3 ; Each [help_*] is a help node.
5 ; 'name' = name of node as shown in help browser; the number of leading
6 ; spaces in 'name' indicates nesting level for display.
8 ; 'text' = the helptext for this node; can be an array of text, which
9 ; are then treated as paragraphs. (Rationale: easier to update
10 ; translations on paragraph level.)
12 ; 'generate' = means replace this node with generated list of game
13 ; elements; current categories are:
14 ; "Units", "Improvements", "Wonders", "Techs",
15 ; "Terrain", "Bases", "Roads", "Specialists",
16 ; "Governments", "Ruleset", "Nations"
17 ; As for 'name', the number of spaces before the category
18 ; name indicates nesting level for display.
20 ; Within the text, the help engine recognizes a few "generated table"s.
21 ; These are generated by the help engine, and inserted at the point of
22 ; reference. They are referenced by placing a $ in the first column
23 ; of a separate paragraph, followed immediately with the name of the
24 ; generated table. See the code in helpdlg.c for the names of tables
25 ; which can be referenced.
27 ; This file no longer has a max line length: strings are wrapped
28 ; internally. However to do non-wrapping formatting, make sure to
29 ; insert hard newlines "\n" such that lines are less than 68 chars
31 ; This marks 68 char limit -------------------------------------->|
33 ; Notice not all entries are marked for i18n, as some are not
34 ; appropriate to translate.
36 ; Comments with c-style comments are just to stop xgettext from
37 ; complaining about stray single-quote characters.
40 ; /* TRANS: "Overview" topic in built-in help */
41 name = _("?help:Overview")
43 Freeciv is a turn-based strategy game, in which each player becomes \
44 the leader of a civilization. You compete against several opponents to \
45 found cities, use them to support a military and economy, and finally \
46 to complete an empire that survives all encounters with its neighbors \
47 to emerge victorious. Each opponent may be either another human or be \
48 controlled by the computer. All players begin at the dawn of history \
49 with a handful of units -- typically with an explorer and a couple of \
50 settlers in 4000 BC -- and race to expand outward from those humble \
53 Achieving success requires a balance between economic expansion, \
54 military strength, and technological development. Not only must you \
55 develop all three in concert to both expand and successfully defend \
56 your empire, but any of the three may provide victory over your \
59 - As in other games of conquest and expansion, you are declared the \
60 winner by default once the last city and unit of every other \
61 civilization is destroyed.\
63 - Once technological progress has brought you into the space age, \
64 you may launch a spacecraft destined for Alpha Centauri; the \
65 first civilization whose craft reaches the system wins.\
67 - In the absence of other means to determine victory, the game will \
68 end in the year 2000 AD if no spacecraft have yet been launched. The \
69 surviving civilizations are then rated, and the one with the highest \
73 [help_strategy_and_tactics]
74 name = _("Strategy and Tactics")
76 While every game is different, there's a basic strategy which most \
77 players follow, especially at the start of the game.\
79 These steps may vary depending upon the server options, but in \
80 general, the steps are: \
82 0. Choosing the first city site.\n\
83 1. Mapping the countryside.\n\
84 2. Defending the cities.\n\
85 3. Deciding which units to build first.\n\
86 4. Improving the land.\n\
87 5. Deciding where to build cities.\n\
88 6. Taking care of the cities.\n\
89 7. Interacting with other players (diplomacy).\n\
90 8. Exploring the world.\n\
91 9. Things to keep in mind.\n\
92 10. Making your own strategy for the game.\n\
94 0. Choosing the first city site.\
96 Start the game by wandering around BRIEFLY to find a good place \
97 to build the first city. Don't feel tempted to investigate any \
98 yellow-roofed villages yet - they might contain barbarian \
99 tribes. Build the city close to resources and perhaps close to \
100 the sea. Keep in mind that the city you build first will be \
101 your capital! The idea is to balance the quality of the site you \
102 find against getting your first city established as early \
105 1. Mapping the countryside.\
107 After the capital city has been founded, it will start producing \
108 a warrior unit. These units can be used to rove around \
109 exploring the countryside. Remember, it is risky to leave a \
110 city undefended, so perhaps keep the first warrior in the city, \
111 and use the following one to explore. If you started the game \
112 with an explorer unit, use that to explore, obviously!\
114 2. Defending the cities.\
116 At this point, defend your cities by always leaving a warrior \
117 unit in them. As your civilization develops units with a \
118 greater defense strength, replace the obsolete units with new \
119 ones to ensure your cities have maximum defense. The units most \
120 often used for defense are (in order of strength): Warrior, \
121 Phalanx, Pikemen, Musketeers, and Riflemen.\
122 "), ; /* xgettext:no-c-format */
124 Keep in mind that with some types of government, military units \
125 inside or outside cities can reduce or create unhappiness. \
126 Also remember that when a land unit is inside a city, it gets a 50% \
127 defensive bonus, as if fortified. When a new city is built, \
128 the city starts to build the best available defensive unit from \
131 3. Deciding which units to build first.\
133 After building one or two Warrior units, start building \
134 Settlers. Settlers are best put to use founding new cities; \
135 while they can also build agricultural improvements (see the \
136 next section), it is better to use Workers for this when \
137 available, as unlike Settlers, Workers do not consume food from \
138 their parent city. Keep in mind that a large population increases \
139 both the amount of productivity and your civilization's research \
140 rate, not to mention that cities secure land for your empire, \
141 so founding new cities should be a high priority initially.\
143 4. Improving the land.\
145 Each city has an area of land around it that can be used \
146 for growing food, producing goods, and generating trade. This output \
147 can be increased by using Workers (or Settlers) to improve the land \
148 close to your cities. The land can be improved with irrigation \
149 (increasing food), roads (allowing units to move faster and \
150 increasing trade), and mines (increasing production), among other \
153 5. Deciding where to build cities.\
155 The best location for a city is a matter of taste. A city which \
156 is placed near the sea is easier to spot by opponents, but can \
157 also serve as a port for sea-going units. (They also usually \
158 need a coastal defense later on.) The best strategy is to build \
159 a few of both, but keep in mind that your opponents will find it \
160 harder to locate your city if you don't build it by the sea.\
162 6. Taking care of the cities.\
164 Every city has a band of citizens. The number of citizens \
165 depends on the city's population. When you click on a city, you \
166 can see how the land around the city is being used. You can \
167 assign your citizens to the land, or they can be specialists that \
168 contribute to your civilization in other ways. Especially at the \
169 start of the game, care should be taken to ensure that the citizens \
170 are employed so that they maximize growth, trade and production.\
172 If too much food is being generated, a citizen can be taken off \
173 the land by clicking on the occupied land tile. This \
174 citizen can then be transferred to the other duties mentioned \
177 If you move all of your citizens into the city and right-click \
178 on the central tile of the land, the citizens will be \
179 rearranged to maximize food production.\
181 ; Above: probably some other AI maximization choice now --dwp
183 The golden rule of taking care of a city is that there should be \
184 at least as many happy citizens as unhappy citizens. A city \
185 where this is not so falls into disorder; such cities are labeled \
186 with a raised fist or a lightning bolt (depending on the tileset). \
187 Take care not to let this happen to any of your cities, as cities in \
188 disorder produce nothing, and are prone to revolt.\
190 7. Interacting with other players (diplomacy).\
192 When one of your units first meets a unit of another nation, or \
193 finds one of their cities (or equally if they find you), a basic \
194 contact is established between the two nations. This provides each \
195 with basic intelligence about the other, which can be accessed from \
196 the `Nations' report.\
198 This communication will lapse after a set number of turns with \
199 no contact. Establishing an embassy will give a more permanent \
200 communication channel, as well as more advanced intelligence such \
201 as details of technology. Embassies are one-way - the nation \
202 hosting the embassy receives no benefit - and once established, \
205 If you are in contact with another player, then you can arrange \
206 a diplomatic meeting. From the `Nations' report, this is done by \
207 clicking on the nation with whom you wish to meet and selecting \
208 `Meet'. If the entry under the embassy column is not blank and the \
209 other player is connected (or is a server AI) then a treaty dialog \
212 In this dialog you can negotiate an exchange of assets (maps, \
213 vision, advances, cities, or gold), embassies, or binding pacts \
214 such as a cease-fire or peace. There is no need to trade like for \
215 like; you can trade, say, an advance or city for gold - you can \
216 consider this buying and selling.\
218 Pacts affect where your units can go and what they can do, \
219 and a pact with one nation can affect your relations with others. \
220 Under authoritarian governments such as Monarchy you can break a \
221 pact at any time, but the representative governments (Republic and \
222 Democracy) have a senate which will block the unprovoked \
223 cancellation of a treaty; unless a foreign Diplomat or Spy sparks \
224 a diplomatic incident, the only way to dissolve a pact in this \
225 situation is to dissolve your government. The details of pacts are \
226 described in the Diplomacy section.\
230 - You can't give away your capital.\
232 - You can only request property that you know about; so you \
233 can't request technology unless you have an embassy, and if \
234 you can't see a city on your map, then you can't request it. \
235 Of course, the owner of that city can still give it to \
236 you, in which case the area around the city is shown \
239 - One important thing to note: when a city is transferred, \
240 any units in the field and supported by that city are also \
241 transferred (but not those sitting in other cities). So make \
242 sure the other player isn't getting a better deal than you expect.\
244 8. Exploring the world.\
246 After you have fortified your cities with troops, build Triremes \
247 in the cities near the sea. Use the Triremes to map the world \
248 in search of opponents and new lands. If you are on an island, \
249 you should spend less on military and more on expansion. Or if \
250 you are located close to an opponent, it is truly a good idea to \
251 make a peace treaty and share the advances you have made. \
252 Diplomatic units are very useful here, and WILL pay off later.\
254 9. Things to keep in mind.\
256 - What the next advance you'll need is.\
258 - What your tax, luxury and research rates are currently set to.\
260 - Treaties are often broken, so don't neglect defense...\
262 - Some wonders can be made obsolete by the development of \
265 10. Making your own strategy for the game.\
267 These basic concepts will allow you to play the game pretty \
