ -Before a game is started, anyone can connect to the server \ -by supplying its hostname and port number (5556 by default). \ -If the server is started with the -m flag, it will report to \ -the metaserver,\ +Before a game is started, anyone can connect to the server by supplying its hostname and port number (5556 \ +by default). If the server is started with the -m flag, it will report to the metaserver,\ "), "\ $DefaultMetaserver\ ", _("\ -The client can fetch this page, too: use the Metaserver button \ -in the connection dialog. If it never shows any results, check \ -whether your WWW browser is using a HTTP proxy; to make the client \ -use the same proxy, before starting the client, \ -set the $http_proxy environment variable to:\ +The client can fetch this page, too: use the Metaserver button in the connection dialog. If it never shows \ +any results, check whether your WWW browser is using a HTTP proxy; to make the client use the same proxy, \ +before starting the client, set the $http_proxy environment variable to:\ "), "\ http://proxyhost:proxyportnumber/\ ", _("\ -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 an \ -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.\ +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 an 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") -; /* TRANS: This text mentions the names of some client options. These names -; * are separately translated elsewhere; they should match! */ text = _("\ +The vast majority of these options are shown next to the item/function in an appropriate menu listing. They \ +are shown here as a courtesy and may be inaccurate due to changes in code or local client option settings.\ +"), _("\ Unit Orders:\n\ ============\n\ - a: (a)uto-settler (settler/worker units)\n\ - b: (b)uild city (settler units)\n\ - b: help (b)uild wonder (caravan units)\n\ - B: go to and (B)uild city on target tile (settler units)\n\ + a: (a)uto-settler (settler/worker units)\n\ + b: (b)uild city (settler units)\n\ + b: help (b)uild wonder (caravan/freight units)\n\ + B: go to and (B)uild city on target tile (settler units)\n\ d: (d)o an action to the selected tile (press twice to target own tile)\n\ d: (d)o the action to the selected tile (when in go-to mode)\n\ D: (D)isband unit\n\ - E: build airbas(e) (airbase units)\n\ - f: (f)ortify unit (military units)\n\ - F: build (f)ortress (settler/worker units)\n\ - g: (g)o to tile (then left-click mouse to select target tile)\n\ - g: add a (g)o-to waypoint (when in go-to mode)\n\ + E: build airbas(e) (airbase units)\n\ + f: (f)ortify unit (military units)\n\ + F: build (f)ortress (settler/worker units)\n\ + g: (g)o to tile (then left-click mouse to select target tile)\n\ + g: add a (g)o-to waypoint (when in go-to mode)\n\ G: return unit to nearest friendly city\n\ - h: set unit's (h)omecity (to city on current tile)\n\ - i: build (i)rrigation or convert terrain (settler/worker units)\n\ + h: set unit's (h)omecity (to city on current tile)\n\ + i: build (i)rrigation or convert terrain (settler/worker units)\n\ I: change terrain by cultivating\n\ Ctrl+I: connect current and target tile with (I)rrigation\n\ - Ctrl+I: set an (I)rrigation waypoint (when connecting with irrigation)\n\ + Ctrl+I: set an (I)rrigation waypoint (when connecting with irrigation)\n\ l: (l)oad unit on transporter\n\ Ctrl+L: connect current and target tile with rai(L)\n\ - Ctrl+L: set a rai(L) waypoint (when connecting with rail)\n\ - m: build (m)ine or convert terrain (settler/worker units)\n\ + Ctrl+L: set a rai(L) waypoint (when connecting with rail)\n\ + m: build (m)ine or convert terrain (settler/worker units)\n\ M: change terrain by planting\n\ n: clean (n)uclear fallout\n\ N: explode (N)uclear\n\ - o: transf(o)rm terrain (engineer unit)\n\ + o: transf(o)rm terrain (engineer unit)\n\ O: c(O)nvert to another kind of unit\n\ - p: clean (p)ollution (settler/worker units)\n\ - p: drop (p)aratrooper (paratroop units)\n\ - P: (P)illage (destroy terrain alteration)\n\ - q: patrol with unit (then left-click mouse to select other endpoint)\n\ - q: add a patrol waypoint (when in patrol mode)\n\ - r: build (r)oad/railroad (settler/worker units)\n\ - r: establish trade (r)oute (caravan units)\n\ + p: clean (p)ollution (settler/worker units)\n\ + p: drop (p)aratrooper (paratroop units)\n\ + P: (P)illage (destroy terrain alteration)\n\ + q: patrol with unit (then left-click mouse to select other endpoint)\n\ + q: add a patrol waypoint (when in patrol mode)\n\ + r: build (r)oad/railroad (settler/worker units)\n\ + r: establish trade (r)oute (caravan/freight units)\n\ Ctrl+R: connect current and target tile with (R)oad\n\ - Ctrl+R: set a (R)oad waypoint (when connecting with road)\n\ + Ctrl+R: set a (R)oad waypoint (when connecting with road)\n\ s: (s)entry unit\n\ S: un(S)entry all units on tile\n\ t: unit go (t)o/airlift to city\n\ T: unload all units from (T)ransporter\n\ u: (u)nload unit from transporter\n\ U: (U)pgrade unit\n\ - x: unit auto e(x)plore\n\ + x: unit auto e(x)plore\ "), _("\ Unit Selection:\n\ -==============\n\ +===============\n\ z: select only first unit of selected group\n\ v: select all units on tile\n\ V: (on tile) select all units of the same type as the active unit\n\ C: (on continent) select all units of the same type as the active unit\n\ X: (everywhere) select all units of the same type as the active unit\n\ -\n\ w: (w)ait: focus on next unit\n\ 5: focus on previous unit\n\ -space: done giving orders (unit stays put)\n\ + space: done giving orders (unit stays put)\ "), _("\ Unit Movement:\n\ ==============\n\ +Works on a numeric keypad or regular number keys if on a laptop without a keypad.\n\n\ 1: move south-west\n\ 2: move south\n\ 3: move south-east\n\ @@ -1693,15 +1308,15 @@ Unit Movement:\n\ 6: move east\n\ 7: move north-west\n\ 8: move north\n\ - 9: move north-east\n\ + 9: move north-east\ "), _("\ Main Map (Keys):\n\ ================\n\ - Some clients support zooming/scaling the map graphics with the + and - keys.\n\ + The client supports zooming/scaling the map graphics with the + and - keys.\n\ c: (c)enter view on active unit\n\ - Shift-home: center view on capital\n\ - Shift-arrows: scroll map\n\ -\n\ + Shift-home: center view on capital\n\ + Shift-arrows: scroll map\ +"), _("\ Ctrl-B: show/hide national borders\n\ Ctrl-D: show/hide city trade routes\n\ Ctrl-G: show/hide map grid lines\n\ @@ -1709,292 +1324,238 @@ Main Map (Keys):\n\ Ctrl-P: show/hide city production\n\ Ctrl-O: show/hide city growth\n\ Ctrl-W: show/hide city output\n\ - Ctrl-Y: show/hide city outlines\n\ + Ctrl-Y: show/hide city outlines\ "), _("\ Main Map (Mouse):\n\ =================\n\ - Left-click on city: Pop up city dialog\n\ + Left-click on city: Open city dialog\n\ Left-click on unit: Select a single unit\n\ (cancels any current activity if \"clear\n\ unit orders on selection\" is set)\n\ - Shift-left-click on unit: Add unit to selection (GTK)\n\ + Shift-left-click on unit: Add unit to selection\n\ Left-click-and-drag on unit: Go-to command for unit\n\ (if \"keyboardless goto\" enabled in options)\n\ - Center-click, Alt-left-click: Show tile info\n\ + Middle-click, Alt-left-click: Show tile info\n\ Right-click: Center tile in view\n\ Ctrl-center-click: Wake up sentried units\ "), _("\ Quick unit selection:\n\ =====================\n\ Ctrl-left-click on tile: Select a sea unit (prefers transporters)\n\ - Ctrl-right-click on tile: Select a land unit (prefers military)\n\ -\n\ - These combinations choose and select a single unit from those on a tile. \ -All other things being equal, units which have movement points left are \ -preferred. If keyboardless goto is enabled, dragging allows the unit to be \ -selected and moved in one gesture.