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- ;
- ; Sid Meier's ALPHA CENTAURI
- ;
- ; Tutorial dialog boxes
- ;
- ; Copyright (c) 1997, 1998 by Firaxis Games, Inc.
- ;
-
- #LANDFALL
- #xs 300
- #button TOUR
- Your colony pod has crash landed on Alpha Centauri; its stores have
- been used to found your first base, $BASENAME0. You can use the $UNITNAME1
- unit which is now active to explore the surrounding area. It can
- also be used for defense if necessary.
- ^
- If this is your first time playing Alpha Centauri and you would like
- a tour of the interface, click the {TOUR} button.
-
- #DIRECTIONS
- Northeast
- East (i.e. Right)
- Southeast
- South (i.e. Down)
- Southwest
- West (i.e. Left)
- Northwest
- North (i.e. Up)
-
- #TOUR1
- #xs 300
- A unit's status box blinks when it is ready to move. Use this {$UNITNAME0} to
- explore.
-
- #TOUR1A
- #xs 300
- A unit's status box blinks when it is ready to move. Use this {$UNITNAME0} to
- explore.
-
- #TOUR1B
- #xs 400
- When it is your turn, your game pieces, called 'units', will blink their status box
- to let you know that you can move them. When no status boxes are blinking,
- a cursor will flash instead; in this case, you can switch back to
- moving pieces by pressing the 'V' key (don't do it now, wait until
- the tour is complete).
-
- #TOUR2
- #xs 300
- You can use the "arrow keys" or the mouse to move units.
- The SPACE bar tells a unit to stay where it is for now.
-
- #TOUROCEAN
- #xs 300
- Only naval and air units can enter ocean squares.
-
- #TOUROCEAN2
- #xs 300
- Your $UNITTYPE0 unit can explore the ocean and transport
- your ground units to other continents.
-
- #TOURFUNGUS
- #xs 300
- {Xenofungus} is a form of plant life native to Alpha Centauri. For
- now, think of it as a dangerous obstacle.
-
- #TOURMAP
- #xs 300
- Planet's three primary resources are {NUTRIENTS}, {MINERALS}, and {ENERGY}.
- To produce these resources, you will wish to find squares with,
- respectively, {RAINFALL}, {ROCKINESS}, and high {ALTITUDE}.
-
- #TOURRAIN
- #xs 300
- The more "green" in a square, the higher the {rainfall}. Rainy squares
- produce the most {NUTRIENTS}. {Nutrients} feed your colonists and help
- your settlement to grow.
-
- #TOURRAINWET
- #xs 300
- This green and {RAINY} square is excellent for growing NUTRIENT crops.
-
- #TOURRAINMOD
- #xs 300
- This square receives {MODERATE RAINFALL}, as indicated by the modest
- amounts of green, and will support crops. Planting a farm here
- will improve {NUTRIENT} production considerably.
-
- #TOURRAINDRY
- #xs 300
- This dry, {ARID} terrain (no green) will not produce nutrients
- without considerable terraforming or forestation. Remember, when
- you want to grow crops, look for {green} squares.
-
- #TOURRAINDRY2
- #xs 300
- All of the squares nearby are {ARID}, as indicated by the absence
- of green patches. Nutrient production in arid squares is poor, so
- you will need to plant {FARMS} or {FORESTS} quickly.
-
- #TOURALT
- #xs 300
- These two squares lie at different {ALTITUDES}. The higher a square,
- the more {ENERGY} it will produce if you build a solar collector.
- As a rule of thumb, each 1000 meters of altitude increases your
- ENERGY yield by one.
-
- #TOURTWOFOOD
- #xs 300
- This would be a good place to plant a farm. FARMS increase the
- {NUTRIENTS} which can be produced in a square.
-
- #TOURTWOROCK
- #xs 300
- This square is quite {ROCKY}, and is excellent for producing {MINERALS}.
- Your bases need minerals to build new units and facilities. Crops do not
- grow well in rocky squares.
-
- #TOURONEROCK
- #xs 300
- This square is {ROLLING} terrain (some rocks), and will produce
- some {MINERALS}.
-
- #TOURFLAT
- #xs 300
- This square is {FLAT} (no rocks), and will not produce any
- {MINERALS} unless you build a {MINE} or plant a {FOREST}.
-
- #TOURFOREST
- #xs 400
- In each square, your Formers can build {FARMS}, which improve
- {nutrient} production, {MINES}, which improve {mineral} production,
- and {SOLAR COLLECTORS}, which improve {energy} production. They
- can also plant {FORESTS} for balanced resource production and build
- {ROADS} to speed movement.
-
- #TOURREVIEW
- #xs 440
- A quick review of basic resource production:
- ^{NUTRIENTS} are best produced in {WET} areas (Plant {FARMS}).
- ^{MINERALS} are best produced in {ROCKY} areas (Build {MINES}).
- ^{ENERGY} is best produced in {HIGH} areas (Build {SOLAR COLLECTORS}).
- ^{FORESTS} produce a fixed amount of all resource types.
- Finally, if an area is very rocky, nutrient production is penalized.
-
- #TOURADVANCED
- #xs 440
- Advanced players may be interested in these later options:
- ^{CONDENSERS} increase rainfall in every surrounding square.
- ^{BOREHOLES} provide massive quantities of MINERALS and ENERGY.
- ^{AQUIFERS} release underground rivers.
- ^{MAG TUBES} vastly increase movement rates.
- ^{SOIL ENRICHERS} further improve farm output.
- ^{LEVEL TERRAIN} decreases rockiness.
- ^{RAISE/LOWER TERRAIN} can change continents and affect weather patterns.
-
- #TOURFORMDONE
- #xs 440
- So, to wrap up our tour of terraforming functions, we'll suggest
- that you begin planting farms and forests in squares near your
- base (move your Formers to those squares, then press the 'F' or
- 'Shift+F' key). We'll give you more hints as you go along.
- ^
- If you wish to take this tour again, select "Terraforming Tour" from
- the "Help" menu.
-
- #TOURSCAN
- #xs 300
- The {Planetary Scan} shows a zoomed out view of the planet which you
- can use to find your way around.