268 well, especially in the beginning of the game. But to improve, \
269 you need to study the various units and advances, and PRACTICE, \
270 PRACTICE, PRACTICE! Freeciv has many twists, so if you haven't \
271 played a similar game before, try consulting the Freeciv WWW \
274 http://www.freeciv.org/\
276 You'll find more tips for playing, and details of how to contact \
283 Terrain serves three roles: the theater upon which your units battle \
284 rival civilizations, the landscape across which your units travel, and \
285 the medium which your cities work to produce resources. The different \
286 types of terrain each have different strengths and drawbacks; see the \
287 sections on each terrain type for details.\
289 Terrain affects combat very simply: when a land unit is attacked, its \
290 defense strength is multiplied by the defense factor (\"bonus\") of the \
291 terrain beneath it. See the help section on Combat for further \
294 Terrain complicates the movement of land units -- sea and air units \
295 always expend one movement point to move one tile, but moving onto \
296 rough terrain such as Mountains can cost land units more.\
298 Tiles within range of a city may be worked by that city to produce \
299 food, production, and trade points, and the quantity of each produced \
300 depends on the terrain. These three products are so important that we \
301 specify the output of a tile simply by listing them with slashes in \
302 between: for example, \"1/2/0\" describes a tile that each turn when \
303 it is being worked produces one food point, two production points, and \
304 no trade points. In addition to the characteristic output of the \
305 terrain, some tiles have an additional special resource that boosts \
306 one or two of the products. See the Economy section for more \
307 information on the use of these products.\
309 The net benefit of a tile for your city depends on your government \
310 type as well as city improvements and wonders.\
312 It is possible for your units to change the terrain and hence its \
313 effects; see the section on Terrain Alterations for more details. \
314 City centers (the tile a city is on) get some of these benefits for \
315 free; see the section on Cities for more detail.\
319 generate = " Terrain"
321 [help_terrain_alterations]
322 ; /* TRANS: Preserve the leading space: it controls nesting */
323 name = _(" Terrain Alterations")
325 Settlers, Workers, and Engineers have the ability to alter terrain \
326 tiles in several ways.\
328 Irrigation systems can be built on suitable types of terrain. \
329 Irrigation causes a tile to produce some extra food each turn. \
330 Building irrigation requires a nearby source of water: an Ocean, Lake, \
331 or River tile, or another tile with an irrigation system, must share \
332 an edge (not just a corner) with the target tile. Once irrigated, land \
333 remains so even if the water source is removed. Given sufficient \
334 technology, you may upgrade the irrigation system on a tile into even \
335 more productive Farmland by irrigating it a second time.\
337 Mines can be built on some types of terrain, which increases the \
338 number of production points (shields) produced by that tile. However, \
339 it is not possible to have irrigation and a mine on the same tile.\
341 Terrain not suitable for irrigation systems or mines can often be \
342 permanently converted into a type more suitable to the player's needs, \
343 although this usually takes longer. Converting terrain from one type \
344 to another in this way may destroy an existing mine or irrigation \
345 system, if the resulting terrain is unsuitable for the improvement, \
346 and may also remove special resources if they were specific to the \
347 original terrain type.\
349 - Settlers and Workers have a limited range of terrain conversions \
350 available to them, initiated by issuing the \"irrigate\" or \"mine\" \
351 orders when on terrain which cannot support the requested improvement; \
352 see the table below. (Converting one kind of terrain into another with \
353 the \"irrigate\" order does not require a water source.)\
355 - Engineers can perform a much wider range of transformations on \
356 almost any type of terrain by issuing the \"transform\" order. \
357 In some rulesets, Engineers on board sea-going vessels can even \
358 reclaim land from water tiles, and similarly land can be transformed \
359 to ocean, although such radical transformations may require a certain \
360 number of surrounding tiles to already be land or water respectively. \
361 (Units will move to safe neighboring tiles when the transformation \
362 takes place, if possible.)\
364 Roads can be built on any land tile, even if there are other \
365 improvements on that tile. (To build a road on a River tile, though, \
366 you must know Bridge Building.) With the appropriate advance, roads \
367 may later be upgraded to railroads. Roads and railroads allow your \
368 units to move more quickly, and they increase the resources produced \
371 - Units use only one third of a movement point when going from one \
372 tile to an adjacent tile, if both tiles have a road.\
374 - Units expend no movement points when moving along a railroad. \
375 You may ride a railroad indefinitely. (As may your enemies!)\
377 - A road may increase the trade resources produced by some types of \
378 terrain. This effect is retained when a road is upgraded to a \
381 - A railroad additionally increases the shield resources produced by \
382 a tile by 50%. (Depending on server options, railroads may also \
383 increase food and trade resources, or may increase shield resources by \
384 an amount other than 50%.)\
386 Technology advances allow other kinds of structures to be built, \
387 sometimes known as \"bases\"; see the following sections for details.\
389 The following table shows the number of turns required for one unit \
390 of Settlers or Workers to complete an activity. These numbers are \
391 reduced to half (rounded up) for Engineers. The time taken can be \
392 reduced further by several units working together as a team; if two or \
393 more units are working on the same task on the same tile, their \
394 efforts will be added together each turn until the task is finished. \
395 Be careful not to dedicate too many units to one task, though; excess \
396 effort can be wasted, and a group of Settlers, Workers, and/or \
397 Engineers is highly vulnerable to enemy attacks.\
409 ; /* TRANS: Preserve the leading spaces: they control nesting */
410 name = _(" Pillaging")
412 Many units -- in the default rules, all land units -- have the ability \
413 to destroy terrain alterations, by pillaging. Pillaging removes one \
414 terrain alteration per turn per unit. Depending upon the ruleset, \
415 you may be given a choice of which terrain alteration to pillage, or \
416 they will be pillaged in the following order:\
421 - a base (fortress, airbase, ...)\n\
425 Tiles that do not have such terrain alterations cannot be pillaged. \
426 In addition, terrain conversions and transformations cannot be \
427 undone by pillaging. For example, if you have irrigated a Forest \
428 tile to convert it into a Plain, pillaging will not convert it back \
429 into a Forest -- to do so, you would have to convert the tile again \
430 with a Settler, Worker, or Engineer.\
434 ; /* TRANS: Preserve the leading space: it controls nesting */
435 name = _(" Villages")
437 Villages (also called \"huts\") are primitive communities spread \
438 across the world at the beginning of the game. Any land unit can enter \
439 a village, making the village disappear and deliver a random response. \
440 If the village proves hostile, it could produce barbarians or the unit \
441 entering may simply be destroyed. If they are friendly, the player \
442 could receive gold, a new technology, a military unit (occasionally a \
443 settler; and sometimes a unit that the player cannot yet create), or \
446 Later in the game, helicopters may also enter villages, but overflight \
447 by other aircraft will cause the villagers to take fright and disband.\
451 ; /* TRANS: Preserve the leading space: it controls nesting */
452 name = _(" National Borders")
454 If enabled on the server, each nation has borders, which can be seen \
455 as dotted lines on the map. Borders determine what land your citizens \
456 can work and where you can found new cities, and whether your units \
457 are considered to be aggressively deployed by your citizens (see the \
458 section on Happiness). Borders also come into play when there is a \
459 diplomatic pact between nations (see the section on Diplomacy).\
461 Founding a city establishes a claim on an area of land around the \
462 city. Once claimed, a tile that can be directly worked by a city can \
463 not change ownership unless the city does (or is destroyed). However, \
464 the ownership of land that is out of range of any city can change \
465 depending on factors such as the relative size of nearby nations' \
468 Borders can only extend into water for tiles adjacent to a city; other \
469 water tiles remain unclaimed territory.\
471 Bases can also extend national borders. See the help on Terrain \
472 Alterations for more details.\
478 The products which your cities extract from the surrounding terrain \
479 are the fountain from which your civilization is watered. There are \
480 three types of products: food points, production points, and trade \
481 points. The following sections describe each of these resources along \
482 with its properties, uses, and limitations.\
486 ; /* TRANS: Preserve the leading space: it controls nesting */
489 Your population needs food to survive. Each citizen requires two food \
490 points per turn; in addition, some units (such as Settlers in the \
491 default ruleset) may require food points from the city supporting \
494 Every city has a granary for storing food points (the building called \
495 a Granary in the default ruleset only enhances this capability). \
496 Cities producing more food than they require accumulate the surplus in \
497 their granary, while those producing less than they require deplete \
498 their granary. When food is needed but none remains, the city \
499 population starves, killing food-consuming units first, followed by \
500 citizens, until the food deficit ends.\
502 Excess food can increase the population: the city granary has a \
503 limited capacity, and once full the city grows by one citizen and the \
504 granary starts again at empty. But since granary capacity increases \
505 with population, each citizen is more costly than the last, making \
506 this mode of growth important only for small cities. (An alternative \
507 way for cities to grow is \"rapture\", described in the section on \
512 ; /* TRANS: Preserve the leading space: it controls nesting */
513 name = _(" Production")
515 Production points (also known as \"shields\") represent manufacturing \
516 output. Most units require production points as upkeep, and demand \
517 them from their home city, although under autocratic regimes each city \
518 supports a few units for free. If city production drops too low, the \
519 units that cannot be supported are automatically disbanded. Most types \
520 of unit can also be disbanded at any time. If a unit is disbanded \
521 while in a city, half of its production cost will usually be put towards \
522 that city's surplus.\
524 Production points in excess of any required by the city's units are \
525 put towards whichever unit, building, or wonder has been selected as \
526 the city's current product. Just as food points accumulate in the city \
527 granary and yield a citizen when it reaches full, so production points \
528 accumulate until the cost of the product has been achieved. Products \
529 appear in their city when complete -- units appear on the map while \
530 improvements and wonders are added to their city's list of structures. \
