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{
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// Each entry s a tutorial, but the tutorial may be spread over separate paragraphs.
// Entries starting with a _ will NOT be shown in Civilopedia.
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I n t r o d u c t i o n : [
[
"Welcome to Unciv!" ,
"Because this is a complex game, there are basic tasks to help familiarize you with the game." ,
"These are completely optional, and you're welcome to explore the game on your own!" ,
]
] ,
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// Civilopedia only, because players said this was too wall-of-text
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N e w _ G a m e : [
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[
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"Your first mission is to found your capital city." ,
"This is actually an important task because your capital city will probably be your most prosperous." ,
"Many game bonuses apply only to your capital city and it will probably be the center of your empire."
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] ,
[
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"How do you know a spot is appropriate?" ,
"That’ s not an easy question to answer, but looking for and building next to luxury resources is a good rule of thumb." ,
"Luxury resources are tiles that have things like gems, cotton, or silk (indicated by a smiley next to the resource icon)" ,
"These resources make your civilization happy. You should also keep an eye out for resources needed to build units, such as iron."
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] ,
[
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"However, cities don’ t have a set area that they can work - more on that later!"
"This means you don’ t have to settle cities right next to resources." ,
"Let’ s say, for example, that you want access to some iron – but the resource is right next to a desert."
"You don’ t have to settle your city next to the desert. You can settle a few tiles away in more prosperous lands." ,
"Your city will grow and eventually gain access to the resource." ,
"You only need to settle right next to resources if you need them immediately – " ,
" which might be the case now and then, but you’ ll usually have the luxury of time."
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] ,
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[
"The first thing coming out of your city should be either a Scout or Warrior."
"I generally prefer the Warrior because it can be used for defense and because it can be upgraded" ,
" to the Swordsman unit later in the game for a relatively modest sum of gold." ,
"Scouts can be effective, however, if you seem to be located in an area of dense forest and hills." ,
"Scouts don’ t suffer a movement penalty in this terrain."
"If you’ re a veteran of the 4x strategy genre your first Warrior or Scout will be followed by a Settler." ,
"Fast expanding is absolutely critical in most games of this type." ,
] ,
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] ,
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_ S l o w _ S t a r t : [
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[
"In your first couple of turns," ,
" you will have very little options," ,
" but as your civilization grows, so do the " ,
" number of things requiring your attention"
]
] ,
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C u l t u r e _ a n d _ P o l i c i e s : [ // Activated when entering policy picker screen
[
"Each turn, the culture you gain from all your " ,
" cities is added to your Civilization's culture." ,
"When you have enough culture, you may pick a " ,
" Social Policy, each one giving you a certain bonus."
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] ,
[
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"The policies are organized into branches, with each" ,
" branch providing a bonus ability when all policies " ,
" in the branch have been adopted."
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] ,
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[
"With each policy adopted, and with each city built," ,
" the cost of adopting another policy rises - so choose wisely!"
]
] ,
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H a p p i n e s s : [
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[
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"As cities grow in size and influence, you have to deal with a happiness mechanic that is no longer tied to each individual city." ,
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"Instead, your entire empire shares the same level of satisfaction." ,
"As your cities grow in population you’ ll find that it is more and more difficult to keep your empire happy."
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] ,
[
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"In addition, you can’ t even build any city improvements that increase happiness until you’ ve done the appropriate research." ,
"If your empire’ s happiness ever goes below zero the growth rate of your cities will be hurt." ,
"If your empire becomes severely unhappy (as indicated by the smiley-face icon at the top of the interface)" ,
" your armies will have a big penalty slapped on to their overall combat effectiveness."
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] ,
[
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"This means that it is very difficult to expand quickly in Unciv."
"It isn’ t impossible, but as a new player you probably shouldn’ t do it."
"So what should you do? Chill out, scout, and improve the land that you do have by building Workers." ,
"Only build new cities once you have found a spot that you believe is appropriate."
] ,
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]
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U n h a p p i n e s s : [
[
"It seems that your citizens are unhappy!" ,
"While unhappy, cities will grow at 1/4 the speed," ,
" and your units will suffer a 2% penalty for each unhappiness"
] ,
[
"Unhappiness has two main causes: Population and cities" ,
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" Each city causes 3 unhappiness, and each population, 1"
] ,
[
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"There are 2 main ways to combat unhappiness:" ,
" by building happiness buildings for your population" ,
" or by having improved luxury resources within your borders"
]
] ,
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G o l d e n _ A g e : [
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[
"You have entered a golden age!" ,
"Golden age points are accumulated each turn by the total happiness " ,
" of your civilization" ,
"When in a golden age, culture and production generation increases +20%," ,
" and every tile already providing at least one gold will provide an extra gold."
]
] ,
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R o a d s _ a n d _ R a i l r o a d s : [
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[
"Connecting your cities to the capital by roads" ,
" will generate gold via the trade route." ,
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"Note that each road costs 1 gold Maintenance per turn, and each Railroad costs 2 gold,"
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" so it may be more economical to wait until the cities grow!"
]
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]
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V i c t o r y _ T y p e s : [
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[
"Once you’ ve settled your first two or three cities you’ re probably 100 to 150 turns into the game." ,
"Now is a good time to start thinking about how, exactly, you want to win – if you haven’ t already."