-
- #TOURMENU
- #xs 300
- The {Main Menu} is summoned by clicking this button; it works much
- like your Windows START button.
- ^
- Advanced players may wish to switch to "Detailed Menus" from the
- game menu.
-
- #TOURCOMMLINK
- #xs 300
- The {Commlink} button allows you to contact other factions; you can
- click on the name of any faction you've met to open negotiations.
- In a multiplayer game this window also shows the chat status and
- current turn clock.
-
- #TOURUNITSINFO
- #xs 300
- The {Unit Window} shows you which unit you are moving right now, or
- which unit you currently have selected.
-
- #TOURTERRAININFO
- #xs 300
- The {Terrain Window} details the terrain at your current location.
- The rainier (greener) an area is, the more NUTRIENTS it produces. The
- rockier an area, the more MINERALS it makes; and the higher an area, the
- more ENERGY can be produced.
-
- #TOURSTACKINFO
- #xs 300
- The {Stack Window} allows you to see all of the units in the current
- square. Click on any unit here to select it. Note that a unit's
- "stats" e.g. 1-1-1 indicate its {weapon,} {armor,} and {moves.}
- Better units have higher values.
-
- #TOURMESSAGEINFO
- #xs 300
- The {Message Window} provides useful data of many types throughout
- the game. You can click here to cycle through the different displays,
- or to hold on a display which you wish to study in detail.
-
- #TOURBUTTONINFO
- #xs 300
- The {Info Button} causes the Message Window to cycle through
- general information.
-
- #TOURBUTTONMESSAGE
- #xs 300
- The {Message Button} causes the Message Window to list events
- which have occurred at your bases recently (such as new items
- built, drone riots, etc). You can click on listed items to zoom
- to the affected base.
-
- #TOURWORLDINFO
- #xs 300
- The {World Window} shows an overhead map of the whole planet. You
- may click anywhere on the map to cause the view to zoom to that
- location.
-
- #TOURDATEINFO
- #xs 300
- The current date and your energy reserves are shown here.
-
- #TOURBUTTONTURN
- #xs 300
- You can click the {Turn Button} to proceed to the next turn. Normally
- the game will proceed to the next turn automatically once you've moved
- all of your units. This button is more important in multiplayer games.
-
- #TOURINFO
- #xs 300
- The {Data Readout} displays valuable information about your current
- situation. You can click in the data readout to cycle through the
- displays manually.
-
- #TOURSTAT
- #xs 300
- The {Mission Status} display lists the contents of the active square
- on the main map; here is where you'll find details on units, bases,
- and terrain in the current square.
-
- #TOUROVER
- #xs 440
- So, your first job is to use your Scout Patrol to explore the
- area around your base.
- ^
- If you wish to take this tour again, select "Interface Tour" from
- the "Help" menu.
-
- #BASECONTROL
- #xs 400
- #button TOUR
- The {Base Control Screen} allows you to control the production
- and economic growth of your base, $BASENAME0. Click the {TOUR}
- button for more details.
-
- #TOUR1GOVERNOR
- #xs 400
- We'll begin the Base tour by introducing you to the {Governor}.
- The Governor is a valuable assistant who can help you control
- the activities of your base. Whether beginner or expert, you will
- find the Governor can help you get your bases up and running quickly.
- To use the Governor, simply tell him whether this base should
- {Explore, Discover, Build,} or {Conquer.}
-
- #TOUR1EXPLORE
- #xs 400
- The {EXPLORE} button tells the Governor to concentrate on
- finding and occupying new territory. Bases set to explore
- will typically concentrate on building {Scouts,} {Colony Pods,}
- {Transports,} and occasional {Naval Units} for scouting oceans.
- This button is especially useful early in the game, when
- you need to expand quickly.
-
- #TOUR1DISCOVER
- #xs 400
- The {DISCOVER} button emphasizes scientific discovery and
- technological breakthroughs. The Governor will concentrate on
- building {Science Facilities} (such as Network Nodes), {Secret
- Projects,} {Probe Teams,} and {Prototype Units.} This button
- is especially effective with large, well-protected bases deep
- in your interior.
-
- #TOUR1BUILD
- #xs 400
- The {BUILD} button mandates infrastructure and growth. The Governor
- will tend to build {Facilities} and {Formers}. Use this button at
- any time to have your base concentrate on peaceful growth.
-
- #TOUR1CONQUER
- #xs 440
- Use the {CONQUER} button to build up your military. In this mode
- your base will produce {military units} of all varieties,
- and their associated facilities, such as {Command Centers.}
- Use this button whenever you need to attack or defend.
-
- #TOUR1GOVERNOR2
- #xs 440
- You now have enough information to get started; if you wish, click
- the {End Tour} button and begin playing. Or, keep reading to learn
- how you can manage a base yourself.
- ^
- We'll begin with the {GOVERNOR} button proper, which can be used to
- turn the Governor off and on. Note that clicking on the Explore,
- Discover, Build, or Conquer button automatically turns the Governor
- on.
-
- #TOUR1ADVANCED
- The {ADVANCED GOVERNOR} button brings up a dialog box which allows
- you to customize your Governor. For instance, you could tell your Governor
- to build {only} facilities.
-
- #TOUR1CAPTION
- #xs 300
- The {Information Box} shows the name of the base.
-
- #TOUR1ECO
- #xs 300
- For convenience, the date and your current {Energy Reserves} shown
- here. If your base has grown large enough to pose a danger to the
- local environment, the {Ecological Damage} indicator shows the
- percentage chance of intervention by Planet.
-
- #TOUR1POP
- #xs 300
- The {Population Bar} shows you the citizens of $BASENAME0--each
- "person" represents about 1,000 colonists. Most of your citizens
- will be grey {Workers}, capable of producing standard resources.
- Later, you may elevate some citizens to become {Specialists} (Doctors,
- Technicians, Librarians, etc).
-
- #TOUR1POP2
- #xs 300
- Good social conditions in your colony may cause some Workers to become
- green {Talents}. Poor social conditions and overcrowding will
- turn them into red {Drones}. Whenever your base has more
- drones than talents, there will be a {Drone Riot}. To correct
- this problem, build a psych-related base facility such as a
- {Recreation Dome}, convert some citizens into {Doctors}, or increase
- your energy allocation to {Psych}.