531 Any leftover production points remain available to be applied towards \
534 In the default ruleset, a city can build at most one product per turn, \
535 regardless of its production surplus. However, in some rulesets, \
536 factors such as city size and technology may enable a single city to \
537 produce more than one unit in a single turn under certain conditions. \
538 A city with multiple \"build slots\", ordered to build a unit, can build \
539 as many of that single kind of unit per turn as its production surplus \
540 allows, up to the number of slots. Units which cost city population to \
541 build are an exception to this rule; they can only be built singly, as \
544 A city can be given a list of several products to build in its \
545 \"worklist\", avoiding the need to pay attention to it every few \
546 turns. Each item on the worklist represents a single product (such as \
547 a unit); the city will work through them in order. When a city has \
548 finished all the work you have given it to do, it will try to build \
549 the last item again if possible, otherwise it will choose a new target \
550 itself. If a city is currently producing gold (building Coinage in the \
551 default rules), an activity which never completes, putting an item on \
552 its worklist will cause it to stop producing gold and start working on \
553 the new item next turn. In rulesets which permit it, a city may take \
554 several units of the same type off its worklist in a single turn, but \
555 if a different kind of item is reached, production pauses until the \
556 following turn. This can be used to limit the number of units produced \
557 by highly productive cities.\
559 Each player is free to build any products that his technology has made \
560 available, with a few restrictions; see the sections on Units, City \
561 Improvements, and Wonders of the World for more information. Be \
562 careful -- the game even gives you the freedom to produce units you \
563 cannot support and buildings whose upkeep you cannot afford, both of \
564 which will be disbanded immediately after completion.\
566 You can always change the product on which a city is working, though \
567 you lose half of the accumulated production points when switching from \
568 a building, unit, or wonder to a product from one of the other two \
569 categories. You can spend gold to complete a project in one turn by \
570 hitting the Buy button on the city dialog.\
572 Some production points may be lost to waste, although there is no \
573 waste in the default rules. Waste can result in your cities not \
576 Cities with a large production output generate pollution; see the \
577 section on Cities for more information.\
581 ; /* TRANS: Preserve the leading space: it controls nesting */
584 Trade points reflect wealth generated in each city by external \
585 commerce. Some trade points may be lost to corruption, which varies \
586 among forms of government, and tends to increase with distance from \
587 your capital city. Each city distributes its remaining trade points \
588 among three uses: gold, in the form of taxes, goes into your national \
589 treasury; luxury points influence citizen morale; and science points \
590 (\"bulbs\") contribute towards the discovery of new technology.\
592 You must choose a single ratio for your civilization by which trade \
593 points are distributed among these three uses. Though you may alter \
594 the tax rates on any turn, you are constrained to multiples of ten \
595 percent, and most forms of government limit their maximum value.\
597 Having this single ratio does not impact gold and science, because \
598 gold and technological progress are both empire-wide tallies. Luxury \
599 is more problematic, however, because its effect is local -- it affects \
600 only the city producing it. Thus, while it would be convenient for \
601 unhappy cities to invest all their trade in luxury while others \
602 invested in science or taxes instead, you will instead have to \
603 compromise among the needs of all your cities (although there may be \
604 ways to make local adjustments, such as assigning citizens as \
605 entertainers in the default ruleset). See the section on Happiness \
606 for more details on the effect of luxuries.\
608 Besides working terrain gifted with rare commodities, or with access \
609 to waterways and roads, you can increase trade by establishing trade \
610 routes between cities. In the default ruleset, you accomplish this by \
611 producing a Caravan or Freight unit, sending them to another city at \
612 least nine tiles away or belonging to a different civilization, and \
613 issuing the \"make trade route\" command. (The minimum distance can be \
614 changed with the 'trademindist' server option.)\
616 The origin civilization of the unit gains immediate revenue in gold \
617 and science from selling its trade goods at the destination city. The \
618 initial revenue depends on the trade already produced by the two \
619 cities involved and their distance apart. Some advances make \
620 transportation easier and reduce this one-time revenue.\
622 Also, an ongoing trade route is established that benefits both its \
623 origin and destination equally by generating trade points for each \
624 city every turn. The amount of ongoing trade increases with the size \
625 of each city and the distance between them; it is doubled if the \
626 cities are on different continents, and doubled again if the cities \
627 are from different civilizations. This last condition means the net \
628 benefit to your civilization of a trade route is the same regardless \
629 of whether you own both cities or only one of them; if you only own \
630 one city, trade in each city is doubled, but you only get the benefit \
631 from one end of the route.\
633 (If a trade route already exists between two cities, the origin \
634 civilization can still gain initial revenue by entering the \
635 marketplace and selling trade goods, but it is reduced to a third.)\
637 The number of trade routes per city is limited to four. If you attempt \
638 to establish more routes, the trade route with the smallest ongoing \
639 revenue is canceled if it would be less than the new route.\
641 Beware: in rulesets where plague is enabled, it can travel \
642 along trade routes. See the section on Plague for more details.\
644 To view the current trade routes of a city, click and hold over the \
645 Trade: line in the Overview tab in the city view.\
651 Cities are your sole instrument for developing natural resources and \
652 channeling them toward expansion, technological progress, and warfare.\
654 A city is created when Settlers are given the \"build city\" command \
655 on suitable terrain, removing the unit from play to provide the city \
656 with its first citizen. A city may grow to include dozens of citizens, \
657 some working within the city while others are dispatched as new \
658 settlers. Famine, war, and plague kill citizens and reduce population; \
659 with the loss of its last citizen a city disappears (in the default \
660 ruleset, this can leave ruins, although these have no effect on \
663 Each city may work the terrain within its reach. In the default ruleset, \
664 this is a fixed radius of approximately three tiles, giving access to \
665 20 tiles on rectangular maps, or 18 tiles on hexagonal ones, in addition \
666 to the city center tile. In other rulesets it may be different, and may \
667 vary depending on factors such as the size of the city and known \
670 To extract resources from a tile, you must have a citizen working \
671 there. You cannot begin working a tile which a neighboring \
672 city is already working, nor can you work terrain upon which an enemy \
673 unit is standing, or terrain inside another player's borders. Thus you \
674 can simulate conditions of siege by stationing your units atop \
675 valuable resources around an enemy city. Units can also be ordered to \
676 pillage, which damages improvements. Workers, Settlers, and Engineers \
677 could even transform the terrain to make the tile less productive.\
679 The section on Terrain describes how the output of each tile is \
680 affected by the terrain, the presence of special resources such as \
681 game or minerals, and improvements like roads, irrigation, and mines. \
682 Note that the tile on which the city itself rests -- the city center \
683 -- gets worked for free, without being assigned a citizen. In the \
684 default ruleset, the city's tile always produces at least one food \
685 point and at least one production point regardless of terrain. It also \
686 gains whatever advantages the terrain offers with an irrigation system \
687 (because cities come with water systems built-in), but this may not be \
688 used as a basis for irrigating other tiles; for that, an irrigation \
689 system must be explicitly built on the tile (which will be of no \
690 further benefit to the city itself). Similarly, with sufficient \
691 technology and improvements, the city center automatically gets any \
692 bonus associated with Farmland. City centers are also automatically \
693 developed with roads and, when technology has made them available, \
694 railroads (because cities come with transportation built-in).\
696 The roles of citizens are controlled from the City dialog. Citizens \
697 working the land are represented by three numbers showing their output \
698 on the tile they are working. Clicking on these numbers will remove \
699 the citizen from the tile, turning them into a specialist (see the \
700 section on Specialists for more details); this can be seen in the \
701 row of citizen icons. You can click another tile to assign the citizen \
702 to work it, or click on the specialist icon to change their specialist \
705 Clicking on the city center tile in the city map will automatically \
706 choose citizen roles and tiles to work, with an emphasis on food \
707 production and hence growth. Citizen roles are also automatically \
708 assigned when a city grows; you may want to inspect cities that have \
709 just grown and adjust the role in which the new citizen has been \
710 placed. You can set different priorities for a city with the Citizen \
711 Governor; see its help section.\
713 In the default ruleset, citizens always consider their nationality to \
714 be that of their home city. However, in some rulesets, citizens' \
715 nationality can differ from that of the state they inhabit. When a \
716 city grows due to food surplus, new citizens take the nationality of \
717 the city's current owner, but when a city is conquered or otherwise \
718 transferred, its citizens retain their original nationality, as do any \
719 immigrants. Citizens of another nationality will work in your cities \
720 just the same as your own, and behave the same in most respects, but \
721 their presence makes it cheaper for agents of their associated state \
722 to incite a revolt in your cities, and if migration is enabled, they \
723 have an increased tendency to migrate to their state's cities. Over \
724 time, citizens may be assimilated into their home city, depending on \
725 ruleset settings. If nationality is enabled, you can see the cultural \
726 makeup of your cities in the City dialog, on the Happiness tab.\
728 Cities may be enhanced with a wide variety of buildings, which can \
729 improve their productivity, their military strength, or give them \
730 new abilities. See the sections on City Improvements and Wonders of \
731 the World for more information.\
735 ; /* TRANS: Preserve the leading space: it controls nesting */
736 name = _(" Specialists")
738 The first citizens of each city usually work the land, each toiling to \
739 yield up the resources of one terrain tile. However, there may be \
740 other specialist roles citizens can assume; in fact, taking another \
741 role is the only way they can stop working. A city may outgrow the \
