From be942e18eb20bdb478e2ddbeb6e4196397fb6652 Mon Sep 17 00:00:00 2001 From: James Robertson Date: Sun, 14 Aug 2022 12:18:15 -0500 Subject: [PATCH 1/3] Update 1 of 2 of helpdata.txt --- data/helpdata.txt | 483 ++++++++++++++++++++++------------------------ 1 file changed, 235 insertions(+), 248 deletions(-) diff --git a/data/helpdata.txt b/data/helpdata.txt index fb70a8c8ee..bf5570b506 100644 --- a/data/helpdata.txt +++ b/data/helpdata.txt @@ -36,11 +36,11 @@ 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 \ +compete against several opponents to build 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 ruleset selected this is typically an explorer and a couple of \ -settlers. The race then begins to expand outward from those humble beginnings.\ +may be either another human or controlled by the computer. All players begin at the dawn of history in 4,000 \ +BCE with a handful of units. Depending on the ruleset 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 \ @@ -48,16 +48,16 @@ empire, but any of these four items 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 ruleset 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 \ + - Once technological progress has brought you into the space age, you may launch a spaceship destined for \ +Alpha Centauri. The first civilization whose spaceship reaches the system wins. NOTE: Spacerace Victory is +set by the ruleset 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 5,000 turns if no spaceship \ +have 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 \ + - If playing a multiplayer 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 \ +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.\ ") @@ -65,7 +65,7 @@ but may not completely cover rulesets which are very different from the classic [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 \ +While every game is different, there is a basic strategy which most players follow, especially at the start \ of the game.\ "), _("\ These steps may vary depending upon the server or ruleset options, but in general, the steps are: \ @@ -84,27 +84,27 @@ These steps may vary depending upon the server or ruleset options, but in genera "), _("\ 0. Choosing the first city site.\ "), _("\ -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 \ +Start the game by wandering around BRIEFLY to find a good place to build the first city. Do not feel tempted \ +to investigate any yellow roofed villages yet, they might contain Barbarian tribes. Build the city close to \ resources and perhaps close to fresh water (river or lake). 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.\ "), _("\ -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 \ +After the capital city has been built, it will start producing a Warrior unit by default. These units can \ +be used to walk 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!\ +one to explore. If you started the game with an Explorer unit, use that to explore and open up the map.\ "), _("\ 2. Defending the cities.\ "), _("\ 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 Mechanized Infantry.\ +units with a greater defense strength will become available, 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 Mechanized Infantry.\ "), _("\ -Keep in mind that with some types of government, military units inside or outside cities can reduce or \ +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.\ @@ -114,11 +114,11 @@ available defensive unit from the above list.\ 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.\ +Settlers are best put to use building new cities, while they can also build infrastructure improvements (see \ +the next section), it is better to use Workers for this when available. It should be noted that 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 building new cities should be a high priority in the early game.\ "), _("\ 4. Improving the land.\ "), _("\ @@ -131,34 +131,34 @@ improvements on some tiles may require technology.\ 5. Deciding where to build cities.\ "), _("\ 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.\ +opponents, but can also serve as a port for sea going units. They also usually need a Coastal Defense city \ +improvement later on for defense against an attacking navy. 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 do not build it by the sea. +Another thing to consider is the land around the city in its \"Vision Radius\". The vision radius is the the \ +map tiles that the city's population can manage as it grows. Many land tiles will have resources on them \ +(called specials) that give food, production or trade bonuses. Use the middle-click on your mouse to see. \ +The more resources a city can utilize the better.\ "), _("\ 6. Taking care of the cities.\ "), _("\ -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.\ +Every city has a group 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 managed. You can assign the city's citizens to \ +manage 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 food, trade and then 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 in the city and click on the central tile of the land, the citizens will be \ -rearranged to maximize food production. You will also want to look at the level of food in the granary and \ -the amount of surplus food the city is producing each turn. The city will lose excess food at turn change. \ -For example: The granary in the city has 18/20 food (needs two food to grow to next city size) and the city \ -is currently producing +4 food surplus each turn. This means that at turn change you will lose 2 food as waste \ -at turn change. This is a good opportunity to move the citizens around to get food to +2 surplus. This could \ -be accomplished by taking a citizen off a tile producing 2 food and turn him into a tax man for a turn to get \ +If you click on the central tile of the land (the \"City Center\"), the citizens will be rearranged to \ +maximize food production. You will also want to look at the level of food in the granary and the amount of \ +surplus food the city is producing each turn. The city will lose excess food at turn change. For example: +The granary in the city has 18/20 food (needs two food to grow to next city size) and the city is currently \ +producing +4 food surplus each turn. This means that at turn change you will lose 2 food as waste at turn \ +change. This is a good opportunity to move the citizens around to get food to +2 surplus. This could \ +be accomplished by taking a citizen off a tile producing 2 food and turn it into a taxman for a turn to get \ gold. At turn change, open the city and restore the citizen to farming. This kind of individual city \ management style is called \"micro-management\" and is a very powerful mechanism of game play.\ "), _("\ @@ -171,66 +171,66 @@ in disorder produce nothing, and are prone to revolt.\ "), _("\ 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.\ +intelligence about the other, which can be accessed from the 'Nations' View.\ "), _("\ 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 \ +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 \ +View, this is done by selecting the nation with whom you wish to meet and clicking '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.\ +or relationship 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 \ cancellation 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.\ +dissolve a pact in this situation is to dissolve your government by going into Anarchy. 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 \ + 1. You cannot give away your capital.\n\ + 2. You can only request property that you know about; so you cannot request technology unless you have an \ +embassy, and if you cannot see a city on your map, then you cannot 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 \ +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.\ "), _("\ 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.\ +Triremes to map the world in search of your 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.\ "), _("\ - - 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\ + - What the next advance you will need is.\n\ + - What your Tax, Luxury and Research rates are currently set to.\n\ + - Treaties are often broken, so do not neglect defense!\n\ - Some wonders can be made obsolete by a new technology.\ "), _("\ 10. Making your own strategy for the game.\ "), _("\ 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 \ +However, to improve, you need to study the various units and advances, and PRACTICE, PRACTICE, PRACTICE! \ +Freeciv21 has many twists, so if you have not 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 will find more tips for playing, and details of how to contact other players.\ ") [help_terrain] @@ -238,32 +238,33 @@ 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 \ +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 \ +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 \ -move points are expended based on the terrain.\ +move points that 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 \ +Tiles within range of a city may be managed 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 \ +that each turn when it is being managed by a city citizen 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 form of government 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 cannot 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 \ +It is possible for your units to change the terrain and hence its effects. See the section on Terrain \ Alterations for more details.\ ") @@ -295,34 +296,33 @@ Certain units have the ability to alter terrain tiles in several ways: they may 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.\ +bonus when a city citizen manages 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).\ +\"Mine\", \"Irrigate\", \"Road\", or \"Build Base\". Whether the order builds an improvement of the same \ +name is up to the ruleset.\ "), _("\ 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 \ +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.\ + - 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 \ +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 \ +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.\ +specialized units, such as the \"Clean Pollution\" or \"Clean Nuclear 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, \ @@ -352,12 +352,12 @@ categories = "Bonus", "Nuisance" 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 \ +determine what land your citizens can manage, where you can build 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).\ +into play when there is a diplomatic relationship 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 \ +Building 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 managed by a city cannot 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.\ @@ -374,61 +374,60 @@ Bases can also extend national borders. See the help on Terrain Alterations for 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.\ +civilization is watered. There are three types of products: food, production, 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 \ +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 \ +granary. 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 \ +grows by one citizen and the granary starts again at empty. 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.\ +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 \ +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 \ +supported are automatically disbanded. You can also disband most types of units 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.