" - Domination Victory: Survive as the last civilization",
" - Science Victory: Be the first to construct a spaceship to Alpha Centauri"
],
[
"So to sum it up, these are the basics of Unciv – Found a prosperous first city, expand slowly to manage happiness,",
" 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."
]
],
Enemy_City:[
[
"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!"
]
],
Luxury_Resource:[
[
"Luxury resources within your domain and with their specific improvement are connected to your trade network.",
"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!"
]
],
Strategic_Resource:[
[
"Strategic resources within your domain and with their specific improvement are connected to your trade network.",
"Strategic resources allow you to train units and construct buildings that require those specific resources, for example the Horseman requires Horses."
"The top bar keeps count of how many unused strategic resources you own."
]
],
_EnemyCityNeedsConqueringWithMeleeUnit:[
[
"The city can no longer put up any resistance!",
"However, to conquer it, you must enter the city with a melee unit"
]
],
After_Conquering:[
[
"When conquering a city, you can now choose to either or raze, puppet, or annex the city.",
"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.",
"A puppeted city can be annexed at any time, but annexed cities cannot be returned to a puppeted state!"
]
],
_BarbarianEncountered:[
[
"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!"
]
],
_OtherCivEncountered:[
[
"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"
]
],
Apollo_Program:[
[
"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!"
]
],
Injured_Units:[
[
"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"
]
],
Workers:[
[
"Workers are vital to your cities' growth, since only they can construct improvements on tiles",
"Improvements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles!"
]
],
Siege_Units:[
[
"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."
]
],
Embarking:[
[
"Once a certain tech is researched, your land units can embark, allowing them to traverse water tiles.",
"Entering or leaving water takes the entire turn.",
"Units are defenseless while embarked, so be careful!"
]
],
City_Range:[
[
"Your citizens can work 3 tiles away from city center.",
"The city border will keep expanding,",
" but citizens cannot be assigned to faraway tiles."
]
],
Idle_Units:[
[
"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"
]
],
Contact_Me:[
[
"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!",
"(Contact info is in the Play Store)"
]
],
_Pillaging:[
[
"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."