742 land available for it to work, in which case some citizens must become \
745 All specialists enjoy enough privilege to remain perpetually content -- \
746 they do not contribute to unhappiness or to celebration. See the \
747 section on Happiness for more details.\
749 This section describes the available specialist roles, their effects, \
750 and their requirements, if any.\
753 [help_gen_specialists]
754 generate = " Specialists"
757 ; /* TRANS: Preserve the leading space: it controls nesting */
758 name = _(" Happiness")
760 Keeping your citizens happy (or at least content) is one of the most \
761 important objectives in Freeciv. When your citizens become unhappy, \
762 your cities will fall into disorder, which disrupts production; but \
763 when your citizens are happy, your cities will celebrate, and your \
764 production will increase greatly. (If migration is enabled, happiness \
765 also affects the relative desirability of cities; see the section on \
766 Migration for details.)\
768 Each citizen working the land is either happy, content, unhappy, or \
769 angry. The normal state of a working citizen is contentment. However, \
770 as your cities grow larger, crowding causes citizens to become \
771 unhappy. In the default rules, each citizen in a city after the fourth \
772 will be generated unhappy, instead of content.\
774 If the number of unhappy citizens in a city exceeds the number of \
775 happy citizens, the city falls into disorder. A city in disorder \
776 produces no food or production surplus, science, or taxes; only luxury \
777 production remains. Cities which are in disorder are also easier for \
778 enemy Diplomats and Spies to incite to revolt. Prolonged disorder \
779 under Democracy can lead to a spontaneous national revolution, \
780 overthrowing your government.\
782 It should be stressed that only citizens working the land vary in \
783 morale -- specialists enjoy enough privilege to remain perpetually \
784 content (see the section on Specialists). Thus one solution to the \
785 problem of an unhappy citizen is simply to assign that citizen to \
786 the role of a specialist. But if cities are ever to work more than \
787 four terrain tiles at once, the problem of morale must be confronted \
790 There are many ways of making unhappy citizens content, which does \
791 prevent disorder but is without further benefit. Producing happy \
792 citizens can balance the effect of unhappy citizens and also bring other \
795 Cities that are sufficiently large celebrate when at least half their \
796 citizens are happy and none remain unhappy. The effects of celebration \
797 vary; in the default ruleset, they depend on your government type:\
799 - Under Anarchy or Despotism, you will not suffer the normal \
800 production penalty for tiles which produce more than 2 points of \
801 any resource (food, production, or trade).\
803 - Under Monarchy or Communism, your city will gain the trade bonus \
804 of Republican/Democratic governments: 1 bonus trade point in any tile \
805 which already produces at least 1 trade.\
807 - Under a Republic or a Democracy, your city will enter \"rapture\": \
808 its population will increase by 1 each turn until there is no excess \
809 food or until the number of happy citizens is no longer sufficient for \
810 celebration. Without rapture, large cities can grow only by struggling \
811 to produce a food surplus -- which can be difficult enough -- and then \
812 waiting dozens of turns for their granary to fill.\
814 In small empires, as already stated, the fifth citizen in each city is \
815 the first unhappy one. As you gain more cities, this limit actually \
816 decreases, to simulate the difficulty of imposing order upon a large \
817 empire. The precise thresholds depend on government type; see the \
818 section on Government for details.\
820 ; See content_citizens() in server/citytools.c.
822 Thus, you may find that founding or conquering a city triggers \
823 widespread disorder across your empire. Continued empire growth may \
824 lead to further penalty steps. In empires that grow beyond the point \
825 where no citizens are naturally content, angry citizens will appear; \
826 these must all be made merely unhappy before any unhappy citizens can \
827 be made content, but in all other respects behave as unhappy citizens.\
829 ; Behaviour of angry citizens is actually a bit more complicated than
830 ; this. See city_refresh_from_main_map() in common/city.c.
832 Luxury makes citizens happy. For every two luxury points a city \
833 produces, one content citizen is made happy (if there are no content \
834 citizens left, unhappy citizens become content then happy). Each city \
835 receives back some of the trade points it produces as luxury points \
836 according to your empire's tax rates; see the section on Trade. Luxury \
837 points may also be produced by other means, such as entertainer \
838 specialists in the default ruleset.\
840 There are several city improvements that will make content those \
841 remaining citizens that are unhappy due to crowding, such as Temples \
842 and Colosseums in the default rules. Some wonders of the world can \
843 also have this effect. See the appropriate sections for details.\
845 Military units can affect city happiness. Under authoritarian regimes \
846 this is helpful, as military units stationed in a city can prevent \
847 unhappiness by imposing martial law. However, under representative \
848 governments, citizens become unhappy when their city is supporting \
849 military units which have been deployed into an aggressive stance. \
850 This includes units not inside your national borders, a friendly city \
851 (including the cities of your allies), or a suitable base within three \
852 tiles of a friendly city; however, certain units (\"field units\") \
853 are inherently aggressive and cause unhappiness regardless of \
856 This form of unhappiness is distinct from that caused by overcrowding, \
857 and cannot be offset by luxuries, or by most city improvements. In the \
858 default ruleset, only certain wonders -- such as J.S. Bach's Cathedral \
859 -- and one special building -- the Police Station -- can offset this \
860 form of unhappiness.\
862 The Happiness tab on the city dialog will give detailed insight into \
863 the mood of the citizenry and its causes.\
867 ; /* TRANS: Preserve the leading space: it controls nesting */
868 name = _(" Pollution")
870 Pollution can plague large cities, especially as your civilization \
871 becomes more industrialized. The chance of pollution appearing around \
872 a city depends on the sum of its population, aggravated by several \
873 technology advances, and its production point output. When this sum \
874 exceeds 20, the excess is the percent chance of pollution appearing \
875 each turn; this percentage is shown in the city dialog. (This chance \
876 of pollution also affects the risk of plague, if enabled in the \
877 ruleset; see the section on Plague.)\
879 Pollution appears as gunk covering the terrain tiles around the \
880 city. A polluted tile generates only half its usual food, production, \
881 and trade. The pollution can only be cleared by dispatching Workers, \
882 Settlers, or Engineers with the \"clean pollution\" order.\
884 When an unused tile becomes polluted, there is the temptation to avoid \
885 the effort of cleaning it; but the spread of pollution has far more \
886 terrible results -- every polluted tile increases the chance of global \
887 warming. Each time global warming advances, the entire world loses \
888 coastal land for jungles and swamps, and inland tiles are lost to \
889 desert. This tends to devastate cities and leads to global \
892 The risk of global warming is cumulative; the longer polluted tiles \
893 are left uncleaned, the higher the risk becomes, and the risk can \
894 linger for some time even after all pollution has been cleaned. If a \
895 long time passes with an elevated risk of warming, its effects will be \
896 all the more severe when it does occur.\
900 ; /* TRANS: Preserve the leading space: it controls nesting */
903 Plague is a ruleset option, and is not enabled in the default \
906 When plague strikes a city, its population is reduced by one. Unless \
907 action is taken to reduce the risk of plague, this tends to act as a \
908 natural limit on city size. Rulesets which enable plague will \
909 typically have city improvements or other means to reduce the risk of \
912 The risk of plague depends on city size (overcrowding leads to \
913 insanitary conditions) and on the pollution generated in a city. Also, \
914 plague can spread via trade routes (without regard for nationality); \
915 after a city has been struck by plague, it will remain infectious to \
916 its trade partners for several turns, increasing the risk of plague in \
917 those cities by a factor depending on the size of both cities.\
919 If migration is enabled, citizens will tend to prefer cities with a \
920 lower risk of plague.\
924 ; /* TRANS: Preserve the leading space: it controls nesting */
925 name = _(" Migration")
927 Migration is the movement of citizens from one city to another based \
928 on the relative attractions of living in each city. Whether migration \
929 is enabled is controlled by the server option `migration'; it is \
930 disabled by default.\
932 When migration is enabled, every few turns, a citizen of each city in \
933 the game may migrate to a nearby, more attractive city, either within \
934 the same nation or even across national borders (to a lesser extent, \
937 You cannot directly prevent or direct the migration of citizens. \
938 However, you can influence the attractiveness of your cities. The \
939 following factors affect the perceived desirability of each city, in \
940 approximately decreasing order of importance. (Each factor counts for \
941 much more in the citizen's current city, as they prefer not to move \
942 without a compelling reason.)\
946 - The number of happy citizens. (To a lesser extent, unhappy and \
947 angry citizens reduce the desirability of a city.)\
949 - In rulesets where nationality is enabled, citizens have a strong \
950 preference to move to cities of their own nationality.\
952 - The presence of any wonder in a city will greatly increase its \
953 desirability (further wonders do not contribute except by the lesser \
954 effect of their build cost).\
956 - Capital cities are more attractive than other cities, all other \
957 factors being equal; in addition, citizens will never migrate out of a \
960 - A high risk of plague reduces a city's attractiveness.\
962 - Food surplus. (A food deficit reduces the desirability of a city.)\
964 - Cities that are further away are less desirable. The absolute \
965 maximum distance that a citizen is prepared to migrate is controlled \
966 by the server option `mgr_dist'.\
970 - Luxury and science output.\
972 - The quantity of city improvements (and wonders), measured by build \
975 - Depending on the ruleset, a number of other factors such as \
976 government type and city improvements may increase or decrease the \
977 desirability of cities; these are noted in other sections of the help. \
978 (The default ruleset contains no such effects.)\
980 Citizens will not migrate to cities which cannot increase in size to \
981 support them, for instance due to lack of a city improvement such as \
982 an Aqueduct. If the server option `mgr_foodneeded' is set, they will \
983 not migrate to cities which would not have enough food to support them.\
985 Migration can even cause cities to be completely abandoned (ownership \
986 of any units being transferred to your nearest remaining city). \
987 However, cities with wonders will never be disbanded (so the wonder \
988 will not be destroyed), and the last citizen from your only remaining \
989 city will never migrate to another nation.\