\ +units appear on the map and can be kept inside a city. Any leftover production points remain available to be \ +applied towards the next project in the city work list.\ "), _("\ 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 \ +will reduce when the unit is finished. 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 \ +city is of sufficient size. You can allow a city to be disbanded from the City 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 \ +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.\ +be built singly, as can buildings. There is an available column in the Cities View to show \"Build Slots\".\ "), _("\ -A city can be given a list of several projects to build in its \"work list\", avoiding the need to pay \ +A city can be given a list of several projects to build in its \"Work List\", avoiding the need to pay \ attention to it every few turns. Each item on the work list 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 \ @@ -438,15 +437,15 @@ In rulesets which permit it, a city may take several units of the same type off 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. \ +Each player is free to build any projects that their 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.\ +categories. You can spend gold to complete a project in one turn by hitting the Buy button in the City \ +Dialog if you have enough surplus gold in your National 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.\ @@ -459,25 +458,25 @@ the Terrain help.\ ; /* 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 \ +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.\ +government (capital city). Each city distributes its remaining trade points among three uses: gold, in the \ +form of taxes, goes into your National Treasury; luxury goods influence citizen morale; and science points \ +(\"Bulbs\") contribute towards the discovery of new technologies.\ "), _("\ 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 \ +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 \ +empire wide tallies. Luxury goods are 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 goods, 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 luxury goods.\ +"), _("\ +Besides managing 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 \ @@ -491,7 +490,7 @@ This creates a trade route between the unit's home city, which might be differen 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 \ +in 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.\ "), _("\ @@ -503,9 +502,9 @@ route ever becomes unsustainable, for instance, if war breaks out in a ruleset w 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 \ +server setting). 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.\ +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.\ @@ -513,8 +512,8 @@ establish as many trade routes as a city already has, existing ones are not affe 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.\ +To view the current trade routes of a city, hold your mouse over the \"Trade:\" line on the General tab \ +in the City Dialog.\ ") [help_goods] @@ -533,31 +532,33 @@ 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 \ +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 citizen. 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.\ +leave ruins, although these have no effect on game play.\ "), _("\ -While city growth should usually be your aim, it comes with challenges. As cities grow, managing happiness \ +While city growth should usually be your goal, 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 \ +Each city may manage the terrain (tiles) 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.\ +such as the size of the city, known technologies, and city improvements.\ "), _("\ -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.\ +To extract resources from a tile, you must have a citizen managing there. You cannot begin managing a tile \ +which a neighboring city is already managing, nor can you manage 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 on top of 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.\ +special resources such as game (Pheasant) or minerals (Gold, Coal), 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\ @@ -565,15 +566,15 @@ Think of this as \"Citizen Zero\". The city's center tile may also receive other - 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.\ +discovered.\ "), _("\ -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.\ +The roles of citizens are controlled from the City Dialog. Citizens managing the land are represented by \ +three numbers showing their output on the tile they are managing. Clicking on these numbers will remove the \ +citizen from the tile, turning it 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 manage 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, \ +Clicking on the city center tile in City Dialog will automatically choose citizen roles and tiles to manage, \ 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.\ @@ -587,18 +588,18 @@ new citizen has been placed. You can set different priorities for a city with th ; "), _("\ 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 \ +otherwise transferred, its citizens retain their original nationality, as do any immigrants. Units building \ 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.\ +Citizens of another nationality will manage tiles 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 nation. Their \ +presence makes it cheaper for their nation'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.\ +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 \ @@ -609,10 +610,10 @@ World for more information.\ ; /* 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.\ +The first citizens of each city usually manage 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 managing a tile. 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.\ @@ -633,74 +634,74 @@ citizens are happy your cities will celebrate and your output will increase grea 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.\ +Each citizen managing the land is either happy, content, unhappy, or angry. The normal state of a 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 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 \ +disorder. A city in disorder produces no food, production, science, or trade. Only luxury goods 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 undesirable 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.\ +government (Anarchy). Obviously this is an extremely undesirable 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 good \ +bonuses, which greatly impacts 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 \ +It should be stressed that only citizens managing 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.\ +unhappy citizen is simply to assign that citizen to the role of a specialist. If cities are ever to manage \ +more than four 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:\ +unhappy. The effects of celebration vary. In the classic ruleset, they depend on your form of government:\ "), _("\ - 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\ +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\ +1 bonus trade point on 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.\ +rapture is ruleset defined and disabled for many human-to-human online multiplayer 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.\ +empire. The precise thresholds depend on the form of government. See the section on Government for details.\ "), _("\ -Thus, you may find that founding or conquering a city triggers widespread disorder across your empire. \ +Thus, you may find that building 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.\ +Luxury goods make citizens happy. For every two luxury good 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 good points according to your empire's tax \ +rates. See the section on Trade. Luxury good 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 \ +crowding, such as Temple and Colosseum 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 \ +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.\ +(\"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 \ +These forms of unhappiness are distinct from that caused by overcrowding, and cannot be offset by luxury \ +goods, 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.\ +The Citizens tab in the City Dialog will give detailed insight into the mood of the citizenry and its causes.\ ") [help_plague] @@ -714,7 +715,7 @@ plague, this tends to act as a natural limit on city size. Rulesets which enable city improvements or other means to reduce the 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 \ +generated by 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.\ "), _("\ @@ -726,8 +727,8 @@ If migration is enabled, citizens will tend to prefer cities with a lower risk o 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 in the classic ruleset.\ +conditions in each city. Whether migration is enabled is controlled by the server option \"migration\". It \ +is disabled by default in the classic ruleset.\ "), _("\ 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, \ @@ -752,7 +753,7 @@ citizens will never migrate out of a capital 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\ + - Luxury good and science output.\n\ - The total cost of city improvements and wonders in the city.\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 \ @@ -773,7 +774,7 @@ Several of the details of migration can be changed with the \"mgr_*\" server opt 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.\ +only one of each improvement, and some improvements require others to have been built first as a prerequisite.\ "), _("\ 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 \ @@ -782,8 +783,8 @@ turn comes on which you cannot pay the upkeep on all of your improvements, some 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.\ +Most improvements become available only when you discover certain technologies, and some improvements can \ +become obsolete.\ ") [help_gen_improvements] @@ -793,9 +794,10 @@ generate = " Improvements" name = _("Wonders of the World") text = _("\ 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.\ +often enhance the owning player's 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 dependent \ @@ -804,8 +806,8 @@ achieve the advance required by each wonder to build it, it will be disabled whe 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.\ +empire-wide effect. Great Wonders can only be constructed once by a single player as noted above, however \ +Small Wonders can be constructed by each player.\ ") [help_gen_wonders] @@ -823,11 +825,11 @@ their purpose, have five important stats:\ attack is possible.\n\ - Defense (D): This is the comparative 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 use per turn. Under certain rulesets, \ + - Moves (MP): This is the number of move points that the unit can use per turn. Under certain rulesets, \ Terrain and Veteran level will impact how moves are consumed as a unit moves around the map.\n\ - - Hitpoints (H): This is effectively the constitution of the unit. The higher the value, the more \"hits\" \ + - Hitpoints (HP): 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 \ + - Firepower (FP): 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 \ @@ -856,7 +858,7 @@ capable of attack), locking the two units in combat until one is destroyed. 