;
;   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 station.
The best station sites are near 
Spatial Rifts or near special resources.

@BUILDCITY
@width=320
@y=5
@title=Civ Tutorial
This spot looks like a good site for a
station. Select 'Build New Station' from the
ORDERS menu or use the 'b' key to found
a station here.

@FIRSTPRODUCT
@width=420
@y=5
@title=Civ Tutorial: Your First Station
Each of your station can build additional
Construction Ships, military units, or 
station improvements to further the growth
of your civilization. Only one item can be
in production per station. Production 
orders can be changed at any time. 
Select the item you wish to build by 
clicking the 'CHANGE' button in the 
station information screen which follows.

@FIRSTCIV
@width=420
@title=Civ Tutorial: Civilization Advances
Stations 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 stations 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 stations as well
as build roads, irrigation, and mines around
existing stations. 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 Station of %STRING0 is growing rather large.
Now might be a good time to expand by building a second
Station. 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 station.

@CITYSTUFF
@width=420
@x=180
@title=Civ Tutorial: City Resources
A Station's inhabitants produce different resources depending
on the types of terrain nearby. On the station 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
station 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 station of %STRING0.  As you expand,
work towards connecting your stations with
roads.

@HELP1
@width=500
@title=Civ Tutorial: General Principles #1
Defend your stations with at least one
(preferably two) good defensive units.
^
Strike a balance between improving your
existing stations and striking out to found
new stations.
^
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 station falls into Civil Disorder when
the number of unhappy citizens exceeds
the number of happy citizens. Growth
and production cease while a station is
in disorder.
^
Remedies for disorder include:
^* Increasing the amount of trade used for Luxuries.
^* Moving military units into the station.
^* 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 Great Link or Star Republic.  For every two
luxuries your station produces, one new happy
citizen appears.
^
2) Martial Law: If your government is a Empire, Great Link,
or Collective, you may move military units into your stations
to suppress disorder. Up to 3 units in each station can be used
for this purpose. Each unit causes one unhappy citizen to
become content.
^
3) Temples, Colosseums, and Cathedrals: These station improvements
help to reduce disorder by changing one or more unhappy
citizens to content. Of course, if your station 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 station information screen, click on one
of the inhabited spaces in the station radius to make that
citizen into an entertainer. Entertainers produce no food,
resources, or trade; instead, each produces two additional
luxuries.
^
5) Trade Alliance: If you have discovered the civilization
advance "Trade Alliance", you can switch to Trade Alliance
as a form of government. Under Trade Alliance, 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 
station, the shock could split the
empire 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 station once that station 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 stations; they
can also defend your skies from enemy bombers. Air units
can also be used to explore.
^
Torpedo units carry a limited supply of fuel; they must return
to a friendly station 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 STAR 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 Federation 
or Star Republic.
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 stations. You may need to
return some of your units to stations. 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 stations can
now produce CARAVANS to carry trade goods between different
parts of the world. Caravans, especially from your larger
stations, 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 station to establish a trade route. Trade routes
with small, nearby and friendly stations produce less 
revenue than routes with large, distant and rival stations.
Try to find a station which demands the goods your caravan 
is carrying (you may click on a rival station to learn its 
demands).  Caravans may also be used to help build Wonders
of the Quadrant.

@WRITING
@width=420
@title=Civ Tutorial: Writing
Your civilization has learned the art of WRITING. Your
stations 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 stations or by conquering
rival stations. Perhaps we should instruct one of our 
stations to produce a new SETTLERS unit.

@EXPAND1
@width=520
@title=Civ Tutorial: Expansion (#2)
For our civilization to grow, we must expand to new
station sites. Perhaps we should send these SETTLERS 
to found a new station.

@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 stations and fortresses. Stations with 
Barracks can repair ground units in a single turn. Other 
improvements (Port Facility, Airport) can repair ships 
and air units. 


@END