991 Several of the details of migration can be changed with the `mgr_*' \
995 [help_city_improvements]
996 name = _("City Improvements")
998 Cities may be improved with a wide variety of buildings, each with a \
999 different effect. Each city may have only one of each improvement, and \
1000 some improvements require others to have been built first.\
1002 It costs production points to build improvements, and once completed, \
1003 many improvements require an upkeep of one or more gold pieces per \
1004 turn. You may dismantle and sell an improvement, receiving one gold \
1005 piece for each production point used in its construction, although you \
1006 may only sell one improvement per city per turn. If a turn comes on \
1007 which you cannot pay the upkeep on all of your improvements, some of \
1008 them will be automatically sold; obviously this should be avoided as \
1009 the improvements chosen might not be ones you would have preferred to \
1012 Most improvements become available only when you achieve certain \
1013 technologies, while further advances can render some improvements \
1014 obsolete, at which point they are automatically sold.\
1017 [help_gen_improvements]
1018 generate = " Improvements"
1020 [help_wonders_of_the_world]
1021 name = _("Wonders of the World")
1023 Wonders are special buildings which can each be completed by \
1024 only one player each game, and which often enhance their entire \
1025 civilization. Unlike ordinary city improvements, which must be built \
1026 with local production points, certain special units built in one city \
1027 (Caravans and Freight in the default ruleset) can contribute their \
1028 full cost in production points towards the construction of a wonder in \
1031 Once built, a wonder is placed in the city that constructed it, and \
1032 cannot be sold or destroyed (unless the entire city is destroyed). \
1033 However, some wonders are made obsolete by the discovery of a certain \
1034 advance, and lose their effect. Note the asymmetry: while you must \
1035 personally achieve the advance required by each wonder to build it, it \
1036 will be disabled when any player achieves the obsoleting advance.\
1040 generate = " Wonders"
1045 Units both offer mobility to your civilization and supply the violence \
1046 with which it will survive and expand. The available units may be \
1047 classified as military units, whose talents are those of defense and \
1048 aggression, and a few noncombatants which support expansion, \
1049 diplomacy, and trade.\
1051 Units are usually built in cities using production points. Once built, \
1052 units are owned by the city that built them (although they can later \
1053 be re-homed while visiting a different city) and demand support from \
1054 that city; this will be one of your major expenses. Most units require \
1055 upkeep such as production points from their home city every turn, \
1056 although some autocratic styles of government can force cities to \
1057 support several units for free. If the upkeep of a unit outweighs its \
1058 benefit, you can disband it; see the section on Production. A few \
1059 units, particularly those that you start the game with, have no home \
1060 city and thus require no upkeep.\
1062 Units begin every turn with one or more movement points. Every action \
1063 undertaken by a unit consumes movement points.\
1065 The most basic action is movement; units can move into any of the \
1066 tiles surrounding their current location, subject to restrictions \
1067 imposed by their class, by diplomatic obligations (see the section on \
1068 Diplomacy), and by enemy units (see the section on Zones of Control). \
1069 The number of movement points consumed may depend on the type of \
1070 terrain; see the Terrain help.\
1072 A unit cannot move onto a tile occupied by an enemy unit, and when \
1073 directed to do so will attack instead (if capable of attack), locking \
1074 the two units in combat until one is destroyed. The outcome depends on \
1075 the attributes of the units in question (hit points, attack and \
1076 defense strength, and firepower); the Combat section describes the \
1077 process in detail, and the following sections list specific units' \
1080 Units' attributes can be further boosted by being veteran. Units may \
1081 be built as veteran by means of certain city improvements or other \
1082 influences; once built, units can also become veteran through \
1083 experience (such as surviving combat), which may provide further \
1084 levels of bonuses beyond those available from their initial training.\
1088 Units which have been damaged in combat will regain hit points each \
1089 turn in which they are not moved. Normally, a unit which has not \
1090 moved will regain one hit point per turn. Units which are fortified \
1091 gain an extra hit point. A unit which spends a turn in a city \
1092 regains one third of its base hit points, and city improvements \
1093 appropriate to the unit type can improve this further. In the field, \
1094 bases on tiles can improve the recovery rate (for instance, fortresses \
1095 in the default ruleset have this effect); units must stay on the tile \
1096 for a whole turn to get this recovery bonus. Wonders can also boost \
1097 recovery (such as the United Nations in the default ruleset). Damaged \
1098 units in Sentry mode will wake up when they have regained all of their \
1101 As technology advances, new types of units become available which \
1102 obsolete existing types. When you discover such a new technology, \
1103 your existing units remain intact, but you can no longer build \
1104 new units of the obsolete type. While an obsolete unit is in one \
1105 of your cities, you can choose to upgrade it to the latest equivalent \
1106 by spending gold, with the cost increasing with the difference in \
1107 production point cost between the two types. When a unit is upgraded, \
1108 its hit points and movement points are preserved as a fraction of \
1109 the total; however, in some rulesets (but not the default) it will lose \
1110 some or all of its veteran levels.\
1118 text = _("Default Combat Rules\n--------------------"),
1120 When one unit attacks another unit, either the attacker will be \
1121 destroyed, or the defender will be destroyed -- never both (unless \
1122 the attacker was a missile). The outcome depends on several \
1123 factors, including chance.\
1125 The description below is for the default ruleset, but the principles \
1126 are similar for any ruleset. Notice that many bonuses are possible \
1127 for defenders, but few for attackers, aside from veteran status; an \
1128 attacking unit can mostly expect circumstance to work against it.\
1130 First, the attacker's strength is modified.\
1132 - If the attacker is a veteran, its strength is multiplied by the \
1133 bonus associated with its veteran level.\
1135 Next, the defender's strength is modified.\
1137 - If the defender is a veteran, then its strength is multiplied by \
1138 the bonus associated with its veteran level.\
1140 - Then the defender's strength is multiplied by the defense factor \
1141 of the terrain it occupies.\
1143 - Next, the defender's strength is doubled if it is a Pikeman unit \
1144 defending against a mounted unit.\
1146 - If the defender is an AEGIS Cruiser defending against airborne \
1147 units (including missiles and Helicopters), the defense is \
1150 - The defender's strength is doubled again if it is in a city with \
1151 a SAM Battery and the attacker is an air unit (other than a \
1152 Helicopter or a missile).\
1154 - An SDI Defense doubles the defender's strength against \
1157 - If the attacker is a ship and the defender is in a city with a \
1158 Coastal Defense, the defender's strength is doubled.\
1160 - Against land units (other than Howitzers) and Helicopters, \
1161 defending units in a city with City Walls have their strength \
1164 - If the defender is in a fortress (and not a city), its strength \
1167 - If the defender is a land unit, and is either fortified or \
1168 inside a city, its strength is multiplied by 1.5.\
1170 - Finally, if the attacker is a fighter and the defender is a \
1171 helicopter, the defender's strength is halved.\
1173 If, after these modifications, the attacker has a strength of 0, it \
1174 automatically loses. Otherwise, if the defender has a strength of \
1175 0, the defender loses.\
1177 The firepower of the attacker and defender are also modified.\
1179 - If the defender is a ship and is inside a city the firepower of \
1180 the attacker is doubled and the firepower of the ship is set to 1.\
1182 - If a fighter is attacking a helicopter the firepower of the \
1183 helicopter is set to 1.\
1185 - If a ship is attacking a land unit on land the firepower of both \
1188 After these preliminaries, combat occurs, as long as both units are \
1189 still alive (i.e., hit points are greater than 0). Each round, a \
1190 random number between 1 and the sum of the attacker's and defender's \
1191 strengths is generated. If this number is greater than the \
1192 defender's strength, the defender loses hit points equal to the \
1193 attacker's firepower. Otherwise, the attacker loses hit points \
1194 equal to the defender's firepower. The first unit to reach 0 hit \
1195 points (or negative hit points) loses.\
1197 ; /* Actually, that's a little white lie. The random number is really
1198 ; from 0 to (A+D-1), and the comparison is ">=D", not ">D". The
1199 ; odds are the same both ways, but I think my explanation may be a
1200 ; little simpler for non-programmers who may be reading this. */
1201 ; /* xgettext:no-c-format */
1203 Whichever unit survives the fight has a chance of being promoted \
1204 a veteran level. In the default ruleset, if the winner's \
1205 civilization has the Sun Tzu's War Academy (and if it isn't \
1206 obsolete), the chance is increased by half.\
1208 If the attacker is a land unit and wins, and the defender is in a \
1209 city without City Walls, the city is reduced in size by 1.\
1211 If the defender loses, and is not inside a city, fortress, or \
1212 airbase, all other units at the defender's location are destroyed \
1213 along with the defender.\
1216 [help_combat_modifying]
1217 ; /* TRANS: Preserve the leading space: it controls nesting */
1218 name = _(" Modifying Combat Rules")
1219 text = _("Modifying Combat Rules\n----------------------"),
1221 The combat rules described before can be modified by changing the \
1222 following modifiers in game.ruleset, section combat_rules: \
1224 - killstack (default: 1). If set to 0, units on the same tile as a \
1225 lost defender are not destroyed.\
1227 - tired_attack (default: 0). If set to 1, units that attack with \
1228 only 2/3 or 1/3 moves left will attack with proportionally reduced \
1232 [help_combat_example_1]
1233 ; /* TRANS: Preserve the leading space: it controls nesting */
1234 name = _(" Combat example 1")
1236 Suppose a Cannon (A:8, D:1, HP:20, FP:1) attacks a Musketeer \
1237 (A:3, D:3, HP:20, FP:1) inside a city with City Walls built \
1238 on a Forest tile. Neither are veteran.\
1240 The defender's base strength is 3. Because it is on a Forest tile, \
1241 its strength becomes 4.5. It is behind City Walls, so its strength \
1242 is tripled, to 13.5. It is a ground unit inside a city, so its \
1243 strength is increased to 20.25.\
1245 Strength values inside the game are actually multiplied by 10, with \
1246 fractions dropped, so the attacker's strength is 80, and the \
1247 defender's strength is 202.\
1249 Both units keep their firepower of 1 unchanged.\
1250 "), ; /* xgettext:no-c-format */
1252 Each round of combat, a random number between 1 and 282 is \
1253 generated. If the number is greater than 202 (about a 28% chance), \
1254 the defender loses 1 hit point. Otherwise (about a 72% chance), the \
1255 attacker loses 1 point.\
1257 ; /* Double-check my calculations.... Consider 28 rounds of combat.