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 \ +Units' attributes can be further boosted by veteran levels. 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.\ @@ -869,13 +871,13 @@ extra hit point. A unit which spends a turn in a city regains one third of its b 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 \ +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 \ +equivalent by spending gold, with the cost increasing with the difference in production points 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.\ @@ -888,10 +890,10 @@ generate = " Units" 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 or other \"single use\" type of \ +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 \ +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.\ "), _("\ @@ -913,8 +915,7 @@ 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.\n\ - - Then the defender's strength is multiplied by the defense factor of the terrain it occupies via the \ -\"TerrainDefense\" unit class flag.\n\ + - Then the defender's strength is multiplied by the defense factor of the terrain it occupies.\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.\ "), _("\ @@ -922,10 +923,10 @@ 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 \ + - If the defender is an AEGIS Cruiser defending against airborne units (including Cruise 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\ +air unit (other than a Helicopter or a Cruise 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 \ @@ -933,7 +934,7 @@ 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 \ + - 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. \ @@ -945,10 +946,10 @@ The firepower of the attacker and defender are also modified.\ "), _("\ - 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\" \ + - 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.\ +firepower of both is typically set to 1, but can be changed with the \"Fortify_Defense_Bonus\" effect. "), _("\ 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 \ @@ -971,12 +972,12 @@ location may be destroyed along with the defender via the \"killstack\" server o ; /* TRANS: Preserve the leading space: it controls nesting */ name = _(" Combat Example 1") text = _("\ -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.\ +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 a veteran.\ "), _("\ 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 is increased to 20.25 with fortification (13.5 * 1.5).\ "), _("\ 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.\ @@ -997,12 +998,12 @@ points, or it might even lose the battle.\ ; /* TRANS: Preserve the leading space: it controls nesting */ name = _(" Combat Example 2") text = _("\ -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.\ +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.\ "), _("\ -The attacker's strength is 12, raised to 18 (12 * 150%) because of veteran status.\ +The attacker's strength is 12, raised to 18 (12 * 1.5) because of veteran status.\ "), _("\ -The defender's strength is 5, raised to 7.5 due to veteran status (5 * 150%). The terrain's defense factor is \ +The defender's strength is 5, raised to 7.5 due to veteran status (5 * 1.5). 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).\ @@ -1056,8 +1057,8 @@ optionally leaving some units behind to keep tiles occupied), you can make a pat [help_government] name = _("Government") text = _("\ -Your government type influences your cities' productivity and commerce, your citizens' happiness, and many \ -other game factors.\ +Your form of government 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 \ @@ -1084,18 +1085,18 @@ Civil war is devastating to any empire. In rulesets with civil war, it is trigge 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.\ +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.\ +universal franchise are far less likely to revolt than those more authoritarian 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.\ +may vary upwards from a minimum of 6 depending on the ruleset being played.\ ") [help_policies] @@ -1370,20 +1371,6 @@ be selected and moved in one gesture.\ 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:\n\ - ===================\n\ - Right-click-and-drag: Select units/cities by area\n\ - Shift-right-click-and-drag: Append area contents to existing selection\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\ From fd839f4fb5e7503e80e3521909e28faf82d00c93 Mon Sep 17 00:00:00 2001 From: James Robertson Date: Mon, 15 Aug 2022 13:55:21 -0500 Subject: [PATCH 2/3] Update 2 of 2 of helpdata.txt --- data/helpdata.txt | 175 +++++++++++++++++++++++----------------------- 1 file changed, 86 insertions(+), 89 deletions(-) diff --git a/data/helpdata.txt b/data/helpdata.txt index bf5570b506..23fc3fa821 100644 --- a/data/helpdata.txt +++ b/data/helpdata.txt @@ -203,7 +203,7 @@ embassy, and if you cannot see a city on your map, then you cannot request it. O 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 \ +city are also transferred, but not those sitting in other cities. So make sure the other player is not \ getting a better deal than you expect.\ "), _("\ 8. Exploring the world.\ @@ -237,7 +237,7 @@ You will find more tips for playing, and details of how to contact other players 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 \ +across which your units travel, and the medium which your cities manage to produce resources. The different \ types of terrain each have different strengths and drawbacks. See the sections on each terrain type for \ details.\ "), _("\ @@ -556,7 +556,7 @@ 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 (Pheasant) or minerals (Gold, Coal), and tile improvements built by units. \ -Note that the tile on which the city itself rests -- the \"City Center\" -- gets worked for free, without \ +Note that the tile on which the city itself rests -- the \"City Center\" -- gets managed for free, without \ being assigned a citizen. Think of this as \"Citizen Zero\". The city's center tile may also receive other benefits.\ "), _("\ @@ -612,7 +612,7 @@ name = _(" Specialists") text = _("\ The first citizens of each city usually manage 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 managing a tile. A city may outgrow the land available for it to work, in \ +is the only way they can stop managing a tile. A city may outgrow the land available for it to manage, in \ which case some citizens must become specialists.\ "), _("\ All specialists enjoy enough privilege to remain perpetually content. They do not contribute to unhappiness \ @@ -825,9 +825,9 @@ their purpose, have five important stats:\ attack is possible.\n\ - Defense (D): This is the comparative strength of the unit when it is a defender. The value can be zero, \ meaning no defense is possible.\n\ - - Moves (MP): This is the number of move points that the unit can use per turn. Under certain rulesets, \ + - Move Points (MP): This is the number of move points that the unit can use per turn. Under certain rulesets, \ Terrain and Veteran level will impact how moves are consumed as a unit moves around the map.\n\ - - Hitpoints (HP): This is effectively the constitution of the unit. The higher the value, the more \"hits\" \ + - Hit Points (HP): This is effectively the constitution of the unit. The higher the value, the more \"hits\" \ the unit can take before being destroyed.\n\ - Firepower (FP): This is a force multiplier for attack. Values greater than 1 multiply the attack value by \ the firepower value.\ @@ -836,7 +836,7 @@ Units are usually built in cities using production points. Once built, units are 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 \ +several units for free depending 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.\ "), _("\ @@ -958,7 +958,7 @@ hit points equal to the attacker's firepower. Otherwise, the attacker loses hit 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 \ +the winner's civilization has the Sun Tzu's War Academy (and if it is not 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 \ @@ -1102,7 +1102,7 @@ may vary upwards from a minimum of 6 depending on the ruleset being played.\ [help_policies] name = _("Policies") text = _("\ -Some rulesets define \"policies\". These are empire-wide settings, usually trade-offs similar to tax rates. \ +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.\ @@ -1128,28 +1128,28 @@ is the natural state in the classic rules, while the others can be achieved by s "), _("\ 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 \ +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.\ +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.\ +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 happens 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. Allied units no longer impose zones of \ +control. However, alliance treaties come with obligations. You will not 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] @@ -1158,30 +1158,32 @@ 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:\ +There are a few ways to gain advances other than conducting your own research:\ "), _("\ - - 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.\ + - 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.\n\ + - You may find scrolls of wisdom in a hut.\ "), _("\ 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.\ +Most technological 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 \ +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.\ +such as your form of government. 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.\ +become impossible for you to make (leaving the ones you have already made intact), obsolete improvements \ +become redundant and should be sold (see Economy View), while obsolete wonders lose their effect. See the \ +relevant sections for more information.\ ") [help_gen_techs] @@ -1241,13 +1243,13 @@ by default). If the server is started with the -m flag, it will report to the me $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, \ +any results, check whether your web 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 \ +When the game has started, everyone can connect as any player who is not already connected, including AI \ +players. Merely connecting to an AI player does not 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.\ ") @@ -1260,40 +1262,40 @@ are shown here as a courtesy and may be inaccurate due to changes in code or loc "), _("\ 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/freight 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\ + 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\ + 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\ 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\ + 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: clean (p)ollution (Settler/Worker units)\n\ + p: drop (p)aratrooper (Paratrooper 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\ + 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\ s: (s)entry unit\n\ @@ -1384,19 +1386,19 @@ Overview Map (Mouse):\n\ =====================\n\ Left-click, Shift-left-click, and Right-click have the same functions as they do on the main map.