; ; CIVILIZATION In-Game Tutorial ; Copyright (c) 1995 by MicroProse Software ; ; Altering the contents of this file may cause the ; game to malfunction. ; @FIRSTMOVE @width=400 @y=5 @title=Civ Tutorial Your first task is to find a suitable site and found your capital city. The best city sites are near rivers, grasslands, coastal areas, or areas near special resources. @BUILDCITY @width=320 @y=5 @title=Civ Tutorial This spot looks like a good site for a city. Select 'Build New City' from the ORDERS menu or use the 'b' key to found a city here. @FIRSTPRODUCT @width=420 @y=5 @title=Civ Tutorial: Your First City Each of your cities can build additional Settlers, military units, or city improvements to further the growth of your civilization. Only one item can be in production per city. Production orders can be changed at any time. Select the item you wish to build by clicking the 'CHANGE' button in the city information screen which follows. @FIRSTCIV @width=420 @title=Civ Tutorial: Civilization Advances Cities also act as centers for trade and the flow of information. Your wise men and scientists can collect this information to acquire important new abilities and skills for your civilization. @FIRSTUNIT1 @width=420 @y=5 @title=Civ Tutorial: First Military Unit You have just built your first military unit. Use the keyboard arrows to move this unit and the ORDERS menu to give special commands. Military units allow you to explore, expand, attack, and defend your civilization. @FIRSTUNIT2 @width=500 @title=Civ Tutorial: Units Fortify units in your cities to defend them against barbarians or enemy armies. Phalanxes and Pikemen make excellent defenders; Warriors, Archers, and Legions can be useful as well. ^ Settler units can found new cities as well as build roads, irrigation, and mines around existing cities. If you can, try to have at least one settler in play at all times. ^ Fast-moving units like Horsemen are useful for exploring uncharted territory. ^ Attack your enemies with Archers, Chariots, Elephants, and Catapults. @ONECITY @width=420 @y=5 @title=Civ Tutorial: New Cities The city of %STRING0 is growing rather large. Now might be a good time to expand by building a second city. To do this, click on %STRING0 and instruct it to build a Settler unit. A settler unit can move to a new site and build a city. @CITYSTUFF @width=420 @x=180 @title=Civ Tutorial: City Resources A city's inhabitants produce different resources depending on the types of terrain nearby. On the city information screen, "inhabited" spaces are shown with the "wheat", "shields", and "trade arrows" that the inhabitants are producing. ^ Experiment with clicking on these spaces to move inhabitants from space to space; notice that some spaces produce more of some things, less of others. Most spaces can be improved through the addition of roads, irrigation, and/or mining by Settlers. Find the configuration which suits you best. ^ Notice that you can also remove citizens from the map altogether, making them "Entertainers". Entertainers produce luxuries, but make no food or other resources. @MINING @width=320 @y=5 @title=Civ Tutorial: Mining This area could produce more resources. Mining ('m' key) these hills will add to the production capacity of %STRING0. @IRRIGATE @width=320 @y=5 @title=Civ Tutorial: Irrigation This would be a suitable area to build irrigation ('i' key). More food will help the city of %STRING0 to grow more rapidly. @ROAD @width=440 @y=5 @title=Civ Tutorial: Roads This would be a good place to build a road ('r' key). Your units will be able to move faster and more trade will be generated in the city of %STRING0. As you expand, work towards connecting your cities with roads. @HELP1 @width=500 @title=Civ Tutorial: General Principles #1 Defend your cities with at least one (preferably two) good defensive units. ^ Strike a balance between improving your existing cities and striking out to found new cities. ^ Don't expand beyond your ability to defend yourself; barbarians and hostile armies may appear without warning. @HELP2 @width=500 @title=Civ Tutorial: General Principles #2 Make peace with your stronger neighbors. Isolate and conquer your weaker neighbors. ^ Use Triremes and other ships to explore the seas and transport your units to other continents. ^ Use Caravans to establish trade routes and strengthen your economy. Trade helps your people accumulate both wealth and knowledge. ^ As your civilization grows don't forget to use your Diplomats to learn what your opponents are up to. @DISORDER @width=480 @title=Civ Tutorial: Civil Disorder @button=Details A city falls into Civil Disorder when the number of unhappy citizens exceeds the number of happy citizens. Growth and production cease while a city is in disorder. ^ Remedies for disorder include: ^* Increasing the amount of trade used for Luxuries. ^* Moving military units into the city. ^* Building a Temple, Cathedral, or Colosseum. ^* Turning citizens into entertainers. ^* Switching to a Fundamentalist government. ^ Click on "Details" for further details, or if you are having difficulty. @DISORDER2 @width=600 @title=Civ Tutorial: Civil Disorder Details 1) Luxuries: To increase the amount of trade used for luxuries, select "Tax Rate" under the KINGDOM menu. 20% is often a good rate, especially if your government is a Monarchy or Republic. For every two luxuries your city produces, one new happy citizen appears. ^ 2) Martial Law: If your government is a Despotism, Monarchy, or Communism, you may move military units into your cities to suppress disorder. Up to 3 units in each city can be used for this purpose. Each unit causes one unhappy citizen to become content. ^ 3) Temples, Colosseums, and Cathedrals: These city improvements help to reduce disorder by changing one or more unhappy citizens to content. Of course, if your city is already in disorder, you may need to "Buy" the building (or temporarily use entertainers), since no production takes place during civil disorder. @DISORDER3 @width=600 @title=Civ Tutorial: Civil Disorder Details 4) Entertainers: On the city information screen, click on one of the inhabited spaces in the city radius to make