1258 ; The attacker should win about 8 of them, taking 8 HP off the
1259 ; defender's 20 HP total. The defender should win the other 20,
1260 ; killing the attacker. */
1261 ; /* xgettext:no-c-format */
1263 Since both units have 20 hit points, the odds favor a victory for \
1264 the defender. The defender will probably lose somewhere around 40% \
1265 of its hit points during the fight. But the outcome is never \
1266 certain as long as both units have non-zero strengths; the defender \
1267 might emerge untouched, or it might lose most of its hit points, or \
1268 it might even lose the battle.\
1271 [help_combat_example_2]
1272 ; /* TRANS: Preserve the leading space: it controls nesting */
1273 name = _(" Combat example 2")
1275 Suppose a veteran Battleship (A:12, D:12, HP:40, FP:2) with 3 \
1276 movement points attacks a veteran Alpine Troops (A:5, D:5, HP:20, \
1277 FP:1) inside a city built on a Grassland tile, with City Walls and a \
1280 The attacker's strength is 12, raised to 18 because of veteran \
1283 The defender's strength is 5, raised to 7.5 due to veteran status. \
1284 The terrain's defense factor is 1 (no effect). The Coastal Defense \
1285 doubles the defender's strength to 15. (The City Walls have no \
1286 effect against attacking sea units.) The defender is a ground \
1287 unit inside a city, so its total strength is 22.5.\
1289 Internally, the values used for attacker and defender strength are \
1290 180 and 225, respectively.\
1292 The firepower of the Battleship is set from 2 to 1.\
1293 "), ; /* xgettext:no-c-format */
1295 Each round, a random number from 1 to 405 is generated. If it is \
1296 greater than 225 (about a 44% chance) the defender loses 1 hit \
1297 point. Otherwise, the attacker loses 1 hit point.\
1299 ; /* Please, someone double-check my probability computations! :-(
1300 ; Consider 44 rounds of combat: the Battleship should win 20 of
1301 ; them, and the Alpine Troops 24. That's enough to kill the Alpine
1302 ; Troops (precisely to 0 hit points), and inflict 24 hit points on
1303 ; the Battleship's 40 HP total. */
1304 ; /* xgettext:no-c-format */
1306 In this case, the odds greatly favor the attacker winning. The \
1307 Battleship is 25% less likely to score a hit in any given round, \
1308 but the Battleship has twice as many hit points. The Battleship should \
1309 expect to lose about 60% of its hit points during the fight, and should \
1310 expect to have no movement points left.\
1313 [help_zones_of_control]
1314 name = _("Zones of Control")
1316 Zones of Control, abbreviated as ZOC, is a game concept which \
1317 prevents you moving freely in zones controlled (or partially \
1318 controlled) by enemy forces.\
1320 The general rule is that a land unit which is adjacent to an enemy \
1321 occupied tile cannot move directly to another tile which is \
1322 also adjacent to an enemy occupied tile. Here an enemy occupied \
1323 tile means a land tile with a foreign unit on it. Adjacency \
1324 means any of the eight tiles surrounding a unit for rectangular \
1325 grids, or six tiles for hexagonal grids.\
1327 In the following special cases ZOC does not apply:\n\
1328 - A unit moving directly into or out of a city.\n\
1329 - A unit moving onto a tile occupied by a friendly unit.\n\
1330 - A unit moving from an ocean tile (disembarking from a boat).\n\
1331 - A unit type which explicitly ignores ZOC, eg Diplomats and Spies.\n\
1332 - The foreign unit is from a nation with which you have an Alliance \
1337 - Only land units are restricted by ZOC.\
1339 - Non-land units can impose ZOC (that is, count as enemy occupied \
1340 tiles), but only if they are on a land tile. So effectively \
1341 sea units cannot impose ZOC (unless they are in a city), and air \
1342 units (including helicopters) do not impose ZOC if they are over \
1345 - ZOC does not restrict unit attacks, only movement.\
1347 - An enemy city counts as an enemy occupied tile if there are \
1348 any units inside the city, but not if the city is empty. (This is \
1349 the same rule as for any other tile).\
1351 - Moving from an ocean tile is a special case; moving _to_ an \
1352 ocean tile (moving back onto a boat) is also permitted, by the \
1353 special case of moving onto a friendly unit (the boat).\
1355 TIP: You can infiltrate enemy zones by first moving in a Diplomat \
1356 (or some other unit which ignores ZOC), and then moving regular \
1357 units onto the tile now occupied by the Diplomat. \
1358 By repeating this process (and optionally leaving some units \
1359 behind to keep tiles occupied), you can make a path through \
1362 These rules differ slightly from previous versions of Freeciv \
1363 (release 1.8.0 and before) in the following ways:\n\
1364 - Enemy cities with no units in them no longer impose ZOC.\n\
1365 - The special case for land units disembarking is new.\
1369 name = _("Government")
1371 Your government type influences your cities' productivity and \
1372 commerce, your citizens' happiness, and many other game factors.\
1374 Your civilization starts out under a Despotism. As your technology \
1375 improves, you can select other forms of government (listed below). \
1376 In order to change your form of government, you must start a \
1377 revolution. This will cause your civilization to undergo a period \
1378 of Anarchy (lasting 1-5 turns); at the end of this time, you will be \
1379 able to choose your new government.\
1381 TIP 1: Offensive military campaigns are difficult under Republican \
1382 and Democratic governments unless you give your citizens \
1383 lots of luxuries to keep them happy. When conquering other \
1384 civilizations, it may be helpful to switch to one of the more \
1385 militant styles of government.\
1387 TIP 2: Scientific advancement requires high levels of trade, which \
1388 are much easier to achieve under Republican and Democratic \
1389 governments. Consider switching to the Republic as soon as \
1390 you can; gaining advanced technology early in the game puts \
1391 you at an advantage.\
1395 ; /* TRANS: Preserve the leading space: it controls nesting */
1396 name = _(" Civil War")
1398 Civil war is devastating to any empire, and is triggered by \
1399 the loss of your capital (palace). Up to half of your cities \
1400 will rebel and declare allegiance to a new (AI) leader, who \
1401 will loot half of your treasury and retain all of your \
1402 scientific advances.\
1404 Players remain in the civil war state for just one turn, after \
1405 which the empire enters a state of anarchy.\
1407 The capture of your capital does not always lead to civil war. If \
1408 you have treated your people with kindness, you are more likely to \
1409 retain their loyalty. Each city that is celebrating reduces the \
1410 chance of civil war, while each city in disorder increases the \
1413 In addition, the form of government directly contributes to the \
1414 chance of civil war. Governments with universal franchise are \
1415 far less likely to revolt than those more despotic in nature.\
1417 The number of cities an empire needs before it can erupt into \
1418 civil war is by default 10. That is, empires with fewer than 10 \
1419 cities are immune from civil war. However, this is a server \
1420 option, and may vary upwards from a minimum of 6.\
1423 [help_gen_governments]
1424 generate = " Governments"
1427 name = _("Diplomacy")
1429 There are five diplomatic states between players: War, \
1430 Cease-fire, Armistice, Peace, and Alliance. The first is the natural state, \
1431 while the others can be achieved by signing diplomatic treaties.\
1433 During War, you can freely move your units inside enemy territory and \
1434 attack their units and cities at will.\
1436 When two players decide to end hostilities between them, they can \
1437 agree on a Cease-fire treaty. This prevents each player from \
1438 attacking the other, but you can still move your units inside \
1439 the other player's borders. After a set number of turns, the Cease-fire \
1440 will lead back to War. Upon first contact with an AI player, it will \
1441 automatically offer you a Cease-fire treaty.\
1443 If you wish for a more permanent peaceful coexistence with another \
1444 player, you may sign a peace pact. This will enter a transitional \
1445 Armistice state, which after another set number of turns \
1446 will turn into a permanent Peace. Breaking an Armistice will drop \
1447 you directly back to War.\
1449 At the moment two players enter into the diplomatic state of Peace, \
1450 all military units belonging to either player that happen to be within \
1451 the other's borders will be automatically disbanded according to the \
1452 treaty. After this, you may not move military units into the other's \
1453 territory until you either declare War, or forge an Alliance. Breaking \
1454 a Peace treaty will drop you directly back to War.\
1456 An Alliance is the ultimate diplomatic relationship between two players. \
1457 In this state, you may move units into each other's cities and your units \
1458 may share the same tile; units no longer impose zones of control. \
1459 However, alliance treaties come with obligations; you won't be able to \
1460 ally with a player that is at war with a current ally unless you break \
1461 the first treaty. If one of your allies declares war on another, the \
1462 alliance with the aggressor is automatically broken. Breaking an Alliance \
