{ // Each entry s a tutorial, but the tutorial may be spread over separate paragraphs. // so for example: PolicyPickerScreen: [ // Activated when entering policy picker screen [ // This is simply a more comfortable format than "all in one line with \n". "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." ], // this will be displayed as 4 lines of text in-game as well [ "The policies are organized into branches, with each", " branch providing a bonus ability when all policies ", " in the branch have been adopted." ], [ "With each policy adopted, and with each city built,", " the cost of adopting another policy rises - so choose wisely!" ] ], CityEntered: [ [ "Welcome to your first city!", "As of now, you only have 1 population,", " but this will grow when you amass enough surplus food" ], [ "Similarly, your city's borders grow when you", " amass enough culture, which is not generated", " by tiles but rather by buildings." ], [ "Each population in your city can work", " a single tile, providing the city with that tile's yields.", ], [ "Population can be assigned and unassigned", " by clicking on the green population symbols on the tiles - ", " but of course, you can only assign population", " if you have idle population to spare!" ], [ "The center tile off a city is always worked,", " and doesn't require population,", " but it cannot be improved by tile improvements." ], [ "The city's production always goes towards the", " current construction - you can pick the city's", " construction by clicking on the construction", " button on the bottom-left" ] ], ScienceVictoryScreenEntered : [ [ "This is the science victory screen, filter you", " can see your progress towards constructing a ", " spaceship to propel you towards the stars." ], [ "There are 6 spaceship parts you must build, ", " and they all require advanced technologies" ], ], TechPickerScreen : [ [ "Technology is central to your civilization,", " as technological progress brings with it", " more construction options, improvements, and abilities" ], [ "Most technologies are dependent on", " other technologies being researched - ", " but you can choose a technology to aspire to,", " and your civilization will research the", " necessary technologies to get there" ] ], TileClicked : [ [ "Clicking on a tile selects that tile,", " and displays information on that tile on the bottom-right,", " as well as unit actions, if the tile contains a unit" ] ], CityFounded : [ [ "You have founded a city!", "Cities are the lifeblood of your empire,", " providing gold and science empire-wide,", " which are displayed on the top bar." ], [ "Science is used to research technologies.", "You can enter the technology screen by clicking", " on the button on the top-left, underneath the bar", ], [ "You can click the city name to enter", " the city screen to assign population,", " choose production, and see information on the city" ] ], NewGame: [ [ "Hello, and welcome to Unciv!", "Civilization games can be complex, so we'll", " be guiding you along your first journey.", "Before we begin, let's review some basic game concepts." ], [ "This is the world map, which is made up of multiple tiles.", "Each tile can contain units, as well as resources", " and improvements, which we'll get to later" ], [ "You start out with two units -", " a Settler - who can found a city,", " and a scout, for exploring the area.", " Click on a tile to assign orders the unit!" ] ], AfterCityEntered : [ [ "Once you've done everything you can, ", "click the next turn button on the top right to continue." ], [ "Each turn, science, culture and gold are added", " to your civilization, your cities' construction", " continues, and they may grow in population or area." ] ], NextTurn: [ [ "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" ] ] ContactMe: [ [ "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)" ] ], Unhappiness: [ [ "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", " Each city causes 3 unhappiness, and each population, 1" ], [ "There are 2 main ways to combat unhappiness:", " by building happiness buildings for your population", " or by having improved luxury resources within your borders" ] ], GoldenAge: [ [ "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." ] ], SecondCity: [ [ "You have founded your second city!", "Connecting your cities to the capital by roads", " will generate gold via the trade route.", "Note that each road costs 1 gold maintainance per turn, " " so it may be more economical to wait until the cities grow!" ] ] EnemyCity: [ [ "You have encoutered an 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!" ] ] LuxuryResource: [ [ "You have gained your first luxury resource!", "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!" ] ] StrategicResource: [ [ "You have gained your first strategic resource!", "Strategic resources allow you to train units and construct buildings that", " require those specific resources, for example the Horseman requires Horses." "Each unit 'consumes' a copy of that resource, but if the unit is killed you can ", " construct a new unit wth your now-unused resource.", "The top bar keeps count of how many unused strategic resources you own." ] ] }