-
- #TOUR1STAPLE
- #xs 300
- The {Nerve Staple} button is a particularly draconian means of
- controlling drone riots. If you Nerve Staple your citizens, they will
- cease rioting for at least {ten turns}. Do this only in an emergency,
- however, because Nerve Stapling is considered an {atrocity}.
-
- #TOUR1PRODUCTION
- #xs 300
- The {Production Box} shows what the base is currently making. Bases
- can produce new units or build facilities to improve the base
- itself. Your base uses {minerals} to produce things. When all of the
- mineral icons in the box light up, your new unit or facility will be
- ready.
-
- #TOUR1QUEUE
- #xs 300
- The {Build Queue} shows what this base will build next, after it
- finished its current production.
-
- #TOUR1CHANGE
- #xs 300
- Click on the {Change Button} to set new production orders for your
- base.
-
- #TOUR1HURRY
- #xs 300
- Use the {Hurry Button} if you need to finish something fast. You can
- spend your {Energy Reserves} to complete production quickly, but it
- can get expensive.
-
- #TOUR1GARRISON
- #xs 400
- The {Garrison Box} shows you what units are currently present at this
- base--try to keep at least one military unit in each base to guard
- it from unexpected attack. You may click on any unit to activate it,
- or right-click for additional options.
-
- #TOUR1SUPPORTED
- #xs 400
- The {Forces Supported Box} shows the units which this base has
- produced (and which it therefore must {support}). These units are
- not necessarily present at the base right now--you can use the
- {SUPPORT} button to find out where they are.
-
- #TOUR1FACILITIES
- #xs 400
- The {Facilities Box} shows any {facilities} you have built at this
- base. Facilities increase the potential of your base (for instance,
- a Network Node increases your labs output), but most facilities
- require a small amount of energy each turn for {maintenance}. If you
- no longer want one of your facilities, you can click on it to
- {scrap and recycle} it.
-
- #TOUR1COMMERCE
- #xs 400
- The {Commerce Box} shows your trade with other factions. If you sign
- a {Treaty} or {Pact} with another faction, your base will automatically
- begin commerce with your new friends, resulting in {extra energy} for
- your base. Commerce rates are affected
- by (1) the size of the bases involved, (2) the number of economic
- techs you have discovered, and (3) whether you have a Treaty or
- Pact (with a Pact you gain double commerce).
-
- #TOUR1NUTRIENTS
- #xs 400
- The {Nutrients Box} shows your base's potential for {growth}. As your
- base produces {nutrients,} they are collected here; when all of the
- nutrient boxes light up, your base will increase in population.
-
- #TOUR1AREA
- #xs 400
- The {Base Map} shows the region around your base. Any square in this
- region can be farmed, mined, or otherwise improved by your citizens
- in order to produce {nutrients}, {minerals}, and {energy}, which are
- the basic economic units of the game. Squares in use are marked with
- icons showing the quantity of each resource they are producing.
- ^
- You can utilize one square on this map for each {Worker} you have
- at this base (you can also always utilize the base square itself).
- You can drag Workers from square to square, or drag them into the
- {Population Bar} to elevate them to {specialists.}
- ^
- You cannot utilize unexplored squares, squares utilized by other
- nearby bases, or squares occupied by enemy units.
-
- #TOUR1NUT
- #xs 400
- The {Nutrient Bar} shows your current nutrient production. Nutrients
- feed your citizens and help your colony to grow. Each citizen needs
- $NUM0 nutrients each turn to live; this {consumption} is shown on the left side
- of the bar. Any {surplus} nutrient production is shown on the right
- side of the bar. The surplus, if any, is stored each turn for possible
- future use and {population growth}. Any items appearing in red
- represent a {shortfall} and can lead to {starvation.}
- ^
- If you need to improve nutrient production, move citizens on the area
- map to squares which produce more nutrients. Send your {Former}
- units (on the main map) to build {Farms} in these squares.
-
- #TOUR1MIN
- #xs 400
- The {Minerals Bar} shows your current mineral production. Depending
- on the number of military units you have built (and your social
- engineering settings), you may have to expend some minerals each turn
- to {support} existing units. This is shown at the left of the bar.
- Any {surplus} minerals are shown at the right of the bar; they are
- applied to your current {production}. Any items appearing in red
- constitute a support {shortfall} and can lead to the elimination of
- unsupported military units.
- ^
- If your base needs more minerals, send your {Former} units to build
- more {Mines.}
-
- #TOUR1ENERGY
- #xs 400
- The {Energy Bar} diagrams the current energy output of $BASENAME0.
- Any red tiles represent energy lost to {Inefficiency}.
- Inefficiency increases when your social engineering choices are
- inadequate to the needs of a large colony and population. If you are
- losing a lot of energy to inefficiency, consider building a
- {Children's Creche} to increase efficiency or switching to a more
- economically efficient social model (Democratic or Green, for
- instance).
- ^
- If your base needs more energy, send your {Former} units to build
- more {Solar Collectors.}
-
- #TOUR1ALLOC
- #xs 400
- The {Energy Allocation Chart} shows how your energy output is being
- allocated amongst your three priorities: {Economy,} {Labs,}
- and {Psych.}
- ^
- You can reallocate your energy at any time by selecting
- {Social Engineering} from the HQ Menu.
-
- #TOUR1ALLOC2
- #xs 400
- The {Energy Allocation Button} allows you to see how your energy
- output is being allocated among your three priorities: {Economy,}
- {Labs,} and {Psych.}
- ^
- You can reallocated your energy at any time by selecting
- {Social Engineering} from the HQ Menu.
-
- #TOUR1ECON
- #xs 400
- Energy allocated to {economy} is used to
- increase your {energy reserves}, which you can later spend to
- hurry production, bribe neighbors, and maintain base facilities.
-
- #TOUR1PSYCH
- #xs 400
- Energy allocated to {psych} is used to improve the quality of life
- for your citizens. Every two units of energy spent here stimulates
- one worker to become a {Talent}. Spending here will help to prevent
- {drone riots}.
-
- #TOUR1LABS
- #xs 400
- Energy allocated to {labs} is used for scientific research; the
- more you spend here the faster you will discover new technologies.
