2018-08-04 20:57:53 +00:00
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{ // Each entry s a tutorial, but the tutorial may be spread over separate paragraphs.
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// so for example:
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PolicyPickerScreen: [ // Activated when entering policy picker screen
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[ // This is simply a more comfortable format than "all in one line with \n".
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2018-03-12 21:33:03 +00:00
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"Each turn, the culture you gain from all your ",
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" cities is added to your Civilization's culture.",
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"When you have enough culture, you may pick a ",
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" Social Policy, each one giving you a certain bonus."
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2018-08-04 20:57:53 +00:00
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], // this will be displayed as 4 lines of text in-game as well
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2018-03-12 21:33:03 +00:00
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[
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"The policies are organized into branches, with each",
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" branch providing a bonus ability when all policies ",
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" in the branch have been adopted."
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],
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[
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"With each policy adopted, and with each city built,",
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" the cost of adopting another policy rises - so choose wisely!"
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]
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],
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CityEntered: [
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[
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"Welcome to your first city!",
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2018-11-06 20:49:40 +00:00
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"As of now, you only have 1 population, but this will grow when you amass enough surplus food",
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"Similarly, your city's borders grow when you amass enough culture,",
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" which is not generated by tiles but rather by buildings."
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2018-03-12 21:33:03 +00:00
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],
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[
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2018-11-06 20:49:40 +00:00
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"Each population in your city can work a single tile, providing the city with that tile's yields.",
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"Population can be assigned and unassigned by clicking on the tiles - ",
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" but of course, you can only assign population if you have idle population to spare!"
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2018-03-12 21:33:03 +00:00
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],
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[
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2018-11-06 20:49:40 +00:00
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"The center tile of a city is always worked, and doesn't require population,",
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2018-03-12 21:33:03 +00:00
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" but it cannot be improved by tile improvements."
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],
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[
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2018-11-06 20:49:40 +00:00
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"The city's production always goes towards the current construction - ",
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"you can pick the city's construction by clicking on the construction button on the bottom-left"
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2018-03-12 21:33:03 +00:00
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]
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],
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ScienceVictoryScreenEntered : [
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[
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"This is the science victory screen, filter you",
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" can see your progress towards constructing a ",
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" spaceship to propel you towards the stars."
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],
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[
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"There are 6 spaceship parts you must build, ",
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" and they all require advanced technologies"
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],
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],
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TechPickerScreen : [
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[
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"Technology is central to your civilization,",
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" as technological progress brings with it",
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" more construction options, improvements, and abilities"
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],
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[
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2018-11-06 20:49:40 +00:00
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"Most technologies are dependent on other technologies being researched - ",
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" but you can choose a technology to aspire to,",
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" and your civilization will research the necessary technologies to get there"
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2018-03-12 21:33:03 +00:00
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]
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],
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CityFounded : [
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[
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"You have founded a city!",
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2018-11-06 20:49:40 +00:00
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"Cities are the lifeblood of your empire, providing gold and science empire-wide,",
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2018-03-12 21:33:03 +00:00
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" which are displayed on the top bar."
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],
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[
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"Science is used to research technologies.",
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2018-11-06 20:49:40 +00:00
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"You can enter the technology screen by clicking on the button on the top-left, underneath the bar",
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2018-03-12 21:33:03 +00:00
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],
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[
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2018-11-06 20:49:40 +00:00
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"You can click the city name to enter the city screen to assign population,",
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2018-03-12 21:33:03 +00:00
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" choose production, and see information on the city"
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]
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],
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NewGame: [
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[
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"Hello, and welcome to Unciv!",
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2018-11-06 20:49:40 +00:00
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"Civilization games can be complex, so we'll be guiding you along your first journey.",
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2018-03-12 21:33:03 +00:00
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"Before we begin, let's review some basic game concepts."