\ "), _("\ -Widgets and Pages:\n\ +Widgets and Views:\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\ + F1: show Map View\n\ + F2: show Units Widget (on Map View)\n\ + F3: show Nations View\n\ + F4: show Cities View\n\ + F5: show Economy View\n\ + F6: show Research View\n\ + F7: show World Wonders Widget (on Map View)\n\ + F8: show Top Five Cities Widget (on Map View)\n\ + F9: show Messages Widget (on Map View)\n\ + F11: show Demographics (on Map View)\n\ + F12: show Spaceship View\ "), _("\ Ctrl-F: open Find City dialog\n\ Ctrl-L: open Worklists dialog\n\ @@ -1404,11 +1406,6 @@ Widgets and Pages:\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] @@ -1418,15 +1415,15 @@ The Citizen Governor (formerly called the CMA) helps you manage your cities. It 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.\ "), _("\ -There are various means to tell the governor what kind of output you would like. Open the City dialog and \ +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 \ +another. Setting science to 3 means you prefer a single bulb to three shields (or gold, trade, etc.). You can \ set different factors for each kind of production, according to your needs.\ "), _("\ -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 \ +If you set up some minimal surpluses which are impossible to fulfill, the governor cannot be activated. \ +Whenever the governor cannot fulfill its task in the ongoing game, it passes back control to you. So you \ 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 \ @@ -1441,7 +1438,7 @@ control your setting from within the city page, by right-clicking on a city a lo 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.\ +managing cities nearby, by hand. It is best to manage all cities on an island either by hand or by governor.\ ") [help_chatline] @@ -1459,7 +1456,7 @@ match a username beginning with 'John' (like 'Johnathan').\n\ 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 \ + - Messages starting with '.' will be sent only to all your allies (or, if you are 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 \ @@ -1504,7 +1501,7 @@ using boldface, italic, colors, links, etc. Such changes are performed using esc 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 \ + An optional 'name' parameter can be set to bind the city name in the case the destination users do not \ 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 \ @@ -1526,7 +1523,7 @@ to the tile (17, 3).\ 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\ +can be set to bind the unit name in the case the destination users do not 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 \ @@ -1540,18 +1537,18 @@ Of course, the different escape sequences can be combined in the same sentence, [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. \ +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, 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 \ +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.\ "), _("\ -To remove an item from the worklist simply double-click the item to remove. Use the buttons below the \ +To remove an item from the worklist simply double-click the item to remove it. 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 top of the the Production tab \ -in the city dialog.\ +If you want to buy the project that is first on the list, you can do that from the top of the the Production \ +tab in the City Dialog.\ ") [help_languages] From afe89b95e86900884e0eba0538e4855910d9839a Mon Sep 17 00:00:00 2001 From: James Robertson Date: Thu, 18 Aug 2022 14:43:04 -0500 Subject: [PATCH 3/3] Update helpdata.txt after review and suggested edits --- data/helpdata.txt | 1399 +++++++++++++++++++++++---------------------- 1 file changed, 700 insertions(+), 699 deletions(-) diff --git a/data/helpdata.txt b/data/helpdata.txt index 23fc3fa821..0ce94904d7 100644 --- a/data/helpdata.txt +++ b/data/helpdata.txt @@ -35,24 +35,24 @@ ; /* 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 build cities, use them to support a military and economy, and finally \ +Freeciv21 is a turn-based strategy game, in which each player becomes the leader of a Civilization. You \ +compete against several opponents to build 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 4,000 \ -BCE with a handful of units. Depending on the ruleset selected this is typically an Explorer and a couple of \ +BCE with a handful of Units. Depending on the ruleset 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 \ +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 items 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 spaceship destined for \ -Alpha Centauri. The first civilization whose spaceship reaches the system wins. NOTE: Spacerace Victory is + - 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 spaceship destined for \ +Alpha Centauri. The first Civilization whose spaceship reaches the system wins. NOTE: Spacerace Victory is set by the ruleset 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 5,000 turns if no spaceship \ -have been launched. The surviving civilizations are then rated, and the one with the highest score is \ +have been launched. The surviving Civilizations are then rated, and the one with the highest score is \ the winner.\n\ - If playing a multiplayer game with only humans, victory can be declared based on diplomatic factors and \ other pre-set game rules.\ @@ -70,126 +70,126 @@ of the game.\ "), _("\ These steps may vary depending upon the server or ruleset options, but in general, the steps are: \ "), _("\ - 0. Choosing the first city site.\n\ + 0. Choosing the first City site.\n\ 1. Mapping the countryside.\n\ - 2. Defending the cities.\n\ - 3. Deciding which units to build first.\n\ + 2. Defending the Cities.\n\ + 3. Deciding which Units to build first.\n\ 4. Improving the land.\n\ - 5. Deciding where to build cities.\n\ - 6. Taking care of the cities.\n\ + 5. Deciding where to build Cities.\n\ + 6. Taking care of the Cities.\n\ 7. Interacting with other players (diplomacy).\n\ - 8. Exploring the world.\n\ + 8. Exploring the World.\n\ 9. Things to keep in mind.\n\ 10. Making your own strategy for the game.\ "), _("\ - 0. Choosing the first city site.\ + 0. Choosing the first City site.\ "), _("\ -Start the game by wandering around BRIEFLY to find a good place to build the first city. Do not feel tempted \ -to investigate any yellow roofed villages yet, they might contain Barbarian tribes. Build the city close to \ -resources and perhaps close to fresh water (river or lake). 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 \ +Start the game by wandering around BRIEFLY to find a good place to build the first City. Do not feel tempted \ +to investigate any yellow roofed villages yet, they might contain Barbarian tribes. Build the City close to \ +resources and perhaps close to fresh water (River or Lake). 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.\ "), _("\ -After the capital city has been built, it will start producing a Warrior unit by default. These units can \ +After the Capital City has been built, it will start producing a Warrior Unit by default. These Units can \ be used to walk 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 and open up the map.\ +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 and open up the Map.\ "), _("\ - 2. Defending the cities.\ + 2. Defending the Cities.\ "), _("\ -At this point, defend your cities by always leaving a Warrior unit in them. As your civilization develops \ -units with a greater defense strength will become available, 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 Mechanized Infantry.\ +At this point, defend your Cities by always leaving a Warrior Unit in them. As your Civilization develops \ +and new Units become available, replace the obsolete Units with new ones to ensure your Cities have +sufficient defense. The Units most often used for defense are (in order of strength): Warrior, Phalanx, \ +Pikemen, Musketeers, Riflemen, and Mechanized 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.\ +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.\ + 3. Deciding which Units to build first.\ "), _("\ -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 \ +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 building new cities, while they can also build infrastructure improvements (see \ +Settlers are best put to use building new Cities, while they can also build infrastructure Improvements (see \ the next section), it is better to use Workers for this when available. It should be noted that 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 building new cities should be a high priority in the early game.\ +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 building new Cities should be a high priority in the early game.\ "), _("\ 4. Improving the land.\ "), _("\ -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.\ -"), _("\ -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 for defense against an attacking navy. 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 do not build it by the sea. -Another thing to consider is the land around the city in its \"Vision Radius\". The vision radius is the the \ -map tiles that the city's population can manage as it grows. Many land tiles will have resources on them \ -(called specials) that give food, production or trade bonuses. Use the middle-click on your mouse to see. \ -The more resources a city can utilize the better.\ -"), _("\ - 6. Taking care of the cities.\ -"), _("\ -Every city has a group 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 managed. You can assign the city's citizens to \ -manage 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 food, trade and then 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 \ +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 output), 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.\ +"), _("\ +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 seagoing Units. They also usually need a Coastal Defense City \ +Improvement later on for defense against an attacking navy. 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 do not build it by the sea. +Another thing to consider is the land around the City in its \"Vision Radius\". The Vision Radius is the the \ +Map Tiles that the City's population can manage as it grows. Many land Tiles will have resources on them \ +(called Specials) that give Food, Production, or Trade bonuses. Use the middle-click on your mouse to see. \ +The more resources a City can utilize the better.\ +"), _("\ + 6. Taking care of the Cities.\ +"), _("\ +Every City has a group 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 managed. You can assign the City's Citizens to \ +manage 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 Food, Trade, and then 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 click on the central tile of the land (the \"City Center\"), the citizens will be rearranged to \ -maximize food production. You will also want to look at the level of food in the granary and the amount of \ -surplus food the city is producing each turn. The city will lose excess food at turn change. For example: -The granary in the city has 18/20 food (needs two food to grow to next city size) and the city is currently \ -producing +4 food surplus each turn. This means that at turn change you will lose 2 food as waste at turn \ -change. This is a good opportunity to move the citizens around to get food to +2 surplus. This could \ -be accomplished by taking a citizen off a tile producing 2 food and turn it into a taxman for a turn to get \ -gold. At turn change, open the city and restore the citizen to farming. This kind of individual city \ +Entertainer when you take a Citizen off the land.