] ,
[
"There are three ways to win in Unciv. They are:" ,
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" - Cultural Victory: Complete 4 Social Policy Trees" ,
" - Domination Victory: Survive as the last civilization" ,
" - Science Victory: Be the first to construct a spaceship to Alpha Centauri"
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] ,
[
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"So to sum it up, these are the basics of Unciv – Found a prosperous first city, expand slowly to manage happiness," ,
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" and set yourself up for the victory condition you wish to pursue." ,
"Obviously, there is much more to it than that, but it is important not to jump into the deep end before you know how to swim." ,
]
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]
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E n e m y _ C i t y : [
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[
"Cities can be conquered by reducing their health to 1," ,
" and entering the city with a melee unit." ,
"Since cities heal each turn, it is best to attack with ranged units"
" and use your melee units to defend them until the city has been defeated!"
]
]
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L u x u r y _ R e s o u r c e : [
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[
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"Luxury resources within your domain and with their specific improvement are connected to your trade network." ,
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"Each unique Luxury resource you have adds 5 happiness to your civilization, but extra resources of the same type don't add anything, so use them for trading with other civilizations!"
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]
]
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S t r a t e g i c _ R e s o u r c e : [
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[
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"Strategic resources within your domain and with their specific improvement are connected to your trade network." ,
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"Strategic resources allow you to train units and construct buildings that require those specific resources, for example the Horseman requires Horses."
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"The top bar keeps count of how many unused strategic resources you own."
]
]
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_ E n e m y C i t y N e e d s C o n q u e r i n g W i t h M e l e e U n i t : [
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[
"The city can no longer put up any resistance!" ,
"However, to conquer it, you must enter the city with a melee unit"
]
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] ,
A f t e r _ C o n q u e r i n g : [
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[
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"When conquering a city, you can now choose to either or raze, puppet, or annex the city." ,
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"Razing the city will lower its population by 1 each turn until the city is destroyed."
] ,
[
"Puppeting the city will mean that you have no control on the city's production." ,
"The city will not increase your tech or policy cost, but its citizens will generate 1.5x the regular unhappiness." ,
"Annexing the city will give you control over the production, but will increase the citizen's unhappiness to 2x!" ,
"This can be mitigated by building a courthouse in the city, returning the citizen's unhappiness to normal." ,
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"A puppeted city can be annexed at any time, but annexed cities cannot be returned to a puppeted state!"
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]
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] ,
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_ B a r b a r i a n E n c o u n t e r e d : [
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[
"You have encountered a barbarian unit!" ,
"Barbarians attack everyone indiscriminately, so don't let your " ,
" civilian units go near them, and be careful of your scout!"
]
]
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_ O t h e r C i v E n c o u n t e r e d : [
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[
"You have encountered another civilization!" ,
"Other civilizations start out peaceful, and you can trade with them," ,
" but they may choose to declare war on you later on"
]
]
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_ G a m e C r a s h e d : [
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[
"Oh no! It looks like something went DISASTROUSLY wrong!" ,
"This is ABSOLUTELY not supposed to happen!" ,
"Please send me (yairm210@hotmail.com) an email with the game information" ,
" (menu -> save game -> copy game info -> paste into email)" ,
" and I'll try to fix it as fast as I can!"
]
]
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A p o l l o _ P r o g r a m : [
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[
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"Once you have completed the Apollo Program, you can start constructing spaceship parts in your cities" ,
" (with the relevant technologies) to win a scientific victory!"
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]
]
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I n j u r e d _ U n i t s : [
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[
"Injured units deal less damage, but recover after turns that they have been inactive" ,
"Units heal 5 health per turn in enemy territory, 10 in neutral land,"
" 15 inside your territory and 20 in your cities"
]
]
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W o r k e r s : [
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[
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"Workers are vital to your cities' growth, since only they can construct improvements on tiles" ,
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"Improvements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles!"
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]
]
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S i e g e _ U n i t s : [
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[
"Siege units are extremely powerful against cities, but need to be Set Up before they can attack." ,
"Once your siege unit is set up, it can attack from the current tile," ,
" but once moved to another tile, it will need to be set up again."
]
]
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E m b a r k i n g : [
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[
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"Once a certain tech is researched, your land units can embark, allowing them to traverse water tiles." ,
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"Entering or leaving water takes the entire turn." ,
"Units are defenseless while embarked, so be careful!"
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]
]
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C i t y _ R a n g e : [
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[
"Your citizens can work 3 tiles away from city center." ,
"The city border will keep expanding," ,
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" but citizens cannot be assigned to faraway tiles."
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]
]
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I d l e _ U n i t s : [
[
"If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again." ,
"If you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - " ,
" units in Fortify or Sleep are not considered idle units." ,
"If you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units" ,
]
]
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C o n t a c t _ M e : [
[
"Hi there! If you've played this far, you've probably" ,
" seen that the game is currently incomplete." ,
"UnCiv is meant to be open-source and free, forever." ,
" That means no ads or any other nonsense." ,
] ,
[
"What motivates me to keep working on it, " ,
" besides the fact I think it's amazingly cool that I can,"
" is the support from the players - you guys are the best!"
] ,
[
"Every rating and review that I get puts a smile on my face =)" ,
" So contact me! Send me an email, review, Github issue"
" or mail pigeon, and let's figure out how to make the game " ,
" even more awesome!"
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"(Contact info is in the Play Store)"
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]
] ,
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_ P i l l a g i n g : [
[
"Military units can pillage improvements, which heals them 25 health and ruins the improvement." ,
"The tile can still be worked, but advantages from the improvement - stat bonuses and resources - will be lost." ,
"Workers can repair these improvements, which takes less time than building the improvement from scratch." ,
]
]
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}