\ + Ctrl-right-click on tile: Select a land unit (prefers military)\ "), _("\ - City manipulation (GTK):\n\ - ========================\n\ +These combinations choose and select a single unit from those on a tile. All other things being equal, units \ +which have movement points left are preferred. If keyboardless goto is enabled, dragging allows the unit to \ +be selected and moved in one gesture.\ +"), _("\ + City manipulation:\n\ + ==================\n\ Shift-Ctrl-left-click: Adjust city workers\n\ Shift-Alt-right-click: Show city workers (mouse over or near city)\n\ Shift-right-click: Copy production (from city or unit)\n\ Shift-Ctrl-right-click: Paste production into city\ "), _("\ - Area Selection mode (GTK):\n\ - ==========================\n\ + Area Selection mode:\n\ + ===================\n\ Right-click-and-drag: Select units/cities by area\n\ Shift-right-click-and-drag: Append area contents to existing selection\n\ -\n\ - In this mode, multiple units and/or cities are selected. If the selection \ -rectangle contains any cities, and \"Select cities before units\" is set in \ -the options, only the cities are selected and the current unit selection is \ -left alone; otherwise, both cities and units are selected.\n\ -\n\ - Selected cities are highlighted on the map and in the Cities report for \ -further mass actions. Immediately after selecting, the set of cities can be \ -adjusted by left-clicking on individual cities; and the production for all \ -the highlighted cities can be changed with Shift-Ctrl-right-click (see \ -previous section). Right-clicking leaves this mode.\ -"), _("\ - Chatline (GTK):\n\ - ===============\n\ +"), _("\ +In this mode, multiple units and/or cities are selected. If the selection rectangle contains any cities, and \ +\"Select cities before units\" is set in the options, only the cities are selected and the current unit \ +selection is left alone; otherwise, both cities and units are selected.\ +"), _("\ +Selected cities are highlighted on the map and in the Cities report for further mass actions. Immediately \ +after selecting, the set of cities can be adjusted by left-clicking on individual cities and the production \ +for all the highlighted cities can be changed with Shift-Ctrl-right-click (see previous section). \ +Right-clicking leaves this mode.\ +"), _("\ +Chatline:\n\ +=========\n\ ' (apostrophe): Focus chatline\n\ Ctrl-Alt-right-click: Paste city or tile link into chatline\n\ - Shift-Ctrl-Alt-right-click: Paste unit link into chatline\n\ -\n\ - These controls allow map elements to be referred to in chat. See the \ -Chatline help for more details.\n\ + Shift-Ctrl-Alt-right-click: Paste unit link into chatline\ +"), _("\ +These controls allow map elements to be referred to in chat. See the Chatline help for more details.\ "), _("\ Overview Map (Mouse):\n\ =====================\n\ - Left-click, Shift-left-click, and Right-click have the same functions as \ -they do on the main map.\n\ -"), _("\ -Dialogs and Reports:\n\ -====================\n\ - F1: show Map View\n\ - F2: open Units Report\n\ - F3: open Nations Report\n\ - F4: open Cities Report\n\ - F5: open Economy Report\n\ - F6: open Research Report\n\ - F7: open World Wonders\n\ - F8: open Top Five Cities\n\ - F9: open Messages dialog\n\ - F11: open Demographics\n\ - F12: open Spaceship\n\ -\n\ - Ctrl-F: open Find City dialog\n\ - Ctrl-L: open Worklists dialog\n\ - Ctrl-T: open Tax/Lux/Sci Rates dialog\n\ - Shift-Ctrl-R: open Revolution dialog\n\ -\n\ -Shift-Return: Turn done\ -"), _("\ -Editing Mode (GTK):\n\ -===================\n\ - Ctrl-E: toggle editing mode\n\ - Ctrl-M: toggle fog of war in editing mode\n\ + Left-click, Shift-left-click, and Right-click have the same functions as they do on the main map.