Skip to content

Commit

Permalink
Client Manual - City Dialog
Browse files Browse the repository at this point in the history
  • Loading branch information
jwrober committed Aug 10, 2022
1 parent f055a71 commit b4c2a72
Show file tree
Hide file tree
Showing 12 changed files with 166 additions and 1 deletion.
167 changes: 166 additions & 1 deletion docs/General/Manuals/client-manual.rst
Original file line number Diff line number Diff line change
Expand Up @@ -1480,6 +1480,171 @@ quick way to move around a large map in this manner.

Figure 44: Mini Map Multi Player Widget


City Dialog
-----------

Getting to know the :guilabel:`City Dialog` is a major aspect of playing Freeciv21. As a player you will spend
a great amount of time using this dialog box. The :guilabel:`City Dialog` is accessed by clicking on a city in
the `Map View`_ or by double-clicking a city from the table in the `Cities View`_. Figure 45 shows a sample of
the :guilabel:`City Dialog`. The dialog box is broken up into 5 major segments: city information (top center),
production and citizen govenor tabs (left), city citizen tile output (center), general and citizens tabs
(right) and present units (botton center).

.. figure:: ../../_static/images/gui-elements/city-dialog.png
:align: center
:width: 800px
:alt: Freeciv21 City Dialog
:figclass: align-center

Figure 45: City Dialog


Let's start at the top center as highlighted in Figure 46. In this segment of the dialog box is some general
information about the city. The name of the city is in the header at the top center. If you click on the city
name, a dialog box will appear and allow you to rename the city to something else. On the left side is a left
arrow icon that if clicked will take you to the previous city in the cities array. In the center, the dialog
will show how large the city is in size. Each rectangle icon is equivalent to 10,000 population and 1 citizen
worker. On the right is a right arrow icon that if clicked will take you to the next city in the cities array.
There is also a large X icon. If clicked the :guilabel:`City Dialog` will close and return you to the `Map
View`_. At the bottom center of this segment is some information about the city's status. From left to right
you will see net food, net production, net gold, net science, net trade, and turns to grow to next size. If
you hover your mouse over any of these icons, the client will show you detailed information on how the
calculation gets to the net value displayed.

.. figure:: ../../_static/images/gui-elements/city-dialog-top-center.png
:align: center
:alt: Freeciv21 City Dialog Top Center
:figclass: align-center

Figure 46: City Dialog - Top Center


Moving to the center-left segment highlighted in Figure 47. You will see two tabs: :guilabel:`Production` and
:guilabel:`Governor`. Figure 47 is showing the information on the :guilabel:`Production` tab. You can see how
much gold it will cost to buy the current item being produced. If you click on the :guilabel:`Buy` button, a
dialog will pop up asking if you are sure. Clicking :guilabel:`Ok` will execute the buy order and clicking
:guilabel:`Cancel` will cancel the buy order. In Figure 47's example a :improvement:`Granary` is being
constructed for a total cost of 30 shields (production). The city has produced net 17 of 30 needed shields and
at its current rate of net +4 production will take 4 turns to complete. The player for this example has also
added multiple items to the work list. When the :improvement:`Granary` is finished, the city will start
production on :improvement:`Barracks`. At this point, the city only needs 13 shields to finish the
:improvement:`Granary`, but at +4 shields per turn will produce a total of 16 shields in the same 4 turns.
This means that the surplus shields will transfer to the :improvement:`Barracks` when the
:improvement:`Granary` is complete.

.. figure:: ../../_static/images/gui-elements/city-dialog-prod.png
:align: center
:alt: Freeciv21 City Dialog Production
:figclass: align-center

Figure 47: City Dialog - Production


At the bottom of the segment are four buttons: :guilabel:`Add`, :guilabel:`Move Up`, :guilabel:`Move Down`,
and :guilabel:`Delete`. Clicking on :guilabel:`Add`, will open a pop up menu showing all of the items that the
city can produce. Click on the item and it will be added to the bottom of the work list above. If you wish to
move this new item or another item in the work list up, click (select) it from the work list and click the
:guilabel:`Move Up` button. Same action for the :guilabel:`Move Down` button. To remove the item from the work
list, click (select) an item in the work list and click on :guilabel:`Delete`. You can also double click on an
item in the work list and it will be removed from the work list.

One more feature of the :guilabel:`Production` tab is the work list editor. You can save work lists for use
later. To get started, populate the work list with a grouping of things you want to build. This can be a
collection of city improvements, units and wonders. Once you have the list configured the way you like it,
right-click on the work list canvas and a pop up menu will show. Start by selecting :guilabel:`Save Worklist`.
A dialog box will pop up allowing you to give the list a name. If you clear out the work list on the
:guilabel:`Production` tab and then right-click on the work list canvas, you can pick :guilabel:`Insert
Worklist` or :guilabel:`Change Worklist` from the sub-menu. :guilabel:`Insert Worklist` will add the items in
the saved work list to the main work list. :guilabel:`Change Worklist` will clear what is in the main work
list and replace it with the saved work list.