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],
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[
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2018-11-06 20:49:40 +00:00
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"You start out with a few units -",
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2018-03-12 21:33:03 +00:00
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" a Settler - who can found a city,",
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" and a scout, for exploring the area.",
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2018-11-06 20:49:40 +00:00
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"Click on a tile to assign orders the unit!"
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2018-03-12 21:33:03 +00:00
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]
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],
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2018-09-24 19:04:39 +00:00
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TileLayout: [
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[
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"This is the world map, which is made up of multiple tiles.",
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"Each tile can contain units, resources and improvements, which we'll get to later.",
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"The position of the icon tells you what it signifies.",
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"For more details, you can click on the tile and see the tile information."
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]
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],
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TileClicked : [
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[
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"Clicking on a tile selects that tile,",
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" and displays information on that tile on the bottom-right.",
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"If the tile contains a unit, that will become the selected unit,"
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" and its info and actions will be displayed on the bottom left."
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]
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],
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UnitSelected : [
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[
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"When a unit is selected, its information will be displayed on the bottom-left corner.",
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"The available actions of that unit will appear above the tile information."
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]
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],
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2018-03-12 21:33:03 +00:00
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AfterCityEntered : [
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[
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"Once you've done everything you can, ",
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"click the next turn button on the top right to continue."
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],
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[
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"Each turn, science, culture and gold are added",
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" to your civilization, your cities' construction",
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" continues, and they may grow in population or area."
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]
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],
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NextTurn: [
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[
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"In your first couple of turns,",
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" you will have very little options,",
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" but as your civilization grows, so do the ",
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" number of things requiring your attention"
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]
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]
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2018-05-21 20:00:09 +00:00
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ContactMe: [
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[
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"Hi there! If you've played this far, you've probably",
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" seen that the game is currently incomplete.",
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"UnCiv is meant to be open-source and free, forever.",
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" That means no ads or any other nonsense.",
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],
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[
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"What motivates me to keep working on it, ",
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" besides the fact I think it's amazingly cool that I can,"
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" is the support from the players - you guys are the best!"
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],
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[
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"Every rating and review that I get puts a smile on my face =)",
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" So contact me! Send me an email, review, Github issue"
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" or mail pigeon, and let's figure out how to make the game ",
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" even more awesome!"
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"(Contact info is in the Play Store)"
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]
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],
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2018-06-14 05:42:59 +00:00
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Unhappiness: [
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[
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"It seems that your citizens are unhappy!",
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"While unhappy, cities will grow at 1/4 the speed,",
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" and your units will suffer a 2% penalty for each unhappiness"
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],
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[
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"Unhappiness has two main causes: Population and cities",
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2018-06-14 19:47:04 +00:00
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" Each city causes 3 unhappiness, and each population, 1"
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],
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[
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2018-06-14 05:42:59 +00:00
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"There are 2 main ways to combat unhappiness:",
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" by building happiness buildings for your population",
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" or by having improved luxury resources within your borders"
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]
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],
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2018-06-14 19:47:04 +00:00
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GoldenAge: [
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[
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"You have entered a golden age!",
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"Golden age points are accumulated each turn by the total happiness ",
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" of your civilization",
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"When in a golden age, culture and production generation increases +20%,",
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" and every tile already providing at least one gold will provide an extra gold."
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]
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],
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2018-06-21 19:52:24 +00:00
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SecondCity: [
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[
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"You have founded your second city!",
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"Connecting your cities to the capital by roads",
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" will generate gold via the trade route.",
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2018-12-06 20:02:03 +00:00
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"Note that each road costs 1 gold Maintenance per turn, "
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2018-06-21 19:52:24 +00:00
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" so it may be more economical to wait until the cities grow!"
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]
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]
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2018-06-23 20:46:26 +00:00
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EnemyCity: [
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[
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"You have encoutered an enemy city!",
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"Cities can be conquered by reducing their health to 1,",
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" and entering the city with a melee unit.",
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"Since cities heal each turn, it is best to attack with ranged units"
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" and use your melee units to defend them until the city has been defeated!"