-
- #TOUR1SUPPORTBUTTON
- #xs 300
- The {Support Button} switches the Base Map to a broad view which
- shows where the units produced by (and therefore supported by) this
- base have moved. The large colored icon represents your base; smaller
- icons represent this base's units.
-
- #TOUR1PSYCHBUTTON
- #xs 300
- The {Psych Button} switches the Base Map to a psych profile. The
- information here may help you to alleviate poor living conditions
- and prevent {drone riots}.
-
- #TOUR1RESOURCEBUTTON
- #xs 300
- The {Resource Button} returns the Base Map to the standard
- resource view; this is the view you will generally find most
- helpful in managing your base.
-
- #TOUR1PREV
- #xs 300
- When you have more than one base, the {Previous Base Button} zooms
- to the base just before this one in alphabetical order.
-
- #TOUR1NEXT
- #xs 300
- Similarly, the {Next Base Button} zooms to the base just after this
- one in alphabetical order.
-
- #TOUR1RENAME
- #xs 300
- The {Rename Button} allows you to rename your base. Renaming a base
- you've captured from another player may goad him to anger.
-
- #TOUR1OK
- #xs 300
- Finally, the {OK Button} allows you to close the Base Control Screen
- when you are done with it. You can also press the ENTER key
- to close the window.
- ^
- This tour contains many details that you may wish to review later.
- You can take this tour again at any time by selecting {Base Tour}
- from the Help Menu.
-
- #DESWIN
- #xs 400
- #button TOUR
- On the {Design Workshop Screen}, you create new units with which
- to explore and conquer Planet. You assign each unit type a weapon,
- armor, chassis, reactor, and perhaps a special ability or two. You
- are then free to begin building those units at any of your bases.
- ^
- If you would like a more detailed tour of this screen, click the
- {TOUR} button
-
- #DESTOURCHAS
- #xs 400
- The {Chassis} determines the number of {moves} a unit gets each
- turn. You can also choose a {land,} {sea,} or {air} chassis. Certain
- chassis gain special combat bonuses; for instance the Infantry chassis
- type is especially good for attacking enemy bases.
-
- #DESTOURWEAP
- #xs 400
- Assigning your unit a {Weapon} allows it to attack enemy units. The
- higher the attack value the more likely your chances for success (but
- the more costly the unit will be to build). You can also choose
- {Equipment} modules to create units for noncombat roles.
-
- #DESTOURARM
- #xs 400
- {Armor} protects your unit from attack. The thicker the better.
-
- #DESTOURREACTOR
- #xs 400
- A {Reactor} provides power to your unit. You should usually select
- the biggest reactor allowed by your technology level, since this
- not only makes your unit harder to kill, it often lowers the cost.
-
- #DESTOURABILITY
- #xs 400
- When your technology allows, you may add {special abilities}
- such as Drop Pods or Antigravity Struts to create units for
- specialty missions.
-
- #DESTOURCOST
- #xs 400
- The {cost} shows the number of minerals which will be required to
- build your new unit. Unless you are playing the Spartans, the first
- unit of a new type will incur the {prototype cost,} representing the
- difficulty of developing new designs.
-
- #DESTOURSTATS
- #xs 400
- Your unit's {"stats"} are summarized here. The first number represents
- weapon strength, or offensive capability. The middle number indicates
- armor thickness, or defensive capability. The final number shows the
- number of moves. If you have selected a reactor with a value greater
- than 1, it will be shown at the end after a star (*).
-
- #DESTOURBAR
- #xs 400
- Basic unit types and unit types which you have designed will appear
- here. You may click on any unit type to examine or edit it.
-
- #DESTOURARROWS
- #xs 400
- These arrow buttons allow you to scroll through your unit types.
-
- #DESTOURPRESETS
- #xs 400
- The {Preset} buttons allow you to design certain styles of unit
- quickly. Click on any button and the Workshop will propose a design
- of that type.
-
- #DESTOURDONE
- #xs 400
- When you have designed a new unit, or made changes to an old design,
- use the {Done} button to confirm your changes and close the design
- workshop.
-
- #DESTOURAPPLY
- #xs 400
- The {Apply} button can be used to confirm your changes without closing
- the design workshop; you are then free to create or examine other
- unit types.
-
- #DESTOURRENAME
- #xs 400
- The {Rename} button allows you to name your unit types.
-
- #DESTOUROBS
- #xs 400
- The {Obsolete} button can be used to mark a unit type as obsolete and
- no longer necessary. Obsolete unit types will not show up as production
- choices, so they won't clutter up your production menus, but any existing
- units of an obsolete type will continue to function until you upgrade
- them or they are destroyed or disbanded. You can also use this button
- to return a previously obsolete type to service.
-
- #DESTOURUPGRADE
- #xs 400
- The {Upgrade} button upgrades all units of your currently selected
- type to a better type. The Design Workshop will check to see if you
- have a better type available and if so will offer you an upgrade.
- You must prototype a new unit type before you can upgrade to it.
-
- #DESTOURRETIRE
- #xs 400
- The {Retire} button retires a unit type from service entirely. Any
- remaining units of that type are disbanded, and the design is deleted
- from your units list (its "slot" becomes empty).
-
- #DESTOURCANCEL
- #xs 400
- Finally, the {Cancel} button allows you to leave the Design Workshop
- without making any further changes. If you wish to take this tour
- again, you may do so at any time by selecting "Design Workshop Tour"
- from the Help Menu.
-
- #SOCWIN
- #xs 400
- #button TOUR
- On the {Social Engineering Screen} you expound your vision of
- future utopia. The choices you make here have wide-ranging effects
- during the game. You can design your society to have great strength
- in a particular area--but beware of the weaknesses you may create.
- ^
- If you would like a more detailed tour of this screen, click
- the {TOUR} button.
-
- #SOCTOURMAIN
- #xs 400
- In the {Engineering Box} you make the value choices that will shape
- your society. Your choices fall into four categories: {Politics,}
- {Economics,} {Values,} and {Future Society.} At the beginning of
- the game you have few options; as your researchers make new
- breakthroughs in society-related technologies, your options will
- grow. You can click on any button in the box to make that society
- choice for your colony.
