238 lines
7.2 KiB
JSON
238 lines
7.2 KiB
JSON
{ // 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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"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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], // this will be displayed as 4 lines of text in-game as well
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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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"As of now, you only have 1 population,",
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" but this will grow when you amass enough surplus food"
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],
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[
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"Similarly, your city's borders grow when you",
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" amass enough culture, which is not generated",
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" by tiles but rather by buildings."
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],
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[
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"Each population in your city can work",
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" a single tile, providing the city with that tile's yields.",
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],
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[
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"Population can be assigned and unassigned",
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" by clicking on the green population symbols on the tiles - ",
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" but of course, you can only assign population",
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" if you have idle population to spare!"
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],
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[
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"The center tile off a city is always worked,",
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" and doesn't require population,",
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" but it cannot be improved by tile improvements."
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],
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[
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"The city's production always goes towards the",
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" current construction - you can pick the city's",
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" construction by clicking on the construction",
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" button on the bottom-left"
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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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"Most technologies are dependent on",
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" 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",
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" necessary technologies to get there"
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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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" as well as unit actions, if the tile contains a unit"
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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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"Cities are the lifeblood of your empire,",
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" providing gold and science empire-wide,",
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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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"You can enter the technology screen by clicking",
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" on the button on the top-left, underneath the bar",
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],
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[
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"You can click the city name to enter",
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" the city screen to assign population,",
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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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"Civilization games can be complex, so we'll",
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" be guiding you along your first journey.",
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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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"This is the world map, which is made up of multiple tiles.",
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"Each tile can contain units, as well as resources",
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" and improvements, which we'll get to later"
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],
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[
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"You start out with two units -",
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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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" Click on a tile to assign orders the unit!"
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]
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],
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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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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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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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" Each city causes 3 unhappiness, and each population, 1"
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],
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[
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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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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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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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"Note that each road costs 1 gold maintainance per turn, "
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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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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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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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}
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