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- ;
- ; 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
-