\ +"), _("\ +Widgets and Pages:\n\ +==================\n\ + F1: show Map Page\n\ + F2: show Units Widget (on Map)\n\ + F3: show Nations Page\n\ + F4: show Cities Page\n\ + F5: show Economy Page\n\ + F6: show Research Page\n\ + F7: show World Wonders Widget (on Map)\n\ + F8: show Top Five Cities Widget (on Map)\n\ + F9: show Messages Widget (on Map)\n\ + F11: show Demographics (on Map)\n\ + F12: show Spaceship Page\ +"), _("\ + Ctrl-F: open Find City dialog\n\ + Ctrl-L: open Worklists dialog\n\ + Ctrl-T: open Tax/Lux/Sci Rates dialog\n\ + Shift-Ctrl-R: open Revolution dialog\ +"), _("\ + Shift-Return: Turn done\ +"), _("\ +Editing Mode:\n\ +=============\n\ + Ctrl-E: toggle editing mode\n\ + Ctrl-M: toggle fog of war in editing mode\ ") [help_governor] name = _("Citizen Governor") text = _("\ -The Citizen Governor (formerly called the CMA) helps you manage your cities. \ -It deploys the available workers on the free tiles around the \ -city to achieve maximal city output. It also changes workers to \ -specialists, if appropriate. And the governor has another ability: \ -whenever possible, it keeps your cities content.\ -"), _("\ -There are various means to tell the governor what kind of output you \ -would like. Open the city window and click on the governor tab. There \ -are two kinds of sliders: On the left, you can set a Minimal \ -Surplus for each kind of production; e.g. Gold = +3 means the city \ -earns 3 gold more than it needs to upkeep its improvements. On the \ -right, the sliders let you define by how much you prefer one kind \ -of production to another; setting science to 3 means you prefer a \ -single bulb to three shields (or gold, trade,...). You can set \ -different factors for each kind of production, according to your \ -needs.\ -"), _("\ -If you set up some Minimal Surpluses which are impossible to fulfill, \ -the governor can't be activated. Whenever the governor can't fulfill its task \ -in the ongoing game, it passes back control to you. So you'd better \ -not define too high a surplus; instead, use factors to achieve your \ -goals.\ -"), _("\ -The Celebrate checkbox lets your city - celebrate. This will work \ -only with a high luxury rate. See help about 'Happiness'.\ -"), _("\ -Clicking on 'Control city' puts the city under control of \ -the governor, 'Release city' passes control back to you.\ -"), _("\ -For ease of use, you can save your slider setting as a preset \ -with a name. Click on 'add preset' and enter a name for your \ -setting. You can use this preset in every city by just clicking \ -on its name. Also, you can control your setting from within the \ -city report, in the governor column. And you can change it from there \ -(use 'change' --> 'Citizen Governor'), if you have saved it as a preset.\ -"), _("\ -Use 'Game' --> 'Options' --> 'Save Settings' to store your presets \ -permanently.\ -"), _("\ -But beware! If you use the governor for some of your cities, you will \ -encounter some difficulties with managing cities nearby, by hand. \ -It's best to manage all cities on an island either by hand or by \ -governor. Read more hints, some background information, and some \ -preset examples in the file README.governor, included with Freeciv21.\ -") - -[help_chatline] -name = _("Chatline") -text = _("\ -The client has a primitive chat interface. The lines you type are \ -sent to all players, or only to your allies if the client is configured \ -for that, except:\ +The Citizen Governor (formerly called the CMA) helps you manage your cities. It deploys the available workers \ +on the free tiles around the city to achieve maximal city output. It also changes workers to specialists, if \ +appropriate. The governor has another ability, whenever possible, it keeps your cities content.