We will discuss the :guilabel:`Governor` tab in a bit. Moving to the center, we can see the city citizen tile
output segment and the city's full vision radius highlighted over the main map as highlighted in Figure 48.
This city is size 3, so this means that 4 tiles can be worked by the citizens. The city center is worked for
free and then 3 other tiles are being worked. In this example, there is a forest/river+silk tile,
grassland+irrigation, and a grassland/river tile being worked. You can click on the city center and the client
will automatically pick the best tiles for net food to aid city growth. You can also click on a tile to remove
the citizen from the tile and then click another tile to have the citizen work another tile. This is commonly
referred to a city micromanagement. If you remove a citizen from working a tile, take a look at the top center
segment. The citizens icon bar will show one entertainer specialist. If you want to change the entertainer to
a scientist or a taxman, you can click on it in the icon bar to change.

.. figure:: ../../_static/images/gui-elements/city-dialog-center.png
:align: center
:alt: Freeciv21 City Dialog City Center
:figclass: align-center

Figure 48: City Dialog - City Center

Moving right, we can see the :guilabel:`General` tab on the right most panel as highlighted in Figure 49. This
tab shows information simiar to what is shown on the top center segment, along with units and city
improvements that the city has produced and is supporting. Hovering your mouse over many of the items at the
top of the :guilabel:`General` tab will show detailed calculation information on how the net value is
produced.

.. figure:: ../../_static/images/gui-elements/city-dialog-general.png
:align: center
:alt: Freeciv21 City Dialog General
:figclass: align-center

Figure 49: City Dialog - General


We will discuss the :guilabel:`Citizens` tab in a bit. Moving to the bottom center, you will see a list of all
the units that are present in the city as highlighted in Figure 50. There can be units present in a city that
the city is not supporting, or from your allies. If you right-click on a unit, a pop up box shows some action
commands that you can give to the unit. If you double-click on a unit, the :guilabel:`City Dialog` will close
and the unit will be selected. See `Unit Controls`_ for more information on what to do with the unit.

.. figure:: ../../_static/images/gui-elements/city-dialog-units.png
:align: center
:alt: Freeciv21 City Dialog Units
:figclass: align-center

Figure 50: City Dialog - Present Units


Now let's come back and talk about the :guilabel:`Governor` tab on the left side segment and the
:guilabel:`Citizens` tab on the right side segment.

The :guilabel:`Governor` tab as highlighted in figure 51, gives information on the citizen management agent
(CMA) for this city. For more information on how to use the CMA refer to :doc:`../../Playing/cma`.

.. figure:: ../../_static/images/gui-elements/city-dialog-governor.png
:align: center
:alt: Freeciv21 City Dialog Govenor
:figclass: align-center

Figure 51: City Dialog - Govenor


On the right side is the :guilabel:`Citizens` tab as highlighted in Figure 52. The :guilabel:`Citizens` tab
shows you information about the happiness and the nationality of the citizens in the city. Happiness is
broken down into segments: Cities (Empire Size), Luxuries (Luxury Goods), Buildings, Nationality, Units, and
Wonders.

.. figure:: ../../_static/images/gui-elements/city-dialog-citizens.png
:align: center
:alt: Freeciv21 City Dialog Citizens
:figclass: align-center

Figure 52: City Dialog - Citizens


Overall happiness of the citizens in your cities depends heavily on all of these factors. Certain forms of
government have varying degrees of empire size penalties and as your empire grows you will have to deal with
the negative consequences of managing a large empire and the unhappiness it creates. The amount of Luxury
Goods you are producing as part of your `Tax Rates View`_ will aid this problem. Certain city improvements can
improve happiness as well as units in the city (martial law) along with wonders. If units are in the field
in battle against your enemies, they can cause unhappiness. Hovering your mouse over these items will give you
some information about it.

Figure 53 shows what it looks like when you have mixed nationality in your cities. Mixed nationality can
cause unhappiness and occurs when you conquer an opponent's city.

.. figure:: ../../_static/images/gui-elements/city-dialog-citizens-nationality.png
:align: center
:alt: Freeciv21 City Dialog Citizens Nationality
:figclass: align-center

Figure 53: City Dialog - Citizens Nationality
Binary file added docs/_static/images/gui-elements/cities.png
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Binary file added docs/_static/images/gui-elements/city-dialog.png
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.

0 comments on commit b4c2a72

Please sign in to comment.