;
;   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
Science units, 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.
Marines make excellent defenders;
Shields can be useful as well.
^
Science 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 Science team in play at all times.
^
Fast-moving units like shuttles are useful for exploring
uncharted territory.
^
Attack your enemies with ships and marines.

@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 science unit. A science 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; Marque 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 Phoenix and other ships to explore
space and transport your units to other
worlds.
^
Use freighters 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 arrays 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 Temples.
^* 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: 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 space and transport your
units to other worlds.
^
If your ship is a Phoenix, remember that it may be lost
if it does not end each turn near a planet space.
^
To embark a unit on a ship in port, issue the sleep ('s')
order for the unit before moving the ship out to space.
Or, while the ship is at space, 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 Science Team 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: Fighter Units
You civilization has built its first Fighter unit.
Fihter units can be used to bomb enemy units and cities; they
can also defend your planets from enemy bombers. Fighter units
can also be used to explore.
^
Fighter units carry a limited supply of fuel; they must return
to a friendly city or spacebase 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=600
@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 Commerce. Your cities can
now produce Freighters to carry trade goods between different
parts of the world. Freighters, 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 Freighter. 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 Science Team 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 Science Teams 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