\ "), _("\ - - Messages starting with '/' are interpreted as server commands \ -and executed, if you have the required access level.\ +There are various means to tell the governor what kind of output you would like. Open the City dialog and \ +click on the Governor tab. There are two kinds of sliders: On the left, you can set a Minimal Surplus for \ +each kind of production. For example, Gold = +3 means the city earns 3 gold more than it needs to upkeep its \ +improvements. On the right, the sliders let you define by how much you prefer one kind of production to \ +another. Setting science to 3 means you prefer a single bulb to three shields (or gold, trade,...). You can \ +set different factors for each kind of production, according to your needs.\ "), _("\ - - Messages starting with 'John:' are private messages to 'John'. \ -Names can be abbreviated, or surrounded with double-quotes if they \ -have spaces. The server looks for players named 'John' and if that \ -fails tries to match a username beginning with 'John' (like 'Johnathan').\ +If you set up some minimal murpluses which are impossible to fulfill, the governor can't be activated. \ +Whenever the governor can't fulfill its task in the ongoing game, it passes back control to you. So you'd \ +better not define too high a surplus! Instead, use factors to achieve your goals.\ "), _("\ - - Messages starting with 'John::' are private messages as above, but \ -will match only users (not players) named 'John'. A user name 'Johnathan' \ -will still be matched.\ +The Celebrate checkbox lets your city celebrate. This will work only with a high luxury rate. See help about \ +'Happiness'.\ "), _("\ - - Messages starting with ':' will be sent to everyone (even if your \ -client is configured to send only to allies by default).\ +Clicking on 'Enable' puts the city under control of the governor, 'Disable' passes control back to you.\ "), _("\ - - Messages starting with '.' will be sent only to all your allies (or, \ -if you're a global observer, only to other global observers).\ +For ease of use, you can save your slider setting as a preset with a name. Click on 'Save' and enter a \ +name for your setting. You can use this preset in every city by just clicking on its name. Also, you can \ +control your setting from within the city page, by right-clicking on a city a looking in the 'Govenor' menu.\ "), _("\ -Featured text (GTK):\n\ -====================\n\ -\n\ -Since 2.2, the GTK client has featured text support. This feature allows \ -users to format the chat messages they are sending using boldface, italic, \ -colors, links, etc... Such changes are performed using escape sequences.\ +Use 'Game' --> 'Save Options Now' to store your presets permanently.\ +"), _("\ +But beware! If you use the governor for some of your cities, you will encounter some difficulties with \ +managing cities nearby, by hand. It's best to manage all cities on an island either by hand or by governor.\ +") + +[help_chatline] +name = _("Chatline") +text = _("\ +The client has a primitive chat interface. The lines you type are sent to all players, or only to your allies \ +if the client is configured for that, except:\ +"), _("\ + - Messages starting with '/' are interpreted as server commands and executed, if you have the required \ +access level.\n\ + - Messages starting with 'John:' are private messages to 'John'. Names can be abbreviated, or surrounded \ +with double-quotes if they have spaces. The server looks for players named 'John' and if that fails tries to \ +match a username beginning with 'John' (like 'Johnathan').\n\ + - Messages starting with 'John::' are private messages as above, but will match only users (not players) \ +named 'John'. A user name 'Johnathan' will still be matched.