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]
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]
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2018-07-09 19:51:50 +00:00
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LuxuryResource: [
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[
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"You have gained your first luxury resource!",
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"Each unique Luxury resource you have adds 5 happiness to your civilization,",
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" but extra resources of the same type don't add anything, ",
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" so use them for trading with other civilizations!"
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]
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]
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StrategicResource: [
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[
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"You have gained your first strategic resource!",
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"Strategic resources allow you to train units and construct buildings that",
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" require those specific resources, for example the Horseman requires Horses."
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"Each unit 'consumes' a copy of that resource, but if the unit is killed you can ",
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" construct a new unit wth your now-unused resource.",
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"The top bar keeps count of how many unused strategic resources you own."
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]
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]
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2018-08-09 07:23:10 +00:00
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EnemyCityNeedsConqueringWithMeleeUnit: [
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[
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"The city can no longer put up any resistance!",
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"However, to conquer it, you must enter the city with a melee unit"
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]
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]
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2018-08-09 15:33:47 +00:00
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BarbarianEncountered: [
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[
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"You have encountered a barbarian unit!",
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"Barbarians attack everyone indiscriminately, so don't let your ",
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" civilian units go near them, and be careful of your scout!"
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]
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]
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OtherCivEncountered: [
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[
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"You have encountered another civilization!",
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"Other civilizations start out peaceful, and you can trade with them,",
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" but they may choose to declare war on you later on"
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]
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]
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2018-08-10 08:35:56 +00:00
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GameCrashed: [
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[
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"Oh no! It looks like something went DISASTROUSLY wrong!",
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"This is ABSOLUTELY not supposed to happen!",
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"Please send me (yairm210@hotmail.com) an email with the game information",
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" (menu -> save game -> copy game info -> paste into email)",
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" and I'll try to fix it as fast as I can!"
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]
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]
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2018-09-16 10:58:35 +00:00
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ApolloProgram: [
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[
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"You have completed the Apollo Program!",
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"You can now start constructing spaceship parts in your cities (with the ",
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" relevant technologies) to win a scientific victory!"
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]
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]
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2018-08-09 07:23:10 +00:00
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2018-10-31 12:00:49 +00:00
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InjuredUnits:[
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[
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"One of your units is injured!",
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"Injured units deal less damage, but recover after turns that they have been inactive",
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"Units heal 5 health per turn in enemy territory, 10 in neutral land,"
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" 15 inside your territory and 20 in your cities"
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]
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]
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2018-11-01 17:27:57 +00:00
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WorkerTrained:[
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2018-10-31 12:00:49 +00:00
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[
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"You have trained a worker!",
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"Workers are vital to your cities' growth, since only they can onstruct improvements on tiles",
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"Improvements raise the yield of your tiles, allowing your city to produce more and grow faster",
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" while working the same amount of tiles!"
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]
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]
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2018-11-17 18:56:30 +00:00
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SiegeUnitTrained:[
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[
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"You have trained a siege unit!",
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"Siege units are extremely powerful against cities, but need to be Set Up before they can attack.",
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"Once your siege unit is set up, it can attack from the current tile,",
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" but once moved to another tile, it will need to be set up again."
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]
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]
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CanEmbark:[
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[
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2018-11-21 13:10:15 +00:00
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"Your land units can now embark, allowing them to traverse water tiles!",
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"Entering or leaving water takes the entire turn.",
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"Units are defenseless while embarked, so be careful!"
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2018-11-17 18:56:30 +00:00
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]
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]
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2018-12-11 11:06:36 +00:00
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CityRange:[
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[
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"Your citizens can work 3 tiles away from city center.",
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"The city border will keep expanding,",
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2018-12-11 11:19:36 +00:00
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"but citizen cannot be assigned to a tile too far."
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2018-12-11 11:06:36 +00:00
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]
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]
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2018-11-17 18:56:30 +00:00
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2018-03-12 21:33:03 +00:00
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}
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