-
- #SOCTOURFACTION
- #xs 300
- Your {Faction Bonuses} and {Penalties} are shown here. These represent
- the inherent strengths and weaknesses of your faction, and will stay
- with you throughout the game.
-
- #SOCTOUROVERVIEW
- #xs 300
- The {Social Effects Box} shows the effects resulting from choices
- you have made.
-
- #SOCTOUREFFECTS
- #xs 300
- The {Society Box} tallies the net social effect in each broad category.
- You can click on any of the buttons here to see the society choices
- which maximize the selected setting.
-
- #SOCTOUR0
- #xs 300
- {ECONOMY} shows the raw strength of your society's economy.
- Increasing this value will increase your energy flow.
-
- #SOCTOUR1
- #xs 300
- {EFFICIENCY} represents your society's ability to function without
- waste and mismanagement. If this value falls too low, your bases
- will begin to lose energy to inefficiency.
-
- #SOCTOUR2
- #xs 300
- {SUPPORT} affects the support costs of military units. The lower
- your score here, the more of your units you'll have to expend minerals to
- support.
-
- #SOCTOUR3
- #xs 300
- {MORALE} affects the training and determination of your military.
- A higher score here translates directly into morale upgrades for your
- units.
-
- #SOCTOUR4
- #xs 300
- {POLICE} shows your society's tolerance for police control and
- restrictions on personal freedom. A high score allows you to use
- military units as police to suppress drone riots. A low score will
- cause increasing tension when your military units are away from home.
-
- #SOCTOUR5
- #xs 300
- {GROWTH} affects your population growth rate. The higher your score,
- the fewer nutrients your bases will need to grow.
-
- #SOCTOUR6
- #xs 300
- {PLANET} shows your society's sensitivity to the ecology of Planet.
- A low score indicates that ecological damage will occur more quickly.
-
- #SOCTOUR7
- #xs 300
- {PROBE} affects your vulnerability (or strength) on security issues.
- A high score will help prevent enemy probe team attacks.
-
- #SOCTOUR8
- #xs 300
- {INDUSTRY} shows your manufacturing strength. A high score reduces the
- number of minerals required to build units and facilities.
-
- #SOCTOUR9
- #xs 300
- {RESEARCH} affects your technological progress. A higher score will
- increase the rate at which you make breakthroughs.
-
- #SOCTOURECON
- #xs 400
- The {Economy Bar} allows you to determine the percentage of your
- energy flow which will be devoted to your economy, increasing your
- {energy reserves}. Click the left or right arrows to adjust this
- value.
-
- #SOCTOURPSYCH
- #xs 400
- The {Psych Bar} allows you to divert a percentage of your energy
- flow to increasing the quality of life for your citizens. Energy
- spent here will help to increase the number of {Talents} in your
- society, thereby preventing {Drone Riots.}
-
- #SOCTOURLABS
- #xs 400
- The {Labs Bar} controls the percentage of your energy flow directed
- toward research. Although you can increase your breakthrough rate
- by raising this value, it is important to note that your efficiency is
- highest when your {Labs} and {Economy} percentages are equal. When
- these two settings differ, your inefficiency will increase; the rate
- will depend on your {EFFICIENCY} score.
-
- #SOCTOURINFO
- #xs 400
- The {Info Box} shows additional results of your social choices.
- Your technological {Breakthrough Rate} and your per-turn {Energy
- Income} are shown here. If your {Labs} and {Economy} settings are
- unequal, any resulting inefficiency will show up here. Also, if you
- attempt to change your society's values too rapidly, there may be
- an {Upheaval Cost}, which will likewise be displayed here.
-
- #SOCTOURCANCEL
- #xs 400
- The {Cancel Button} restores the society settings you had before you
- came to the screen, and exits.
-
- #SOCTOURRESET
- #xs 400
- The {Reset Button} restores the society settings you had before you
- came to the screen, but does not exit the screen.
-
- #SOCTOUROK
- #xs 400
- Finally, the {OK Button} exits the screen, making the changes to your
- society which you specified.
- ^
- You may take this tour again at any time by selecting
- {Social Engineering Tour} from the Help menu.
-
- #DRONERIOTS
- #xs 400
- #button DETAILS
- $BASENAME0 is experiencing {drone riots}, which hurt productivity.
- The simplest way to end drone riots is to turn on your {Governor},
- which will take the proper steps to suppress them.
- Click the DETAILS button for more information.
-
- #DRONETOUR1
- #xs 400
- {Drone Riots} occur when the number of red {Drones} at a base exceeds the
- number of green {Talents}. Other citizens, such as {Workers} and
- {Specialists} do not directly affect riots. Drones appear as the
- result of population pressure and cramped living conditions.
- We will show you several means of controlling drone riots.
-
- #DRONETOUR2
- #xs 400
- One direct method of controlling drone riots is to use military units
- as {police}. Military units will automatically function as police if
- you move them into your base. The number of police units you will be
- able to use depends on your society's tolerance for police, as
- represented by your {POLICE} rating on the Social Engineering screen.
- By changing your society to a {Police State}, for instance, you will
- enable more military units to work as police and suppress riots.
-
- #DRONETOUR3
- #xs 400
- One particularly draconian means of controlling drone riots is to
- {nerve staple} your citizens. Nerve stapling will prevent drone riots
- for at least ten turns, but it is considered an atrocity.
-
- #DRONETOUR4
- #xs 400
- A more humanitarian way to prevent drone riots is to build {facilities}
- which alleviate cramped and depressing living conditions. For instance,
- a {Recreation Commons} will satisfy the complaints of up to two
- Drones, turning them into regular Workers. Building facilities is
- an excellent long-term solution to drone problems.
-
- #DRONETOUR5
- #xs 400
- Creating {Doctors} (or later, {Telepaths} and {Transcendi}) is
- another, albeit short-term solution to the problem. Doctors, by
- increasing your {Psych} output, will create more Talents to balance
- the Drones. To change a citizen into a Doctor, click on him here
- in the population bar.
-
- #DRONETOUR6
- #xs 400
- If you have many large bases producing a great deal of energy, you
- can divert some of your energy to {Psych}, which will improve your
- citizens' quality of life. Every two units of energy diverted to
- Psych turns one of your Workers into a Talent. To divert a percentage
- of your energy production to Psych, go to the Social Engineering
- screen by selecting it from the HQ menu on the main display.