\ +"), _("\ +If you click on the central Tile of the land (the \"City Center\"), the Citizens will be rearranged to \ +maximize Food production. You will also want to look at the level of Food in the Granary and the amount of \ +surplus Food the City is producing each turn. The City will lose excess Food at turn change. For example: +The Granary in the City has 18/20 Food (needs two Food to grow to next City size) and the City is currently \ +producing +4 Food surplus each turn. This means that at turn change you will lose 2 Food as waste at turn \ +change. This is a good opportunity to move the Citizens around to get Food to +2 surplus. This could \ +be accomplished by taking a Citizen off a Tile producing 2 Food and turn it into a Taxman for a turn to get \ +Gold. At turn change, open the City and restore the Citizen to farming. This kind of individual City \ management style is called \"micro-management\" and is a very powerful mechanism of game play.\ "), _("\ -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 \ +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).\ "), _("\ -When one of your units first meets a unit of another nation, or finds one of their cities (or equally if \ +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' View.\ "), _("\ 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 \ +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' \ View, this is done by selecting the nation with whom you wish to meet and clicking '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 \ +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 relationship 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 \ +In this dialog you can negotiate an exchange of assets (Maps, Vision, Advances, Cities, or Gold), Embassies, \ +or relationship 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 \ +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 \ cancellation of a treaty, unless a foreign Diplomat or Spy sparks a diplomatic incident. The only way to \ @@ -198,34 +198,34 @@ are described in the Diplomacy section.\ "), _("\ A few notes:\n\ 1. You cannot give away your capital.\n\ - 2. You can only request property that you know about; so you cannot request technology unless you have an \ -embassy, and if you cannot see a city on your map, then you cannot 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 \ + 2. You can only request property that you know about; so you cannot request Technology unless you have an \ +Embassy, and if you cannot see a City on your Map, then you cannot 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 is not \ + 3. One important thing to note: when a City is transferred, any Units in the field and supported by that \ +City are also transferred, except those sitting in other Cities. So make sure the other player is not \ getting a better deal than you expect.\ "), _("\ - 8. Exploring the world.\ + 8. Exploring the World.\ "), _("\ -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 your opponents and new lands. If you are on an island, you should \ +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 your 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 \ +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.\ "), _("\ - - What the next advance you will need is.\n\ + - What the next Advance you will need is.\n\ - What your Tax, Luxury and Research rates are currently set to.\n\ - Treaties are often broken, so do not neglect defense!\n\ - - Some wonders can be made obsolete by a new technology.\ + - Some Wonders can be made obsolete by a new Technology.\ "), _("\ 10. Making your own strategy for the game.\ "), _("\ These basic concepts will allow you to play the game pretty well, especially in the beginning of the game. \ -However, to improve, you need to study the various units and advances, and PRACTICE, PRACTICE, PRACTICE! \ -Freeciv21 has many twists, so if you have not played a similar game before, try consulting the Freeciv21 \ +To improve, you need to study the various Units and Advances, and PRACTICE, PRACTICE, PRACTICE! Freeciv21 \ +has many twists, so if you have not played a similar game before, try consulting the Freeciv21 \ documentation pages at:\ "), _("\ https://longturn.readthedocs.io/\ @@ -236,35 +236,35 @@ You will 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 manage to produce resources. The different \ +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 manage 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 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 \ +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 \ move points that are expended based on the terrain.\ "), _("\ -Tiles within range of a city may be managed by that city to produce food, production, and trade points. The \ +Tiles within range of a City may be managed 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 managed by a city citizen 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 \ +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 managed by a City Citizen 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 form of government as well as city improvements, \ -tile improvements and wonders. NOTE: If you middle-click on a tile and see a negative value (for example: \ +The net benefit of a Tile for your City depends on your form of government 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 cannot 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 \ +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 \ +It is possible for your Units to change the terrain and hence its effects. See the section on Terrain \ Alterations for more details.\ ") @@ -280,8 +280,8 @@ categories = "Natural" name = _(" Resources") text = _("\ 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.\ +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] @@ -292,49 +292,49 @@ 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.\ +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 citizen manages 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.\ +Tile Improvements typically provide some lasting bonus for as long as they are present, such as a Production \ +bonus when a City Citizen manages the Tile. Roads or paths typically ease movement if they connect to a \ +similar road on an adjacent Tile. 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 \ +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 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.\ +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 \"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.\ +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. Units capable of terrain alteration 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, such as the \"Clean Pollution\" or \"Clean Nuclear Fallout\" orders.\ +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, such as the \"Clean Pollution\" or \"Clean Nuclear Fallout\" orders.\ "), _("\ -Terrain conversions cannot be undone in this way. For example, in the classic ruleset, if a Forest tile has \ +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.\ +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\ " @@ -351,30 +351,30 @@ 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 manage, where you can build new cities, and whether your units are \ -considered to be aggressively deployed by your citizens (see the section on Happiness). Borders also come \ +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 manage, where you can build 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 relationship pact between nations (see the section on Diplomacy).\ "), _("\ -Building 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 managed by a city cannot 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.\ +Building 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 managed by a City cannot 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 \ +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, production, and trade points. The +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, Production, and Trade points. The following sections describe each of these resources along with its properties, uses, and limitations.\ ") @@ -382,19 +382,19 @@ following sections describe each of these resources along with its properties, u ; /* 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. 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. 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. Those producing less than they require deplete their Granary. When Food is needed but none \ +remains, the City population starves, killing Units that consume Food 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. 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] @@ -402,55 +402,55 @@ cities. An alternative way for cities to grow is \"Rapture\", described in the s 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 units 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 and can be kept inside a city. Any leftover production points remain available to be \ -applied towards the next project in the city work list.\ -"), _("\ -Some units, such as Settlers, are built from city population as well as production points. The city size \ -will reduce when the unit is finished. 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 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 \ +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 Units 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 and can be kept inside a City. Any leftover Production points remain available to be \ +applied towards the next project in the City work list.\ +"), _("\ +Some Units, such as Settlers, are built from City population as well as Production points. The City size \ +will reduce when the Unit is finished. 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 Dialog. However, you cannot \ +disband your last City this way.\ +"), _("\ +In the classic ruleset, a City can build at most one project 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. There is an available column in the Cities View to show \"Build Slots\".\ "), _("\ -A city can be given a list of several projects to build in its \"Work List\", avoiding the need to pay \ -attention to it every few turns. Each item on the work list 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 work list 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 work list in a single \ +A City can be given a list of several projects to build in its \"Work List\", avoiding the need to pay \ +attention to it every few turns. Each item on the work list 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 work list 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 work list 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.\ +used to limit the number of Units produced by highly productive Cities.\ "), _("\ -Each player is free to build any projects that their technology has made available, with a few restrictions. \ +Each player is free to build any projects that their 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 \ +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 in the City \ -Dialog if you have enough surplus gold in your National Treasury.\ +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 in the City \ +Dialog if you have enough surplus Gold in your National 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.\ +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 \ +Cities with a large Production output contribute to Pollution, which affects the Tiles around the City. See \ the Terrain help.\ ") @@ -458,61 +458,61 @@ the Terrain help.