1463 will drop you to an Armistice treaty. An allied AI player will freely \
1464 give you its world maps and shared vision, and will seriously consider \
1465 trading technologies and cities, but in return will expect you to join \
1466 its wars against other players.\
1470 name = _("Technology")
1472 Research into technology is a necessity for improving the ability of \
1473 your civilization to develop new military units and city \
1476 There are a few ways to gain advances from other civilizations: you \
1477 will sometimes discover enemy technology when you capture a city; you \
1478 can steal advances with Diplomats and Spies; wonders can provide you \
1479 with technology; and another player might grant technology in the \
1480 terms of a pact. But otherwise advances must be discovered through the \
1481 efforts of your own people.\
1483 Most technology progress comes from trade (see the Trade section) and, \
1484 in the default ruleset, from scientist specialists (see the Specialists \
1485 section). While it is possible to change which advance you are \
1486 currently researching, by default all progress is lost by doing so.\
1488 While the majority of the resulting research output (\"bulbs\") \
1489 usually goes toward advancing technology, in some rulesets (but not \
1490 the default), some of it may be diverted to maintain expertise in \
1491 existing technologies; the quantity required for technology upkeep \
1492 increases with the total research cost of all advances known to you. \
1493 The state of advancement at which you start paying this upkeep may \
1494 depend on factors such as your government type. If research output \
1495 drops below that required for upkeep, your civilization will forget \
1496 a random advance, requiring it to be researched again.\
1498 Technological advances can render units, city improvements, and \
1499 wonders obsolete. While obsolete units merely become impossible for \
1500 you to make -- leaving the ones you have already made intact -- \
1501 obsolete improvements are immediately sold, and obsolete wonders lose \
1502 their effect. See the relevant sections for more information.\
1509 name = _("Space Race")
1511 The Space Race is a second option to win the game, besides \
1512 eliminating all other civilizations. If your spaceship arrives \
1513 first at Alpha Centauri, the game is over and you have won. \
1514 (However it is possible for this option to be off as a server \
1517 Before you can build spaceship parts, the Apollo Program wonder \
1518 must have been built by any player. You also need specific \
1519 technologies to build the different spaceship parts: see the \
1520 help texts for Space Structural, Space Component, and Space Module, \
1521 under City Improvements. (If there are no help texts for these \
1522 items, it probably means the spacerace server option is off for \
1525 When you have started building your spaceship, you can see it with \
1526 the \"Spaceship\" command in the Report menu. To see spaceships of \
1527 other players, select the player in the Nations report and click \
1530 If the success probability is below 100%, some fraction of the \
1531 people on board may not survive the journey. This reduces the \
1532 score bonus from the spaceship, but it still counts as a win.\
1534 If the capital of a civilization is captured, a spaceship that has \
1535 been launched will be lost, so defend your capital well!\
1537 TIP: If an enemy civilization has launched a spaceship, try to \
1538 quickly build a light spaceship with many propulsion units \
1539 that will arrive earlier. The only other option is to capture \
1544 generate = "Ruleset"
1547 name = _("About Nations")
1549 Each player in the game is represented by a nation. A nation can be a \
1550 modern-day nation state, a historical state or empire, an ethnic group, \
1551 or even a fictional nation. Nations are distinguished by their flags, \
1552 leaders and city names, but are identical in all other aspects and play \
1553 by the same rules.")
1556 generate = " Nations"
1559 name = _("Connecting")
1561 Before a game is started, anyone can connect to the server \
1562 by supplying its hostname and port number (5556 by default). \
1563 If the server is started with the -m flag, it will report to \
1566 http://meta.freeciv.org/metaserver.php\
1568 The client can fetch this page, too: use the Metaserver button \
1569 in the connection dialog. If it never shows any results, check \
1570 whether your WWW browser is using a HTTP proxy; to make the client \
1571 use the same proxy, before starting the client, \
1572 set the $http_proxy environment variable to:\
1574 http://proxyhost:proxyportnumber/\
1576 When the game has started, everyone can connect as any player who \
1577 isn't already connected, including AI players. Merely connecting \
1578 to an AI player doesn't make it human controlled; this is an \
1579 independent server setting. If you lose connection early in \
1580 the game and reconnect, use the name you chose for your ruler, \
1581 not your original nickname! If the server is reporting on the \
1582 metaserver, the player names can be found there.\
1586 name = _("Controls")
1587 ; /* TRANS: This text mentions the names of some client options. These names
1588 ; * are separately translated elsewhere; they should match! */
1592 a: (a)uto-settler (settler/worker units)\n\
1593 b: (b)uild city (settler units)\n\
1594 b: help (b)uild wonder (caravan units)\n\
1595 B: go to and (B)uild city on target tile (settler units)\n\
1596 d: (d)iplomat/spy actions (diplomat/spy units)\n\
1597 D: (D)isband unit\n\
1598 e: build airbas(e) (airbase units)\n\
1599 f: (f)ortify unit (military units)\n\
1600 f: build (f)ortress (settler/worker units)\n\
1601 g: (g)o to tile (then left-click mouse to select target tile)\n\
1602 g: add a (g)o-to waypoint (when in go-to mode)\n\
1603 G: return unit to nearest friendly city\n\
1604 h: set unit's (h)omecity (to city on current tile)\n\
1605 i: build (i)rrigation or convert terrain (settler/worker units)\n\
1606 I: connect current and target tile with (I)rrigation\n\
1607 I: set an (I)rrigation waypoint (when connecting with irrigation)\n\
1608 l: (l)oad unit on transporter\n\
1609 L: connect current and target tile with rai(L)\n\
1610 L: set a rai(L) waypoint (when connecting with rail)\n\
1611 m: build (m)ine or convert terrain (settler/worker units)\n\
1612 n: clean (n)uclear fallout\n\
1613 N: explode (N)uclear\n\
1614 o: transf(o)rm terrain (engineer unit)\n\
1615 O: c(O)nvert to another kind of unit\n\
1616 p: clean (p)ollution (settler/worker units)\n\
1617 p: drop (p)aratrooper (paratroop units)\n\
1618 P: (P)illage (destroy terrain alteration)\n\
1619 q: patrol with unit (then left-click mouse to select other endpoint)\n\
1620 q: add a patrol waypoint (when in patrol mode)\n\
1621 r: build (r)oad/railroad (settler/worker units)\n\
1622 r: establish trade (r)oute (caravan units)\n\
1623 R: connect current and target tile with (R)oad\n\
1624 R: set a (R)oad waypoint (when connecting with road)\n\
1626 S: un(S)entry all units on tile\n\
1627 t: unit go (t)o/airlift to city\n\
1628 T: unload all units from (T)ransporter\n\
1629 u: (u)nload unit from transporter\n\
1630 U: (U)pgrade unit\n\
1631 x: unit auto e(x)plore\n\
1635 z: select only first unit of selected group\n\
1636 v: select all units on tile\n\
1637 V: (on tile) select all units of the same type as the active unit\n\
1638 C: (on continent) select all units of the same type as the active unit\n\
1639 X: (everywhere) select all units of the same type as the active unit\n\
1641 w: (w)ait: focus on next unit\n\
1642 5: focus on previous unit\n\
1643 space: done giving orders (unit stays put)\n\
1647 1: move south-west\n\
1649 3: move south-east\n\
1652 7: move north-west\n\
1654 9: move north-east\n\
1658 c: (c)enter view on active unit\n\
1659 Shift-home: center view on capital\n\
1660 Shift-arrows: scroll map\n\
1662 Ctrl-B: show/hide national borders\n\
1663 Ctrl-D: show/hide city trade routes\n\
1664 Ctrl-G: show/hide map grid lines\n\
1665 Ctrl-N: show/hide city names\n\
1666 Ctrl-P: show/hide city production\n\
1667 Ctrl-R: show/hide city growth\n\
1668 Ctrl-W: show/hide city output\n\
1669 Ctrl-Y: show/hide city outlines\n\
1671 Main Map (Mouse):\n\
1672 =================\n\
1673 Left-click on city: Pop up city dialog\n\
1674 Left-click on unit: Select a single unit\n\
1675 (cancels any current activity if \"clear\n\
1676 unit orders on selection\" is set)\n\
1677 Shift-left-click on unit: Add unit to selection (GTK)\n\
1678 Left-click-and-drag on unit: Go-to command for unit\n\
1679 (if \"keyboardless goto\" enabled in options)\n\
1680 Center-click, Alt-left-click: Show tile info\n\
1681 Right-click: Center tile in view\n\
1682 Ctrl-center-click: Wake up sentried units\
1684 Quick unit selection:\n\
1685 =====================\n\
1686 Ctrl-left-click on tile: Select a sea unit (prefers transporters)\n\
1687 Ctrl-right-click on tile: Select a land unit (prefers military)\n\
1689 These combinations choose and select a single unit from those on a tile. \
1690 All other things being equal, units which have movement points left are \
1691 preferred. If keyboardless goto is enabled, dragging allows the unit to be \
1692 selected and moved in one gesture.\
1694 City manipulation (GTK):\n\
1695 ========================\n\