-
- #DRONETOUR7
- #xs 400
- You can use the {Psych} button to see the effects of Police,
- facilities, psych, and Secret Projects.
-
- #LOWNUTRIENT
- #xs 400
- $BASENAME0 is not producing enough {nutrients} to feed its citizens!
- Click on the center (base) square of the Base Map to reallocate some
- of your specialists as Workers.
-
- #NEWTERRAFORMER
- #xs 400
- #button TOUR
- $BASENAME0 has just built a $UNITNAME1 unit, which represents
- the Terraforming Engineers crucial to your expedition's survival.
- Formers can plant forests and farms; build roads, mines, and
- solar collectors; and later even raise up or tear down mountains.
- ^
- Press SHIFT+A to automate these Formers and have them begin improving
- your colony automatically. Or, if you would like to learn how to
- begin terraforming yourself, click the {TOUR} button.
-
- #TERRAFORMER
- #xs 320
- Your Terraforming Engineers ("FORMERS") are crucial to your
- expedition's survival. Formers can plant forests and farms;
- build roads, mines, and solar collectors; and even raise up
- or tear down mountains.
-
- #TERRAFARM
- #xs 400
- #button Don't Show Again
- This square could produce additional nutrients if it had a Farm.
- Nutrients will help $BASENAME0 to grow and thrive. To build a
- Farm here, press the 'F' key.
-
- #TERRASURVEY2
- #xs 300
- This survey shows the best squares for planting crops. Squares with
- many icons are the most suitable. Use this screen as a guide for
- sending your Formers on planting expeditions.
- To turn this view off, simply click anywhere on the map.
-
- #TERRAROAD
- #xs 400
- #button Don't Show Again
- Formers can also build roads, which speed movement. To
- build a road here, press the 'R' key or select "Construct Road"
- from the Orders Menu.
-
- #TERRARAISE
- #xs 400
- #button Don't Show Again
- The solar collector in this square would collect more
- energy if the square were higher. Your Formers will
- raise the altitude of this square if you press the "]]"
- key or select "Terraform Up" from the Orders Menu.
-
- ##TERRARAISE2
- ##xs 300
- ##button Don't Show Again
- #$BASENAME0 isn't producing very much energy. To increase its
- #energy output, you must build solar collectors on nearby high altitude
- #squares. Since $BASENAME0 doesn't have many high altitude squares,
- #you may wish to raise the level of this square by pressing
- #the "]]" key or selecting "Terraform Up" from the Orders Menu.
-
- #TERRAMINE
- #xs 400
- #button Don't Show Again
- To produce new Formers and Military Units, your colony
- needs to accumulate minerals. Press the 'M' key to build
- a mine, which will improve mineral production here.
-
- #TERRASOLAR
- #xs 400
- #button Don't Show Again
- Solar Collectors trap {energy} for your colony, which helps
- your economy and speeds scientific research. Press 'S' to build
- a solar collector here.
-
- #TERRAFOREST
- #xs 300
- #button Don't Show Again
- Planting {forests} is an excellent way of increasing resources.
- Forests squares provide a limited supply of nutrients, minerals,
- and energy in any square; this well-rounded resource output can
- be quite useful, especially in squares which are less suitable
- for traditional production.
-
- #TERRASENSOR
- #xs 300
- #button Don't Show Again
- {Sensors} detect mind worms and enemy units within two spaces.
- Even better, they provide a +25% defensive bonus to any of your
- land units within two spaces. Press 'O' to build a Sensor
- here.
-
- #NEWUNIT
- #xs 400
- $BASENAME0 has just produced a new $UNITNAME1 unit.
- Units can be used to explore the planet, attack enemies, and defend
- your colony.
-
- #FASTUNIT
- #xs 400
- This fast $UNITTYPE0 ($UNITSTATS1) unit gets to move twice each turn
- unless it enters a rocky or fungus square (note that its move value,
- the third number, is two).
- Mobile units receive combat bonuses when
- attacking in open terrain, and can often disengage from a stronger but
- slower enemy.
-
- #BIGUNIT
- #xs 400
- This more heavily-armed $UNITTYPE0 unit ($UNITSTATS1) will prove useful
- for attacking enemies and defending your territory. Note its high
- {weapon} value (the first number).
- Infantry units are particularly good at attacking enemy bases,
- gaining a +25% attack modifier when they do so.
-
- #ARTYUNIT
- #xs 400
- This $UNITTYPE0 unit can fire at enemies up to two spaces away. Select
- "Long Range Fire" from the Action Menu when you wish to shoot.
-
- #NEWSHIP
- #xs 400
- Use foils and other {ships} to explore Planet's seas, guard your
- bases from naval attack, and transport ground units from continent
- to continent.
-
- #NEWAIR
- #xs 400
- {Air} units can move quickly over both land and sea,
- but they must occasionally return to base for {fuel.}
-
- #DEFENDIT
- #xs 400
- #button Don't Show Again
- Perhaps this $UNITTYPE1 unit should "stay home" to {defend} $BASENAME0
- from potential danger. Press the 'H' key to tell it to "HOLD" here.
-
- #DEFENDIT2
- #xs 400
- #button Don't Show Again
- This $UNITTYPE1 ($UNITSTATS2) unit would make an excellent garrison
- unit. Note that its {armor} (middle #) is strong, and its weapon
- (first #) is weak. Perhaps it should "stay home" to {defend}
- $BASENAME0 from potential danger. Press the 'H' key to tell it
- to "HOLD" here.
-
- #ENEMYBASE
- #xs 400
- This base, $BASENAME0, belongs to another player, $TITLE1 $NAME2 of
- the $FACTION3. You can attack an enemy base by attempting to move
- into it.
-
- #ENEMYVEH
- #xs 400
- This unit belongs to another player, $TITLE1 $NAME2 of the $FACTION3.
- Other factions can be useful allies or dangerous enemies. You can
- attack an enemy unit by attempting to move into its square.