\ ; /* 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 (capital city). Each city distributes its remaining trade points among three uses: gold, in the \ -form of taxes, goes into your National Treasury; luxury goods influence citizen morale; and science points \ -(\"Bulbs\") contribute towards the discovery of new technologies.\ +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 Goods influence Citizen morale; and Science points \ +(\"Bulbs\") contribute towards the discovery of new Technologies.\ "), _("\ -You must choose a single ratio for your civilization by which trade points are distributed among these three \ +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 goods are 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 goods, 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 luxury goods.\ +Having this single ratio does not impact Gold and Science, because Gold and Technological progress are both \ +empire wide tallies. Luxury Goods are 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 Goods, 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 Luxury Goods.\ "), _("\ Besides managing 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 \ +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 \ +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.\ +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 \ +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 \ -in 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 origin Civilization of the Unit gains immediate revenue in Gold and Science from selling its Trade goods \ +in 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, \ +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 \ -server setting). 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.\ +Each City can only support a limited number of Trade Routes (the exact limit is set by ruleset and a \ +server setting). If you attempt to establish more, the Trade Route with the smallest ongoing revenue is \ +canceled if it would be less than the new Trade 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.\ +This limit is enforced only when attempting to establish a new Trade 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 \ +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 over the \"Trade:\" line on the General tab \ +To view the current Trade Routes of a City, hold your mouse over the \"Trade:\" line on the General tab \ in the City Dialog.\ ") @@ -520,7 +520,7 @@ in the City Dialog.\ ; /* TRANS: Preserve the leading space: it controls nesting */ name = _(" Goods") text = _("\ -Goods are carried via trade routes and are generally not shown on the game map.\ +Goods are carried via Trade Routes and are generally not shown on the game Map.\ ") [help_gen_goods] @@ -530,75 +530,75 @@ generate = " Goods" name = _("Cities") text = _("\ Cities are your sole instrument for developing natural resources and channeling them toward expansion, \ -technological progress, and warfare.\ +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 citizen. 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 \ +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 Citizen. 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 game play.\ "), _("\ -While city growth should usually be your goal, 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 manage the terrain (tiles) 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, known technologies, and city improvements.\ -"), _("\ -To extract resources from a tile, you must have a citizen managing there. You cannot begin managing a tile \ -which a neighboring city is already managing, nor can you manage 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 on top of 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 (Pheasant) or minerals (Gold, Coal), and tile improvements built by units. \ -Note that the tile on which the city itself rests -- the \"City Center\" -- gets managed for free, without \ -being assigned a citizen. Think of this as \"Citizen Zero\". The city's center tile may also receive other +While City growth should usually be your goal, 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 manage the terrain Tiles 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, known Technologies, and City Improvements.\ +"), _("\ +To extract resources from a Tile, you must have a Citizen managing it. You cannot begin managing a Tile \ +which a neighboring City is already managing, nor can you manage 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 on top of valuable resources around an enemy City. Units can also be ordered to \ +\"Pillage\", which can be used to remove terrain 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 (Pheasant) or minerals (Gold, Coal), and Tile Improvements built by Units. \ +Note that the Tile on which the City itself rests -- the \"City Center\" -- gets managed 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 \ + 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 \ discovered.\ "), _("\ -The roles of citizens are controlled from the City Dialog. Citizens managing the land are represented by \ -three numbers showing their output on the tile they are managing. Clicking on these numbers will remove the \ -citizen from the tile, turning it 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 manage it, or click on the specialist icon to change the specialist's role.\ +The roles of Citizens are controlled from the City Dialog. Citizens managing the land are represented by \ +three numbers showing their output on the Tile they are managing. Clicking on these numbers will remove the \ +Citizen from the Tile, turning it 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 manage it, or click on the Specialist icon to change the Specialist's role.\ "), _("\ -Clicking on the city center tile in City Dialog will automatically choose citizen roles and tiles to manage, \ -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.\ +Clicking on the City center Tile in City Dialog will automatically choose Citizen roles and Tiles to manage, \ +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 \ +; 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 \ +; 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 building \ -or contributing citizens to a city can also bring their own nationality.\ -"), _("\ -Citizens of another nationality will manage tiles 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 nation. Their \ -presence makes it cheaper for their nation'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 \ +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 building \ +or contributing Citizens to a City can also bring their own nationality.\ +"), _("\ +Citizens of another nationality will manage Tiles 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 nation. Their \ +presence makes it cheaper for their nation'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 \ @@ -610,15 +610,15 @@ World for more information.\ ; /* TRANS: Preserve the leading space: it controls nesting */ name = _(" Specialists") text = _("\ -The first citizens of each city usually manage 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 managing a tile. A city may outgrow the land available for it to manage, in \ -which case some citizens must become specialists.\ +The first Citizens of each City usually manage 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 managing a Tile. A City may outgrow the land available for it to manage, 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.\ +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.\ +This section describes the available Specialist roles, their effects, and their requirements, if any.\ ") [help_gen_specialists] @@ -628,80 +628,80 @@ 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. 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 \ +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 managing the land is either happy, content, unhappy, or angry. The normal state of a 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 unhappy, instead of content.\ +Each Citizen managing the land is either Happy, Content, Unhappy, or Angry. The normal state of a 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 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 trade. Only luxury goods production \ +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 Trade. Only Luxury Goods 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 (Anarchy). Obviously this is an extremely undesirable 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 good \ -bonuses, which greatly impacts your civilization's ability to generate gold and science output.\ +Cities as best you can. In some rulesets, when a City is Celebrating, you get additional Luxury Goods \ +bonuses, which greatly impacts your Civilization's ability to generate Gold and Science output.\ "), _("\ -It should be stressed that only citizens managing 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 manage \ -more than four tiles at once, the problem of morale must be confronted more directly.\ +It should be stressed that only Citizens managing 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 manage \ +more than four 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.\ +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 form of government:\ +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 form of government:\ "), _("\ - - Under Anarchy or Despotism, you will not suffer the normal production penalty for tiles which produce \ + - 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 on 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 multiplayer 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 \ + - Under Monarchy or Communism, your City will gain the Trade bonus of Republican/Democratic governments: \ +1 bonus Trade point on 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 player vs player online multiplayer 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 the form of government. See the section on Government for details.\ "), _("\ -Thus, you may find that building or conquering a city triggers widespread disorder across your empire. \ +Thus, you may find that building 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.\ +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 goods make citizens happy. For every two luxury good 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 good points according to your empire's tax \ -rates. See the section on Trade. Luxury good points may also be produced by other means, such as Entertainer \ -specialists in the classic ruleset.\ +Luxury Goods make Citizens Happy. For every two Luxury Goods 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 Goods points according to your empire's Tax \ +Rates. See the section on Trade. Luxury Goods 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 Temple and Colosseum in the classic rules. Some wonders of the world can also have this \ +There are several City Improvements that will make Content those remaining Citizens that are Unhappy due to \ +crowding, such as Temple and Colosseum 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 \ +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.\ +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 luxury \ -goods, 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 \ +These forms of unhappiness are distinct from that caused by overcrowding, and cannot be offset by Luxury \ +Goods, 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 in the City Dialog will give detailed insight into the mood of the citizenry and its causes.