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Document loss of food at TC #842

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49 changes: 28 additions & 21 deletions data/helpdata.txt
Original file line number Diff line number Diff line change
Expand Up @@ -14,7 +14,7 @@
;
; Some types have additional arguments, for instance "categories" for extras. See helpdata.cpp.
;
; Within the text, the help engine recognizes a few "generated tables" or "generated strigs". These are
; Within the text, the help engine recognizes a few "generated tables" or "generated strings". These are
; generated by the help engine, and inserted at the point of reference. They are referenced by placing a $
; in the first column of a separate paragraph, followed immediately with the name of the generated table. See
; the code in helpdata.cpp for the names of tables which can be referenced.
Expand All @@ -39,18 +39,18 @@ Freeciv21 is a turn-based strategy game, in which each player becomes the leader
compete against several opponents to found cities, use them to support a military and economy, and finally \
to complete an empire that survives all encounters with its neighbors to emerge victorious. Each opponent \
may be either another human or controlled by the computer. All players begin at the dawn of history in 4000 \
BCE with a handful of units. Depending on the rulset selected this is typically an explorer and a couple of \
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 \
empire, but any of these four may provide victory over your opponents:\
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 rulset and thereby may not be not enabled for all games.\n\
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 \
the winner.\n\
Expand Down Expand Up @@ -86,9 +86,9 @@ These steps may vary depending upon the server or ruleset options, but in genera
"), _("\
Start the game by wandering around BRIEFLY to find a good place to build the first city. Don't feel tempted \
to investigate any yellow-roofed villages yet, they might contain barbarian tribes. Build the city close to \
resources and perhaps close to the sea. Keep in mind that the first city you build will be your capital! \
The idea is to balance the quality of the site you find against getting your first city established as early \
as possible.\
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.\
"), _("\
Expand All @@ -102,7 +102,7 @@ one to explore. If you started the game with an Explorer unit, use that to explo
At this point, defend your cities by always leaving a Warrior unit in them. As your civilization develops \
units with a greater defense strength, replace the obsolete units with new ones to ensure your cities have \
maximum defense. The units most often used for defense are (in order of strength): Warrior, Phalanx, \
Pikemen, Musketeers, Riflemen, and Mechanised Infantry.\
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 \
Expand Down Expand Up @@ -152,8 +152,15 @@ tile. This citizen can then be transferred to a specialist. There are three spec
Gold), Entertainers (create Happiness), or Scientist (create Bulbs). By default, Freeciv21 will add an \
Entertainer when you take a citizen off the land.\
"), _("\
If you move all of your citizens into the city and click on the central tile of the land, the citizens will \
be rearranged to maximize food production.\
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 \
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 \
Expand Down Expand Up @@ -185,7 +192,7 @@ the list, double-click on it. When both players indicate satisfaction, the pact
Pacts affect where your units can go and what they can do, and a pact with one nation can affect your \
relations with others. Under authoritarian governments such as Monarchy you can break a pact at any time, \
but the representative governments (Republic and Democracy) have a Senate which will block the unprovoked \
cancelation of a treaty, unless a foreign Diplomat or Spy sparks a diplomatic incident. The only way to \
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.\
"), _("\
Expand Down Expand Up @@ -241,7 +248,7 @@ classic ruleset, only land units do. See the help section on Combat for further
Terrain can complicate the movement of units. For instance, in the classic ruleset, moving onto rough \
terrain such as Mountains can cost land units more than flat terrain like Plains, although sea and air units \
always expend one movement point to move one tile. Different rulesets will change the way and amount of \
movepoints are expended based on the terrain.\
move points are expended based on the terrain.\
"), _("\
Tiles within range of a city may be worked by that city to produce food, production, and trade points. The \
quantity of each produced depends on the terrain. These three products are so important that we specify \
Expand Down Expand Up @@ -421,13 +428,13 @@ build a unit, can build as many of that single kind of unit per turn as its prod
the number of slots. Units which cost city population to build are an exception to this rule. They can only \
be built singly, as can buildings.\
"), _("\
A city can be given a list of several projects to build in its \"worklist\", avoiding the need to pay \
attention to it every few turns. Each item on the worklist represents a single project (such as a unit). The \
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 worklist will cause it to stop producing gold and start working on the new item next turn. \
In rulesets which permit it, a city may take several units of the same type off its worklist in a single \
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.\
"), _("\
Expand Down Expand Up @@ -634,7 +641,7 @@ If the number of unhappy citizens in a city exceeds the number of happy citizens
disorder. A city in disorder produces no food, production, science, or taxes. Only luxury production \
remains. Cities which are in disorder are also easier for enemy agents to incite to revolt. Prolonged \
disorder under certain governments can lead to a spontaneous national revolution, overthrowing your \
government. Obviously this is an extremely undesireable event, so do your best to manage your cities as best \
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.\
"), _("\
Expand Down Expand Up @@ -720,7 +727,7 @@ 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 rulset.\
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, \
Expand Down Expand Up @@ -791,7 +798,7 @@ production points, certain special units built in one city (Caravans and Freight
contribute their full cost in production points towards the construction of a great wonder in another city.\
"), _("\
Once built, a great wonder is placed in the city that constructed it and cannot be sold or destroyed unless \
the entire city is destroyed. However, some great wonders are made obsolete under certain ruleset dependant \
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.\
Expand All @@ -812,9 +819,9 @@ expand. The available units may be classified as military units, whose talents a
aggression, and a few noncombatants which support expansion, diplomacy, and trade. All units, no matter \
their purpose, have five important stats:\
"), _("\
- Attack (A): This is the comparitive strength of the unit in an attack. The value can be zero, meaning no \
- Attack (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 comparitive 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\
- Moves (M): This is the number of move points that the unit can move per turn. Under certain rulesets, \
Terrain and Veteran level will impact how moves are consumed as a unit is moved around the map.\n\
Expand Down