-
- #ENEMYTERR
- #xs 400
- This colored line marks the boundary of another faction leader's
- {territory}--$TITLE1 $NAME2 of the $FACTION3. Faction leaders may
- become angry if you enter their territory.
-
-
- #NEWUNITS
- #xs 400
- #caption Some General Hints
- Units with thick {armor} and high defensive ratings are useful for
- defending important areas; use the 'H' or "Hold" command to entrench
- them in your your bases.
- ^
- Fast-moving {Speeder} units are excellent for exploration and mobile
- attack. Use them to explore the planet and search for enemies.
- ^
- Should you decide to attack an enemy, design a unit with a powerful
- {weapon} and perhaps good armor or a high movement rate.
- ^
- {Colony Pods} allow your colony to spread by building
- new bases. The more bases you build, the faster your colony will grow.
- ^
- {Former} units will speed the process of building farms
- and roads as well as other infrastructure. Don't neglect to build
- Formers once your colony begins to expand.
-
- #NEWCOLONIST
- #xs 400
- #button Don't Show Again
- $BASENAME0 has produced a new {Colony Pod}, which represents the equipment
- and manpower to found a new base! Move it to an appropriate spot, such as
- the one indicated by the second line, then press the 'B' key to construct
- a base.
-
- #BUILDHERE
- #xs 400
- #button Don't Show Again
- Because of its proximity to fertile land and other resources, this
- would be an excellent location to build a {base.} To build
- a base here, press the 'B' key or select "Construct Base" from the
- Orders Menu.
-
- #FUNGUSAMUNGUS
- #xs 300
- {Xenofungus} is a plant form native to Planet, and you
- will find it growing wild in many areas of the planet. Earth plants
- cannot grow in squares containing fungus unless you clear the fungus
- first.
-
- #FUNGUSSEA
- #xs 300
- Sea fungus slows the movement of surface ships.
-
- #TECHNOLOGY
- #xs 400
- #caption About Research
- {Energy} powers your research {labs} and helps your researchers discover
- and exploit new {technologies}. You guide their research by controlling
- the fields in which they study.
-
- #TERRAFORM
- #xs 400
- Events which cause {mountains} to be raised or torn down (earthquakes,
- the actions of Former units, etc.) can also cause {climactic
- changes}. Mountains 2000m above sea level and higher significantly
- affect cloud formation and rainfall by trapping the moisture being
- carried by the prevailing wind. Basically this means that areas
- "downwind" (in this game, "east", or "right") of a mountain will be
- dryer, and areas "upwind" of a mountain ("west", or "left") will be
- wetter as moisture is trapped to their benefit. You can take advantage
- of this phenomenon by having your Formers raise mountains to "dry out"
- your downwind opponents or to increase rainfall for your upwind bases.
-
- #SLOWFUNGUS
- #xs 300
- The thick {Xenofungus} obstructs your unit. It sometimes takes
- several turns to enter a Xenofungus square.
-
- #FRACTIONALMOVE
- #xs 300
- A unit with insufficient moves left to enter a square may be forced
- to remain in its original square for an additional turn.
-
- #MADEFARM
- #xs 400
- Your Formers have planted a {farm} here. This square will now produce
- additional {nutrients.} Nutrients help to increase your population.
-
- #MADESOIL
- #xs 400
- Your Formers have built a {soil enricher} here, further improving
- the nutrient output of the square.
-
- #MADEMINE
- #xs 400
- Your Formers have built a {mine} here, improving the {minerals} output
- of this square. Minerals allow your bases to build units and facilities.
-
- #MADESOLAR
- #xs 400
- Your Formers have built a {solar collector} here, improving the {energy}
- output of this square. Energy speeds research and increases your wealth.
-
- #MADEFOREST
- #xs 400
- Your Formers have planted a {forest} here. Forests provide a {balanced} supply
- of nutrients, minerals, and energy. They improve the local environment,
- and grow and expand into neighboring squares.
-
- #MADEROAD
- #xs 400
- Your Formers are building a {road} here. Units move three times as fast when they
- move along a road. Roads also increase the output of mines.
-
- #MADETUBE
- #xs 400
- Your Formers are building a {Mag Tube} here. Units can move quickly
- along Mag Tubes at no cost.
-
- #MADESENSOR
- #xs 400
- Your Formers have built a {sensor} here. A sensor will detect any enemy
- unit which moves within two spaces. Sensors also provide a {+25%
- defensive benefit} to any of your units within two spaces.
-
- #MADEAQUIFER
- #xs 400
- Your formers have tapped an underground {aquifer!} The resulting new
- river will increase your energy production and speed ground movement.
-
- #MADECONDENSER
- #xs 400
- Your Formers have built a {condenser} here! A condenser increases rainfall
- (and therefore nutrient production) in all adjacent land squares.
-
- #MADEBOREHOLE
- #xs 400
- Your Formers have built a {borehole} here! A borehole improves both
- mineral and energy production, but prevents nutrient production.
-
- #MADESEAMINE
- #xs 400
- Your Sea Formers have built a {mining platform} here, which allows this
- square to produce minerals.
-
- #MADESEASOLAR
- #xs 400
- Your Sea Formers have built a {tidal harness} here, which increases the
- energy production of this square.
-
- #MADESEAFARM
- #xs 400
- Your Sea Formers have planted a {kelp farm} here, which increases the
- nutrient production of this square.
-
-
- #SOCIETY
- #xs 440
- #caption Psych Chaplain
- Discovery of $TECH0 allows your colony to make
- a new social engineering choice, "{$SOC1}". Would
- you like to make social engineering choices now?
-
- No. Continue with current social model.
- Yes. Commence social engineering.
-
- #EXPLORATION
- #xs 400
- Supply pods seeded by your starship, the Unity, are
- items of particular interest as you explore the Planet.
- You must enter the square containing the pod in order
- to find out what it contains.
-
- #BONUSNUTRIENT
- #xs 400
- This symbol indicates abundant {nutrient} resources.
- If you have a base within two squares, it will be able
- to produce additional nutrients here. Nutrients allow
- you to increase your population.
-
- #BONUSMINERALS
- #xs 400
- This symbol represents abundant {mineral}
- resources. If you have a base within two squares, it will
- be able to produce additional minerals, especially if you
- build a {mine} here. Minerals help you build new vehicles
- and facilities.