\n\ + - Messages starting with ':' will be sent to everyone (even if your client is configured to send only to \ +allies by default).\n\ + - Messages starting with '.' will be sent only to all your allies (or, if you're a global observer, only to \ +other global observers).\ +"), _("\ +The client has featured text support. This feature allows users to format the chat messages they are sending \ +using boldface, italic, colors, links, etc. Such changes are performed using escape sequences.\ "), _("\ * Getting boldface:\n\ -Full name sequence: '[bold] ... [/bold]'\n\ -Abbreviation sequence: '[b] ... [/b]'\n\ -Short cut in the entry: Ctrl-B\n\ -Example: '[b]bold[/b]' will display the word 'bold' in bold style.\ + Full name sequence: '[bold] ... [/bold]'\n\ + Abbreviation sequence: '[b] ... [/b]'\n\ + Short cut in the entry: Ctrl-B\n\ + Example: '[b]bold[/b]' will display the word 'bold' in bold style.\ "), _("\ * Getting colors:\n\ -Full name sequence: '[color] ... [/color]' \n\ -Abbreviation sequence: '[c] ... [/c]'\n\ -Short cut in the entry: Ctrl-C (you also need to select the color in the \ -toolbar over the entry)\n\ -The color start sequence always takes at least one of the following \ -parameters:\n\ -- 'foreground' (abbreviation 'fg'): a color name such as red, or a hex \ -specification such as #3050b2 or #35b.\n\ -- 'background' (abbreviation 'bg'): same as above.\n\ -Example: '[c fg=\"blue\" bg=\"yellow\"]color[/c]' will display the word \ -'color' in blue on a yellow background.\ + Full name sequence: '[color] ... [/color]' \n\ + Abbreviation sequence: '[c] ... [/c]'\n\ + Short cut in the entry: Ctrl-C (you also need to select the color in the toolbar over the entry).\n\ + The color start sequence always takes at least one of the following parameters:\n\ + - 'foreground' (abbreviation 'fg'): a color name such as red, or a hex specification such as #3050b2 or \ +#35b.\n\ + - 'background' (abbreviation 'bg'): same as above.\n\ + Example: '[c fg=\"blue\" bg=\"yellow\"]color[/c]' will display the word 'color' in blue on a yellow background.\ "), _("\ * Getting italic:\n\ -Full name sequence: '[italic] ... [/italic]'\n\ -Abbreviation sequence: '[i] ... [/i]'\n\ -Short cut in the entry: Ctrl-I\n\ -Example: '[i]italic[/i]' will display the word 'italic' in italic style.\ + Full name sequence: '[italic] ... [/italic]'\n\ + Abbreviation sequence: '[i] ... [/i]'\n\ + Short cut in the entry: Ctrl-I\n\ + Example: '[i]italic[/i]' will display the word 'italic' in italic style.\ "), _("\ * Getting strikethrough:\n\ -Full name sequence: '[strike] ... [/strike]'\n\ -Abbreviation sequence: '[s] ... [/s]'\n\ -Short cut in the entry: Ctrl-S\n\ -Example: '[s]strikethrough[/s]' will display the word 'strikethrough' with \ -a strike.\ + Full name sequence: '[strike] ... [/strike]'\n\ + Abbreviation sequence: '[s] ... [/s]'\n\ + Short cut in the entry: Ctrl-S\n\ + Example: '[s]strikethrough[/s]' will display the word 'strikethrough' with a strike.\ "), _("\ * Getting underline:\n\ -Full name sequence: '[underline] ... [/underline]'\n\ -Abbreviation sequence: '[u] ... [/u]'\n\ -Short cut in the entry: Ctrl-U\n\ -Example: '[u]underlined[/u]' will display the word 'underlined' with an \ -underline.\ + Full name sequence: '[underline] ... [/underline]'\n\ + Abbreviation sequence: '[u] ... [/u]'\n\ + Short cut in the entry: Ctrl-U\n\ + Example: '[u]underlined[/u]' will display the word 'underlined' with an underline.\ "), _("\ * Getting city links:\n\ -Full name sequence: '[link target=\"city\"] ... [/link]'\n\ -Abbreviation sequence: '[l tgt=\"city\"] ... [/l]'\n\ -Short cut: Control-Alt-Right-click on a city on the map.\n\ -The 'id' parameter must be set to the id of the city you are pointing.