267 lines
12 KiB
JSON
267 lines
12 KiB
JSON
{
|
||
// Each entry s a tutorial, but the tutorial may be spread over separate paragraphs.
|
||
// Entries starting with a _ will NOT be shown in Civilopedia.
|
||
|
||
Introduction: [
|
||
[
|
||
"Welcome to Unciv!",
|
||
"Because this is a complex game, there are basic tasks to help familiarize you with the game.",
|
||
"These are completely optional, and you're welcome to explore the game on your own!"
|
||
]
|
||
],
|
||
// Civilopedia only, because players said this was too wall-of-text
|
||
New_Game: [
|
||
[
|
||
"Your first mission is to found your capital city.",
|
||
"This is actually an important task because your capital city will probably be your most prosperous.",
|
||
"Many game bonuses apply only to your capital city and it will probably be the center of your empire."
|
||
],
|
||
[
|
||
"How do you know a spot is appropriate?",
|
||
"That’s not an easy question to answer, but looking for and building next to luxury resources is a good rule of thumb.",
|
||
"Luxury resources are tiles that have things like gems, cotton, or silk (indicated by a smiley next to the resource icon)",
|
||
"These resources make your civilization happy. You should also keep an eye out for resources needed to build units, such as iron."
|
||
],
|
||
[
|
||
"However, cities don’t have a set area that they can work - more on that later!",
|
||
"This means you don’t have to settle cities right next to resources.",
|
||
"Let’s say, for example, that you want access to some iron – but the resource is right next to a desert.",
|
||
"You don’t have to settle your city next to the desert. You can settle a few tiles away in more prosperous lands.",
|
||
"Your city will grow and eventually gain access to the resource.",
|
||
"You only need to settle right next to resources if you need them immediately – ",
|
||
" which might be the case now and then, but you’ll usually have the luxury of time."
|
||
],
|
||
[
|
||
"The first thing coming out of your city should be either a Scout or Warrior.",
|
||
"I generally prefer the Warrior because it can be used for defense and because it can be upgraded",
|
||
" to the Swordsman unit later in the game for a relatively modest sum of gold.",
|
||
"Scouts can be effective, however, if you seem to be located in an area of dense forest and hills.",
|
||
"Scouts don’t suffer a movement penalty in this terrain.",
|
||
"If you’re a veteran of the 4x strategy genre your first Warrior or Scout will be followed by a Settler.",
|
||
"Fast expanding is absolutely critical in most games of this type."
|
||
]
|
||
],
|
||
_Slow_Start: [
|
||
[
|
||
"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"
|
||
]
|
||
],
|
||
Culture_and_Policies: [
|
||
[
|
||
"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."
|
||
],
|
||
[
|
||
"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!"
|
||
]
|
||
],
|
||
Happiness: [
|
||
[
|
||
"As cities grow in size and influence, you have to deal with a happiness mechanic that is no longer tied to each individual city.",
|
||
"Instead, your entire empire shares the same level of satisfaction.",
|
||
"As your cities grow in population you’ll find that it is more and more difficult to keep your empire happy."
|
||
],
|
||
[
|
||
"In addition, you can’t even build any city improvements that increase happiness until you’ve done the appropriate research.",
|
||
"If your empire’s happiness ever goes below zero the growth rate of your cities will be hurt.",
|
||
"If your empire becomes severely unhappy (as indicated by the smiley-face icon at the top of the interface)",
|
||
" your armies will have a big penalty slapped on to their overall combat effectiveness."
|
||
],
|
||
[
|
||
"This means that it is very difficult to expand quickly in Unciv.",
|
||
"It isn’t impossible, but as a new player you probably shouldn’t do it.",
|
||
"So what should you do? Chill out, scout, and improve the land that you do have by building Workers.",
|
||
"Only build new cities once you have found a spot that you believe is appropriate."
|
||
]
|
||
],
|
||
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"
|
||
]
|
||
],
|
||
Golden_Age: [
|
||
[
|
||
"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."
|
||
]
|
||
],
|
||
Roads_and_Railroads: [
|
||
[
|
||
"Connecting your cities to the capital by roads",
|
||
" will generate gold via the trade route.",
|
||
"Note that each road costs 1 gold Maintenance per turn, and each Railroad costs 2 gold,",
|
||
" so it may be more economical to wait until the cities grow!"
|
||
]
|
||
],
|
||
Victory_Types: [
|
||
[
|
||
"Once you’ve settled your first two or three cities you’re probably 100 to 150 turns into the game.",
|
||
"Now is a good time to start thinking about how, exactly, you want to win – if you haven’t already."
|
||
],
|
||
[
|
||
"There are three ways to win in Unciv. They are:",
|
||
" - Cultural Victory: Complete 4 Social Policy Trees",
|
||
" - 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."
|
||
]
|
||
]
|
||
}
|