-
- #BONUSENERGY
- #xs 300
- This symbol represents abundant {energy} resources.
- If you have a base within two squares, it will be able
- to produce additional energy. Energy speeds scientific
- research and increases your wealth.
-
- #SECONDBASE
- #xs 300
- Your base at $BASE0 is now prospering nicely. Now might be
- a good time to expand to a second base. To do this, click on
- $BASE0 and use the "Change" button to instruct it to build a
- Colony Pod.
-
- #BUILDMORE
- #xs 300
- Your colony grows by expanding to new bases; you can gain new
- bases either by building them yourself or by conquering enemy
- bases. Perhaps you should instruct one of your bases to build
- a new Colony Pod.
-
- #BUILDBASE
- #xs 300
- It's time to expand your colony by building a new base--send
- this Colony Pod to a suitable location and then issue
- the 'B' command.
-
- #ARTIFACT
- #xs 300
- Move this {Alien Artifact} back to one of your bases as quickly
- as you can. Later, when you've built a {Network Node}, your
- researchers can link it to the artifact and try to learn its
- secrets.
-
- #DAMAGED
- #xs 400
- This unit has become damaged in combat. Damage is indicated by
- the colored bar along the left side of the status icon: Green represents
- light (or no) damage; Yellow and Red show increasing damage.
- ^
- To repair a damaged unit, move it to one of your bases, then have it
- skip its entire turn (press the SPACE bar). You may have to repeat
- this for several turns.
- ^
- You can also conduct "field repair" (i.e. not at a base), but this
- is much slower and only effective if your unit has sustained more
- than 20% damage.
- ^
- A base with a Command Center can
- repair ground units in a single turn; similarly Naval Yards and Aerospace
- Complexes can quickly repair sea and air units.
-
- #TREETIME
- #xs 300
- #caption Operations Director
- Now that our researchers have discovered $TECH0, our Formers
- can plant forests ('Shift+F' action key) in any square that is not arid
- or rocky. Forest squares produce two nutrients, one mineral, and one
- energy, so they are ideal for areas which are too hot or too cold
- for other uses.
-
- #ZOCMSG
- #xs 400
- Ground units cannot move between squares adjacent to other players'
- units; they must first back up into a non-adjacent square. This
- is called the "zone of control" rule and represents the difficulty
- of maneuvering in the face of an enemy force.
- ^
- ^There are limited exceptions to this rule:
- ^* Units may always enter squares containing friendly units.
- ^* Units may always move into and out of bases freely.
- ^* Units with the "$ABIL0" ability may ignore zones of control.
-
- #VENDETTA
- #xs 440
- $TITLE0 $NAME1 of the $FACTION2 has pronounced Vendetta upon you and
- your faction! You should attend to your defenses; you may wish to switch
- at least some of your bases to "CONQUER" mode--click on the base, then
- click the CONQUER button. To attack an enemy unit or base, move one of
- your units into its square.
-
- #PSICOMBAT
- #xs 440
- Some units (usually alien creatures such as Mind Worms) can engage in
- {PSI COMBAT}. In Psi Combat, weapon and armor strengths are ignored, and
- the attacker is given a 3 to 2 advantage on land (1 to 1 for sea combat).
- {MORALE} level becomes quite important in Psi Combat.
-
- #MINDWORMS
- #xs 440
- Mind Worms, one of Planet's most feared life forms, can appear
- suddenly, especially near fungus squares. Mind worms viciously
- attack human settlements.
-
- #EMPTYBASE
- #xs 440
- #button Don't Show Again
- This base, $BASENAME0, is completely undefended, and may fall prey
- to mind worms or enemy attack. Perhaps you should move one of your
- units here to defend it, or click on the base and tell it to build
- a new garrison unit.
-
- #INEFFICIENCY
- #xs 440
- Notice the red tiles on the {energy} bar. That means this base is
- losing a lot of energy to {inefficiency}.
- Inefficiency increases when your social engineering choices are
- inadequate to the needs of a large colony and population.
- Consider building a {Children's Creche} to increase efficiency
- or switching to a more economically efficient social model
- (Democratic or Green, for instance), on the Social Engineering screen.
-
- #INEFFICIENCYHQ
- #xs 440
- Since you lost possession of your original {Headquarters} base (the
- first base you built), your colony has no central HQ. Lacking
- a central, unifying force, your colony is suffering greatly from
- {inefficiency,} as represented by the red tiles on the {energy} bar.
- You should pick a relatively safe base and instruct it to build
- a new {Headquarters} facility.
-
- #SUPPORT
- #xs 400
- $BASENAME0 is expending a great many {minerals} on {unit support.}
- Since it is supporting so many units, this base cannot build new
- facilities and units very quickly. You may wish to consider {disbanding}
- some units if you don't need so many, or switching to a more
- militaristic social model (Power or Police State, for instance), on the
- Social Engineering screen.
-
- #LOWMINERALS
- #xs 400
- $BASENAME0 is not producing many {minerals}. That means it cannot
- build units and facilities very quickly. Perhaps we need some
- {Formers} to build some {Mines} or plant some {Forests} nearby.
-
- #LOWMINERALS2
- #xs 400
- $BASENAME0 is not producing many {minerals}. That means it cannot
- build units and facilities very quickly. Perhaps we need some
- {Sea Formers} build some {Mining Platforms} nearby.
-
- #COMMERCE
- #xs 400
- Our new {Treaty} with the $FACTION0 opens the door for trade and
- {Commerce}. Each of our bases, if it is large enough, may now begin
- receiving bonus {energy} generated by trade. We can increase our
- commerce bonuses by signing more treaties with other factions, by
- making Pacts, and by researching more Economic and Industrial
- technologies.
-
- #PACT
- #xs 400
- Our new {Pact} with the $FACTION0 allows us to work together with
- the $TITLE1 $NAME2 towards shared goals. We can now move through
- $<M1:$FACTIONADJ3> territory, stack with their units, and enter their
- bases. Likewise, the $FACTION0 can send units through our territory
- without military conflict. Perhaps even more importantly, {Commerce}
- between our factions is now doubled!
-
-
-
- # ; This line must remain at end of file
-
-
-