\n\ -An optional 'name' parameter can be set to bind the city name in the case \ -the destination users don't know this city on their map.\n\ -This expression can also be started and finished within the same pair of \ -brackets, like '[link target=\"city\" id=121 /]' (note the slash at the \ -end).\n\ -Examples: '[l tgt=\"city\" id=65]city[/l]' will make the word 'city' \ -clickable and pointing to the city id 65.\n\ -'[l tgt=\"city\" id=65 name=\"noname\" /]' will display the name of the \ -city id 65 if known, else, the word 'noname'.\ + Full name sequence: '[link target=\"city\"] ... [/link]'\n\ + Abbreviation sequence: '[l tgt=\"city\"] ... [/l]'\n\ + Short cut: Control-Alt-Right-click on a city on the map.\n\ + The 'id' parameter must be set to the id of the city you are pointing.\n\ + An optional 'name' parameter can be set to bind the city name in the case the destination users don't \ +know this city on their map. This expression can also be started and finished within the same pair of \ +brackets, like '[link target=\"city\" id=121 /]' (note the slash at the end).\n\ + Examples: '[l tgt=\"city\" id=65]city[/l]' will make the word 'city' clickable and pointing to the city \ +id 65. Alternately, '[l tgt=\"city\" id=65 name=\"noname\" /]' will display the name of the city id 65 if \ +known, else, the word 'noname'.\ "), _("\ * Getting tile links:\n\ -Full name sequence: '[link target=\"tile\"] ... [/link]'\n\ -Abbreviation sequence: '[l tgt=\"tile\"] ... [/l]'\n\ -Short cut: Control-Alt-Right-click on a tile without city on the map.\n\ -The 'x' and 'y' parameters must be set to the tile location you are \ -pointing.\n\ -This expression can also be started and finished within the same pair of \ -brackets, like '[link target=\"tile\" x=5 y=36 /]' (note the slash at the \ -end).\n\ -Example: '[l tgt=\"tile\" x=17 y=3]this tile[/l]' will make the string \ -'this tile' clickable and pointing to the tile (17, 3).\ + Full name sequence: '[link target=\"tile\"] ... [/link]'\n\ + Abbreviation sequence: '[l tgt=\"tile\"] ... [/l]'\n\ + Short cut: Control-Alt-Right-click on a tile without city on the map.\n\ + The 'x' and 'y' parameters must be set to the tile location you are pointing.\n\ + This expression can also be started and finished within the same pair of brackets, like '[link \ +target=\"tile\" x=5 y=36 /]' (note the slash at the end).\n\ + Example: '[l tgt=\"tile\" x=17 y=3]this tile[/l]' will make the string 'this tile' clickable and pointing \ +to the tile (17, 3).\ "), _("\ * Getting unit links:\n\ -Full name sequence: '[link target=\"unit\"] ... [/link]'\n\ -Abbreviation sequence: '[l tgt=\"unit\"] ... [/l]'\n\ -Short cut: Shift-Control-Alt-Right-click on a unit on the map.\n\ -The 'id' parameter must be set to the id of the unit you are pointing to. \ -An optional 'name' parameter can be set to bind the unit name in the case \ -the destination users don't know this unit on their map.\n\ -This expression can also be started and finished within the same pair of \ -brackets, like '[link target=\"unit\" id=109 /]' (note the slash at the \ -end).\n\ -Examples: '[l tgt=\"unit\" id=235]unit[/l]' will make the word 'unit' \ -clickable and pointing to the unit id 235.\n\ -'[l tgt=\"unit\" id=235 name=\"Warrior\" /]' will display the name of the \ -unit id 235 if known, else, the word 'Warrior'.\ -"), _("\ -Of course, the different escape sequences can be combined in the same \ -sentence, like '[i][c fg=\"blue\"]this [b]is [s]funny[c bg=\"green\"] \ -[u]to[/i] test[/b] this[/s] [/c]new[/u] feature[/c]'.\ + Full name sequence: '[link target=\"unit\"] ... [/link]'\n\ + Abbreviation sequence: '[l tgt=\"unit\"] ... [/l]'\n\ + Short cut: Shift-Control-Alt-Right-click on a unit on the map.\n\ + The 'id' parameter must be set to the id of the unit you are pointing to. An optional 'name' parameter \ +can be set to bind the unit name in the case the destination users don't know this unit on their map.