\ +The Citizens tab in the City Dialog will give detailed insight into the mood of the Citizenry and its causes.\ ") [help_plague] @@ -710,81 +710,81 @@ name = _(" Plague") text = _("\ 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 unsanitary conditions) and on the pollution \ -generated by 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.\ +The risk of Plague depends on City size (overcrowding leads to unsanitary conditions) and on the Pollution \ +generated by 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.\ +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 \ -conditions in each city. Whether migration is enabled is controlled by the server option \"migration\". It \ +Migration is the movement of Citizens from one City to another based on the relative attractions of living \ +conditions in each City. It is controlled by the server option \"migration\". It \ is disabled by default in the classic ruleset.\ "), _("\ -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, \ +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.\ +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 \ + - 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 \ + - 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 \ + - 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 good and science output.\n\ - - The total cost of city improvements and wonders in the city.\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 \ + - Luxury Goods and Science output.\n\ + - The total cost of City Improvements and Wonders in the City.\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.\ +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.\ +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.\ +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 as a prerequisite.\ -"), _("\ -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 \ +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 as a prerequisite.\ +"), _("\ +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 discover certain technologies, and some improvements can \ -become obsolete.\ +Most City Improvements become available only when you discover certain technologies. This can also cause \ +other Improvements to become obsolete.\ ") [help_gen_improvements] @@ -794,20 +794,21 @@ generate = " Improvements" name = _("Wonders of the World") text = _("\ Great Wonders are special buildings which can each be completed by only one player each game, and which \ -often enhance the owning player's 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.\ +often enhance the owning player's 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 Ggreat \ +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 dependent \ +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 dependent \ 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.\ +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. Great Wonders can only be constructed once by a single player as noted above, however \ -Small Wonders can be constructed by each player.\ +empire-wide effect. Unlike Great Wonders, each player can build a single Small Wonder regardless of whether \ +other players have built one. The Production carrying Units (Caravan and Freight in the classic ruleset) can \ +also be used to build Small Wonders.\ ") [help_gen_wonders] @@ -816,69 +817,69 @@ 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. All units, no matter \ +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 comparative strength of the unit in an attack. The value can be zero, meaning no \ + - Attack (A): This is the comparative strength of the Unit in an attack. The value can be zero, meaning no \ attack is possible.\n\ - - Defense (D): This is the comparative strength of the unit when it is a defender. The value can be zero, \ + - Defense (D): This is the comparative strength of the Unit when it is a defender. The value can be zero, \ meaning no defense is possible.\n\ - - Move Points (MP): This is the number of move points that the unit can use per turn. Under certain rulesets, \ -Terrain and Veteran level will impact how moves are consumed as a unit moves around the map.\n\ - - Hit Points (HP): This is effectively the constitution of the unit. The higher the value, the more \"hits\" \ -the unit can take before being destroyed.\n\ + - Move Points (MP): This is the number of move points the Unit can use per turn. Under certain rulesets, \ +Terrain and Veteran level will impact how moves are consumed as a Unit moves around the Map.\n\ + - Hit Points (HP): This is effectively the constitution of the Unit. The higher the value, the more \"hits\" \ +the Unit can take before being destroyed.\n\ - Firepower (FP): 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 depending 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.\ +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 depending 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.\ +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 \ +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, \ +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 \ +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.\ +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 veteran levels. 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 \ +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 \ +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 points cost between \ -the two types. When a unit is upgraded, its hit points and movement points are preserved as a fraction of \ +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 points 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.\ ") @@ -889,26 +890,26 @@ generate = " Units" [help_combat] name = _("Combat") text = _("\ -In standard combat, when one unit attacks another unit, either the attacker will be destroyed, or the \ +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.\ +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 on the target tile or \ -city. The 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 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 \ +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.\n\ - - Some rulesets, but not the classic rules, have 'tired attacks': a unit that attacks with less than a full \ + - 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.\ "), _("\ Next, the defender's strength is modified.\ @@ -916,55 +917,55 @@ 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.\n\ - Then the defender's strength is multiplied by the defense factor of the terrain it occupies.\n\ - - If the defender is fortified, or is of a type that could fortify and is inside a city, its strength is \ + - 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 \ + - 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 Cruise Missiles and \ + - If the defender is an AEGIS Cruiser defending against airborne Units (including Cruise 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 Cruise Missile) via the \"Defend_Bonus\" effect.\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 Cruise 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 \ + - 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 \ + - 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\ + - 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 \ +circumstances only one or the other will be destroyed per attack, unless the attacking Unit is specifically \ single use.\ "), _("\ The firepower of the attacker and defender are also modified.\ "), _("\ - - 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\" \ + - 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 \ + - 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 typically set to 1, but can be changed with the \"Fortify_Defense_Bonus\" effect. "), _("\ -After these preliminaries, combat occurs as long as both units are still alive (i.e. hit points are greater \ +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.\ +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 is not obsolete), the chance is increased \ -by half in case of land units.\ +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 is not 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 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 \ +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.\ ") @@ -972,25 +973,25 @@ location may be destroyed along with the defender via the \"killstack\" server o ; /* TRANS: Preserve the leading space: it controls nesting */ 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 a veteran.\ +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 a veteran.\ "), _("\ -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 \ +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 with fortification (13.5 * 1.5).\ "), _("\ 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 so nothing else happens here.\ +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 \ +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 \ +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.\ ") @@ -998,14 +999,14 @@ points, or it might even lose the battle.\ ; /* TRANS: Preserve the leading space: it controls nesting */ 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, HP:40, FP:2) with 3 move 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.\ "), _("\ The attacker's strength is 12, raised to 18 (12 * 1.5) because of veteran status.\ "), _("\ The defender's strength is 5, raised to 7.5 due to veteran status (5 * 1.5). 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 \ +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).\ "), _("\ Strength values inside the game code are actually multiplied by 100 with fractions dropped. In this example, \ @@ -1027,51 +1028,51 @@ 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.\ +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:\ +In the following special cases, Units can move regardless of ZOC:\ "), _("\ - - 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.\ + - 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:\ "), _("\ - - 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 \ + - 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 form of government influences your cities' productivity and commerce, your citizens' happiness, and \ +Your form of government 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, \ +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 \ +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 \ +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 \ +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.\ +advanced Technology early in the game puts you at an advantage.\ ") [help_gen_governments] @@ -1081,28 +1082,28 @@ 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.\ +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.\ +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.\ +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 \ +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 authoritarian 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 depending on the ruleset being played.\ +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, depending on the ruleset being played.\ ") [help_policies] name = _("Policies") text = _("\ -Some rulesets define \"Policies\". These are empire-wide settings, usually trade-offs similar to tax rates. \ +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.\ @@ -1114,7 +1115,7 @@ generate = " Multipliers" [help_effects] name = _("Effects") text = _("\ -Effects specify what buildings, wonders, etc. do.\ +Effects specify what buildings, Wonders, etc. do.