;
;   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
Family 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.
Neanderthals and thieves make excellent defenders.
Trolls, and ninja turtles can be used to attack as 
well as defend.
^
Family 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 family unit in play at all times.
^
Fast-moving units like centuars, paladins, and dragons are 
useful for controlling far off territories.
^
Attack your enemies with a hunting parties, 
adventurers, demons, or wizards. Wooly mammoths and 
seige towers work especially well on cities 

@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 family 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: Farmland
This would be a suitable area to build
farmland ('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: Principles of defence
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: Guide to world domination
1. Make peace with stronger neighbors. Until you
   can isolate them and kick there butts!
2. Surround and torture your weaker neighbors.
^
Use sea monsters and ships to explore the
seas and transport your units to other
continents.
^
Use leprechauns 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 messangers 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 Sacraficial alter, Brewery, or TV Station.
^* Turning citizens into entertainers.
^* Switching to a Facist 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 Cult or Crime Syndicate.  For every two luxuries your
city produces, one new happy citizen appears.
^
2) Martial Law: If your government is a Despotism, Cults,
or Consumerism, 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) Sacraficial alters, pleasure domes, and breweries: 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) Fascism: If you have discovered the civilization
advance "Fascism", you can switch to Fascism
as a form of government. Under Fascism, 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: Sea units
You have built your first sea unit. Use
it to explore the seas and transport your
units to other continents.
^
If you built a Sea monster, remember that it may swim
away 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: Mag Levs
You have just acquired knowledge of Mag Levs, an
important achievement. A Family unit (or Union worker) will
build a mag lev if you press the 'r' key in a space
that already has a road.
^
Your units will be able to move long distances over
Mag levs.  Mag levs also increase resource production
in spaces which already produce at least two 'shields'.

@FARMLAND
@width=480
@title=Civ Tutorial: Suburbia
You have acquired the knowledge of Recreational drugs. Better
living through chemistry! your citizens can now build suburbs 
on Farmlands. A Family unit (or Union worker) will build 
suburbs if you press the 'i' key in a space that already has farmland. 
These libral enclaves increase synthetic food production in a nearby city 
once that city has a Soma dispencery to distribute the synthetic 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 can only stay aloft for a fixed amount of time. 
They must return to a friendly city or airbase or be lost.

@REPUBLIC
@width=480
@title=Civ Tutorial: Crime Syndicate
Your civilization has gained knowledge of another form
of government, the Crime Syndicate. 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: Crime Syndicate & Capitalism
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: Money
You have just acquired knowledge of Money. Your cities can
now produce leprechauns to carry trade goods between different
parts of the world. leprechauns, especially from your larger
cities, can rapidly increase your wealth and knowledge.

@CARAVAN
@width=440
@y=5
@title=Civ Tutorial: leprechauns
You have just produced your first leprechaun. 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 leprechaun is carrying (you
may click on a rival city to learn its demands). leprechauns
may also be used to help build Wonders of the World.

@WRITING
@width=420
@title=Civ Tutorial: Speech
Your civilization has learned the art Speaking. Your
cities may now commission messengers to help make contact
with other civilizations. messengers 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: Woodworking
Your civilization has mastered the art of Woodworking.
You may now produce wooden boats such as the Sea Raider to help you 
discover new territories. Sea Raiders can move three spaces per turn 
and do not get lost at sea. You may now cross the Sea quickly. If you 
have not yet done so, consider studying the Occult so you can build 
sea monsters to carry  your units to the new continents you discover.


@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 family 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 this family unit 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 secret bases can
repair ground units in a single turn. Other improvements
(waterfront, airport) can repair ships and air units.


@END