that citizen into an entertainer. Entertainers produce no food, resources, or trade; instead, each produces two additional luxuries. ^ 5) Fundamentalism: If you have discovered the civilization advance "Fundamentalism", you can switch to Fundamentalism as a form of government. Under Fundamentalism, no citizen is ever unhappy (of course, scientific research is curtailed). @SCHISM @width=320 @title=Civ Tutorial: Civil War The %STRING0 are a large and powerful civilization. However, rebel factions threaten to start a civil war. If your armies can capture their capital city, the shock could split the country in two! @SHIPS @width=480 @y=5 @title=Civ Tutorial: Ships You have built your first ship unit. Use ships to explore the seas and transport your units to other continents. ^ If your ship is a Trireme, remember that it may be lost if it does not end each turn near a land space. ^ To embark a unit on a ship in port, issue the sleep ('s') order for the unit before moving the ship out to sea. Or, while the ship is at sea, simply move the unit 'onto' the ship from an adjacent space. ^ To disembark a unit, click on the ship or press the 'u' key to unload. @RAILROADS @width=480 @title=Civ Tutorial: Railroads You have just acquired knowledge of Railroads, an important achievement. A Settler (or Engineer) will build a railroad if you press the 'r' key in a space that already has a road. ^ Your units will be able to move long distances over Railroads. Railroads also increase resource production in spaces which already produce at least two 'shields'. @FARMLAND @width=480 @title=Civ Tutorial: Farmland You have acquired knowledge of Refrigeration. Better food storage techniques allow you to improve the quality of your farmland. A Settler (or Engineer) will improve farmland if you press the 'i' key in a space that already has irrigation. This will increase food production in a nearby city once that city has a Supermarket to distribute the food. @AIRUNIT @width=480 @y=5 @title=Civ Tutorial: Air Units You civilization has built its first air unit. Air units can be used to bomb enemy units and cities; they can also defend your skies from enemy bombers. Air units can also be used to explore. ^ Air units carry a limited supply of fuel; they must return to a friendly city or airbase before that fuel is exhausted. @REPUBLIC @width=480 @title=Civ Tutorial: Republic Your civilization has gained knowledge of another form of government, the REPUBLIC. Switching governments can bring great benefits to your civilization; on the other hand, it can create large headaches--careful planning is necessary. For more information on all forms of government, see the CIVILOPEDIA entries under "Governments". If you do wish to switch governments, you must have a Revolution--see the Kingdom menu. @DEMOCRATS @width=500 @title=Civ Tutorial: Republic & Democracy You have chosen to govern your civilization as a %STRING0. This is a major change from earlier forms of government, and will present you with a new set of challenges (and rewards!) ^ As your citizens gain more individual freedoms, they begin to produce more trade. On the other hand, it becomes more difficult to keep them happy. One of the best ways to do so is to divert some of your trade to Luxuries. Select "Tax Rate" from the Kingdom Menu and set your Luxuries Rate to 20%%. Since your citizens are now producing so much more trade, you can easily afford this. ^ Your citizens will also tend to become unhappy when you send your military units out of your cities. You may need to return some of your units to cities. You may even need to disband some units. This sacrifice is often worth it in terms of the knowledge and wealth you will gain in exchange. @TRADE @width=420 @title=Civ Tutorial: Trade You have just acquired knowledge of TRADE. Your cities can now produce CARAVANS to carry trade goods between different parts of the world. Caravans, especially from your larger cities, can rapidly increase your wealth and knowledge. @CARAVAN @width=440 @y=5 @title=Civ Tutorial: Caravans You have just produced your first CARAVAN. Move it to a distant city to establish a trade route. Trade routes with small, nearby and friendly cities produce less revenue than routes with large, distant and rival cities. Try to find a city which demands the goods your caravan is carrying (you may click on a rival city to learn its demands). Caravans may also be used to help build Wonders of the World. @WRITING @width=420 @title=Civ Tutorial: Writing Your civilization has learned the art of WRITING. Your cities may now commission DIPLOMATS to help make contact with other civilizations. Diplomats can establish embassies with other powers, help you keep an eye on your friends, and even steal knowledge from your rivals. @SEAFARING @width=420 @title=Civ Tutorial: Seafaring Your civilization has mastered the art of SEAFARING. You may now produce EXPLORERS to help you discover new territories. Explorers can move three spaces per turn regardless of the terrain, which helps them cover a great deal of terrain quickly. If you have not yet done so, consider building TRIREMES to carry your explorers and other units to distant continents. @EXPAND0 @width=520 @title=Civ Tutorial: Expansion (#1) A civilization grows by expanding its territory. This can be accomplished either by founding new cities or by conquering rival cities. Perhaps we should instruct one of our cities to produce a new SETTLERS unit. @EXPAND1 @width=520 @title=Civ Tutorial: Expansion (#2) For our civilization to grow, we must expand to new city sites. Perhaps we should send these SETTLERS to found a new city. @DAMAGE @width=520 @title=Civ Tutorial: Damaged Units This unit has sustained combat damage, as indicated by the colored bar along the top of the unit's shield. Green indicates a relatively healthy unit; Yellow and Red show increasing levels of damage. ^ A unit may partially heal itself by skipping its entire turn (press the SPACE bar). Units repair themselves more quickly in cities and fortresses. Cities with Barracks can repair ground units in a single turn. Other improvements (Port Facility, Airport) can repair ships and air units. @END