\ ") [help_gen_effects] @@ -1126,63 +1127,63 @@ text = _("\ 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 happens 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. Allied units no longer impose zones of \ -control. However, alliance treaties come with obligations. You will not 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 \ +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 happens 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. Allied Units no longer impose zones of \ +control. However, Alliance treaties come with obligations. You will not 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.\ +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 other than conducting your own research:\ +There are a few ways to gain Advances other than conducting your own research:\ "), _("\ - - 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.\n\ - - You may find scrolls of wisdom in a hut.\ + - 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.\n\ + - You may find scrolls of wisdom in huts.\ "), _("\ -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.\ +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 technological 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 \ +Most Technological 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 \ +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 form of government. 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 \ -become redundant and should be sold (see Economy View), while obsolete wonders lose their effect. See the \ +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 form of government. 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 \ +become redundant and should be sold (see Economy View), while obsolete Wonders lose their effect. See the \ relevant sections for more information.\ ") @@ -1192,26 +1193,26 @@ 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 \ +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 \ +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.\ +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 \ +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 \ +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.\ ") @@ -1227,7 +1228,7 @@ 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.\ "), _("\ -Nations are distinguished by their flags, leaders and city names. In the classic rules they are identical in \ +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.\ ") @@ -1242,8 +1243,8 @@ by default). If the server is started with the -m flag, it will report to the me "), "\ $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 web browser is using a HTTP proxy; to make the client use the same proxy, \ +The client can fetch this page, too: use the Metaserver Button in the connection dialog. If it never shows \ +any results, check whether your web 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/\ @@ -1257,65 +1258,65 @@ your original nickname! If the server is reporting on the metaserver, the player [help_controls] name = _("Controls") text = _("\ -The vast majority of these options are shown next to the item/function in an appropriate menu listing. They \ +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/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\ + 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\ - 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\ + 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\ I: change terrain by cultivating\n\ - Ctrl+I: connect current and target tile with (I)rrigation\n\ + Ctrl+I: connect current and target Tile with (I)rrigation\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\ + 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\ + 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: c(O)nvert to another kind of unit\n\ - p: clean (p)ollution (Settler/Worker units)\n\ - p: drop (p)aratrooper (Paratrooper units)\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 (Paratrooper Units)\n\ P: (P)illage (destroy terrain alteration)\n\ - q: patrol with unit (then left-click mouse to select other endpoint)\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\ + 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\ - 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\ + 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\ "), _("\ Unit Selection:\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\ - w: (w)ait: focus on next unit\n\ - 5: focus on previous unit\n\ - space: done giving orders (unit stays put)\ + 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\ + w: (w)ait: focus on next Unit\n\ + 5: focus on previous Unit\n\ + space: done giving orders (Unit stays put)\ "), _("\ Unit Movement:\n\ ==============\n\ @@ -1331,60 +1332,60 @@ Works on a numeric keypad or regular number keys if on a laptop without a keypad "), _("\ Main Map (Keys):\n\ ================\n\ - The client supports zooming/scaling the map graphics with the + and - keys.\n\ - c: (c)enter view on active unit\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\ + 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\ - Ctrl-N: show/hide city names\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\ + Ctrl-B: show/hide national Borders\n\ + Ctrl-D: show/hide City Trade Routes\n\ + Ctrl-G: show/hide Map grid lines\n\ + Ctrl-N: show/hide City names\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\ "), _("\ Main Map (Mouse):\n\ =================\n\ - Left-click on city: Open city dialog\n\ - Left-click on unit: Select a single unit\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\n\ - Left-click-and-drag on unit: Go-to command for unit\n\ + Unit orders on selection\" is set)\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\ - Middle-click, Alt-left-click: Show tile info\n\ - Right-click: Center tile in view\n\ - Ctrl-center-click: Wake up sentried units\ + 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\ + 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)\ + Ctrl-left-click on Tile: Select a sea Unit (prefers transporters)\n\ + Ctrl-right-click on Tile: Select a land Unit (prefers military)\ "), _("\ -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 \ +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\ + 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\ "), _("\ 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\ + ' (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\ "), _("\ -These controls allow map elements to be referred to in chat. See the Chatline help for more details.\ +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.\ + Left-click, Shift-left-click, and Right-click have the same functions as they do on the main Map.\ "), _("\ Widgets and Views:\n\ ==================\n\ @@ -1411,40 +1412,40 @@ Widgets and Views:\n\ [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. The governor has another ability, whenever possible, it keeps your cities content.\ +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.\ "), _("\ 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, etc.). You can \ +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, etc.). 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 cannot be activated. \ Whenever the governor cannot fulfill its task in the ongoing game, it passes back control to you. So you \ 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 \ +The Celebrate checkbox lets your City Celebrate. This will work only with a high Luxury Rate. See help about \ 'Happiness'.\ "), _("\ -Clicking on 'Enable' puts the city under control of the governor, 'Disable' passes control back to you.\ +Clicking on 'Enable' puts the City under control of the governor, 'Disable' passes control back to you.\ "), _("\ 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.\ +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.\ "), _("\ 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 is best to manage all cities on an island either by hand or by governor.\ +But beware! If you use the governor for some of your Cities, you will encounter some difficulties with \ +managing Cities nearby, by hand. It is 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 \ +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 \ @@ -1459,7 +1460,7 @@ allies by default).\n\ - Messages starting with '.' will be sent only to all your allies (or, if you are 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 \ +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\ @@ -1496,38 +1497,38 @@ using boldface, italic, colors, links, etc. Such changes are performed using esc Short cut in the entry: Ctrl-U\n\ Example: '[u]underlined[/u]' will display the word 'underlined' with an underline.\ "), _("\ -* Getting city links:\n\ +* 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 do not \ -know this city on their map. This expression can also be started and finished within the same pair of \ + 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 case the destination users do not \ +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 \ + 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\ +* 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\ + 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).\ +to the Tile (17, 3).\ "), _("\ -* Getting unit links:\n\ +* 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 do not know this unit on their map.\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 do not 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 \ + 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 \ @@ -1537,14 +1538,14 @@ Of course, the different escape sequences can be combined in the same sentence, [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. \ +The worklist editor is used to edit 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, 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.\ "), _("\ -To remove an item from the worklist simply double-click the item to remove it. Use the buttons below the \ +You can remove an item from the worklist by double-clicking on it. Use the Buttons below the \ worklist to move items up and/or down in the list.\ "), _("\ If you want to buy the project that is first on the list, you can do that from the top of the the Production \ @@ -1736,17 +1737,17 @@ Conveying under any other circumstances is permitted solely under the conditions stated below. Sublicensing is not allowed; section 10 makes it unnecessary.\ \n\n\ 3. Protecting Users' Legal Rights From Anti-Circumvention Law.\ -No covered work shall be deemed part of an effective technological measure under \ +No covered work shall be deemed part of an effective Technological measure under \ any applicable law fulfilling obligations under article 11 of the WIPO copyright \ treaty adopted on 20 December 1996, or similar laws prohibiting or restricting \ circumvention of such measures.\ \n\n\ When you convey a covered work, you waive any legal power to forbid \ -circumvention of technological measures to the extent such circumvention \ +circumvention of Technological measures to the extent such circumvention \ is effected by exercising rights under this License with respect to the covered \ work, and you disclaim any intention to limit operation or modification of the \ work as a means of enforcing, against the work's users, your or third parties' \ -legal rights to forbid circumvention of technological measures.\ +legal rights to forbid circumvention of Technological measures.\ \n\n\ 4. Conveying Verbatim Copies.\ You may convey verbatim copies of the Program's source code as you receive it, \