\n\ + This expression can also be started and finished within the same pair of brackets, like \ +'[link target=\"unit\" id=109 /]' (note the slash at the end).\n\ + Examples: '[l tgt=\"unit\" id=235]unit[/l]' will make the word 'unit' clickable and pointing to the unit \ +id 235. Alternately, '[l tgt=\"unit\" id=235 name=\"Warrior\" /]' will display the name of the unit id 235 if \ +known, else, the word 'Warrior'.\ +"), _("\ +Of course, the different escape sequences can be combined in the same sentence, like '[i][c fg=\"blue\"]this \ +[b]is [s]funny[c bg=\"green\"] [u]to[/i] test[/b] this[/s] [/c]new[/u] feature[/c]'.\ ") [help_worklist_editor] name = _("Worklist Editor") text = _("\ -The worklist editor is used to edit both worklists for each city (from the \ -city dialog) and global worklists. Using this editor you can create lists \ -specifying what to build in the turns to come.\ -"), _("\ -To add an item to the worklist, double-click the desired item in the list \ -of available items. You can also press the Help button to get help on the \ -selected item. Pressing Help with no item selected will display this page.\ +The worklist editor is used to edit both worklists for each city (from the city dialog) and global worklists. \ +Using this editor you can create lists specifying what to build in the turns to come.\ "), _("\ -To remove an item from the worklist simply double-click the item to remove. \ -Use the buttons below the worklist to move items up and/or down in the list.\ +To add an item to the worklist, click the plus ( + ) icon on the Production tab in the city dialog. A list of \ +available items will appear. You can hover over them for some brief help and then click the desired item to \ +add to the worklist of projects to build.\ "), _("\ -Keyboard shortcuts: Home to focus the worklist, End to focus the available \ -list, Up/Down arrows to select previous/next item \ -in worklist or available list, PageUp/Down to move items up/down \ -in the worklist, Insert to insert items from the available list into \ -the worklist and Delete to delete the selected item from the worklist.\ +To remove an item from the worklist simply double-click the item to remove. Use the buttons below the \ +worklist to move items up and/or down in the list.\ "), _("\ -If you want to buy the unit that's first on the list, you can do that \ -from the City Overview window.\ +If you want to buy the unit that's first on the list, you can do that from the top of the the Production tab \ +in the city dialog.\ ") [help_languages] name = _("Languages") text = _("\ -Freeciv21 supports several local languages. See the Native \ -Language Support section of the README file for instructions \ -on how to use one of these languages.\ +Freeciv21 supports several local languages. See the Native Language Support section of the README file for \ +instructions on how to use one of these languages.\ ") [help_copying] @@ -2564,14 +2125,13 @@ $Freeciv21Version\ ", ; /* TRANS: followed by a URL */ _("\ -If you find any bugs, then please send us a bug report. This is \ -best done by visiting the Freeciv21 Bug Tracking System, at:\ +If you find any bugs, then please send us a bug report. This is best done by visiting the Freeciv21 Bug \ +Tracking System, at:\ "), "\ https://github.com/longturn/freeciv21/issues\ ", _("\ -Please quote the above version information. \ -For more information about submitting bug reports see the file BUGS \ -in the Freeciv21 distribution.\ +Please quote the above version information. For more information about submitting bug reports see the file \ +BUGS in the Freeciv21 distribution.\ "), _("\ To contact the developers about anything else, contact them on discord:\ "), _("\