Unciv/android/assets/jsons/Tutorials_English.json
2018-08-04 23:57:53 +03:00

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{ // 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."
]
]
}