1696 Shift-Ctrl-left-click: Adjust city workers\n\
1697 Shift-Alt-right-click: Show city workers (mouse over or near city)\n\
1698 Shift-right-click: Copy production (from city or unit)\n\
1699 Shift-Ctrl-right-click: Paste production into city\
1701 Area Selection mode (GTK):\n\
1702 ==========================\n\
1703 Right-click-and-drag: Select units/cities by area\n\
1704 Shift-right-click-and-drag: Append area contents to existing selection\n\
1706 In this mode, multiple units and/or cities are selected. If the selection \
1707 rectangle contains any cities, and \"Select cities before units\" is set in \
1708 the options, only the cities are selected and the current unit selection is \
1709 left alone; otherwise, both cities and units are selected.\n\
1711 Selected cities are highlighted on the map and in the Cities report for \
1712 further mass actions. Immediately after selecting, the set of cities can be \
1713 adjusted by left-clicking on individual cities; and the production for all \
1714 the highlighted cities can be changed with Shift-Ctrl-right-click (see \
1715 previous section). Right-clicking leaves this mode.\
1719 Ctrl-Alt-right-click: Paste city or tile link into chatline\n\
1720 Shift-Ctrl-Alt-right-click: Paste unit link into chatline\n\
1722 These controls allow map elements to be referred to in chat. See the \
1723 Chatline help for more details.\n\
1725 Overview Map (Mouse):\n\
1726 =====================\n\
1727 Left-click, Shift-left-click, and Right-click have the same functions as \
1728 they do on the main map.\n\
1730 Dialogs and Reports:\n\
1731 ====================\n\
1732 F1: show Map View\n\
1733 F2: open Units Report\n\
1734 F3: open Nations Report\n\
1735 F4: open Cities Report\n\
1736 F5: open Economy Report\n\
1737 F6: open Research Report\n\
1738 F7: open World Wonders\n\
1739 F8: open Top Five Cities\n\
1740 F9: open Messages dialog\n\
1741 F11: open Demographics\n\
1742 F12: open Spaceship\n\
1744 Ctrl-F: open Find City dialog\n\
1745 Ctrl-L: open Worklists dialog\n\
1746 Ctrl-T: open Tax/Lux/Sci Rates dialog\n\
1747 Shift-Ctrl-R: open Revolution dialog\n\
1749 Shift-Return: Turn done\
1751 Editing Mode (GTK):\n\
1752 ===================\n\
1753 Ctrl-E: toggle editing mode\n\
1754 Ctrl-M: toggle fog of war in editing mode\n\
1758 name = _("Citizen Governor")
1760 The Citizen Governor (formerly called the CMA) helps you manage your cities. \
1761 It deploys the available workers on the free tiles around the \
1762 city to achieve maximal city output. It also changes workers to \
1763 specialists, if appropriate. And the governor has another ability: \
1764 whenever possible, it keeps your cities content.\
1766 There are various means to tell the governor what kind of output you \
1767 would like. Open the city window and click on the governor tab. There \
1768 are two kinds of sliders: On the left, you can set a Minimal \
1769 Surplus for each kind of production; e.g. Gold = +3 means the city \
1770 earns 3 gold more than it needs to upkeep its improvements. On the \
1771 right, the sliders let you define by how much you prefer one kind \
1772 of production to another; setting science to 3 means you prefer a \
1773 single bulb to three shields (or gold, trade,...). You can set \
1774 different factors for each kind of production, according to your \
1777 If you set up some Minimal Surpluses which are impossible to fulfill, \
1778 the governor can't be activated. Whenever the governor can't fulfill its task \
1779 in the ongoing game, it passes back control to you. So you'd better \
1780 not define too high a surplus; instead, use factors to achieve your \
1783 The Celebrate checkbox lets your city - celebrate. This will work \
1784 only with a high luxury rate. See help about 'Happiness'.\
1786 Clicking on 'Control city' puts the city under control of \
1787 the governor, 'Release city' passes control back to you.\
1789 For ease of use, you can save your slider setting as a preset \
1790 with a name. Click on 'add preset' and enter a name for your \
1791 setting. You can use this preset in every city by just clicking \
1792 on its name. Also, you can control your setting from within the \
1793 city report, in the governor column. And you can change it from there \
1794 (use 'change' --> 'Citizen Governor'), if you have saved it as a preset.\
1796 Use 'Game' --> 'Options' --> 'Save Settings' to store your presets \
1799 But beware! If you use the governor for some of your cities, you will \
1800 encounter some difficulties with managing cities nearby, by hand. \
1801 It's best to manage all cities on an island either by hand or by \
1802 governor. Read more hints, some background information, and some \
1803 preset examples in the file README.cma, included with Freeciv.\
1807 name = _("Chatline")
1809 The client has a primitive chat interface. The lines you type \
1810 are sent to all players, except:\
1812 - Messages starting with '/' are interpreted as server commands \
1813 and executed, if you have the required access level.\
1815 - Messages starting with 'John:' are private messages to 'John'. \
1816 Names can be abbreviated. The server looks for players named 'John' \
1817 and if that fails tries to match a username beginning with 'John' (like \
1820 - Messages starting with 'John::' are private messages as above, but \
1821 will match only users (not players) named 'John'. 'Johnathan' will \
1824 - Messages starting with '.' will be sent only to all your allies.\
1826 Featured text (GTK):\n\
1827 ====================\n\
1829 Since 2.2, the GTK client has featured text support. This feature allows \
1830 users to format the chat messages they are sending using boldface, italic, \
1831 colors, links, etc... Such changes are performed using escape sequences.\
1833 * Getting boldface:\n\
1834 Full name sequence: '[bold] ... [/bold]'\n\
1835 Abbreviation sequence: '[b] ... [/b]'\n\
1836 Short cut in the entry: Ctrl-B\n\
1837 Example: '[b]bold[/b]' will display the word 'bold' in bold style.\
1839 * Getting colors:\n\
1840 Full name sequence: '[color] ... [/color]' \n\
1841 Abbreviation sequence: '[c] ... [/c]'\n\
1842 Short cut in the entry: Ctrl-C (you also need to select the color in the \
1843 toolbar over the entry)\n\
1844 The color start sequence always takes at least one of the following \
1846 - 'foreground' (abbreviation 'fg'): a color name such as red, or a hex \
1847 specification such as #3050b2 or #35b.\n\
1848 - 'background' (abbreviation 'bg'): same as above.\n\
1849 Example: '[c fg=\"blue\" bg=\"yellow\"]color[/c]' will display the word \
1850 'color' in blue on a yellow background.\
1852 * Getting italic:\n\
1853 Full name sequence: '[italic] ... [/italic]'\n\
1854 Abbreviation sequence: '[i] ... [/i]'\n\
1855 Short cut in the entry: Ctrl-I\n\
1856 Example: '[i]italic[/i]' will display the word 'italic' in italic style.\
1858 * Getting strikethrough:\n\
1859 Full name sequence: '[strike] ... [/strike]'\n\
1860 Abbreviation sequence: '[s] ... [/s]'\n\
1861 Short cut in the entry: Ctrl-S\n\
1862 Example: '[s]strikethrough[/s]' will display the word 'strikethrough' with \
1865 * Getting underline:\n\
1866 Full name sequence: '[underline] ... [/underline]'\n\
1867 Abbreviation sequence: '[u] ... [/u]'\n\
1868 Short cut in the entry: Ctrl-U\n\
1869 Example: '[u]underlined[/u]' will display the word 'underlined' with an \
1872 * Getting city links:\n\
1873 Full name sequence: '[link target=\"city\"] ... [/link]'\n\
1874 Abbreviation sequence: '[l tgt=\"city\"] ... [/l]'\n\
1875 Short cut: Control-Alt-Right-click on a city on the map.\n\
1876 The 'id' parameter must be set to the id of the city you are pointing.\n\
1877 An optional 'name' parameter can be set to bind the city name in the case \
1878 the destination users don't know this city on their map.\n\
1879 This expression can also be started and finished within the same pair of \
1880 brackets, like '[link target=\"city\" id=121 /]' (note the slash at the \
1882 Examples: '[l tgt=\"city\" id=65]city[/l]' will make the word 'city' \
1883 clickable and pointing to the city id 65.\n\
1884 '[l tgt=\"city\" id=65 name=\"noname\" /]' will display the name of the \
1885 city id 65 if known, else, the word 'noname'.\
1887 * Getting tile links:\n\
1888 Full name sequence: '[link target=\"tile\"] ... [/link]'\n\
1889 Abbreviation sequence: '[l tgt=\"tile\"] ... [/l]'\n\
1890 Short cut: Control-Alt-Right-click on a tile without city on the map.\n\
1891 The 'x' and 'y' parameters must be set to the tile location you are \
1893 This expression can also be started and finished within the same pair of \
1894 brackets, like '[link target=\"tile\" x=5 y=36 /]' (note the slash at the \
1896 Example: '[l tgt=\"tile\" x=17 y=3]this tile[/l]' will make the string \
1897 'this tile' clickable and pointing to the tile (17, 3).\
1899 * Getting unit links:\n\
1900 Full name sequence: '[link target=\"unit\"] ... [/link]'\n\
1901 Abbreviation sequence: '[l tgt=\"unit\"] ... [/l]'\n\
1902 Short cut: Shift-Control-Alt-Right-click on a unit on the map.\n\
1903 The 'id' parameter must be set to the id of the unit you are pointing to. \
1904 An optional 'name' parameter can be set to bind the unit name in the case \
1905 the destination users don't know this unit on their map.\n\
1906 This expression can also be started and finished within the same pair of \
1907 brackets, like '[link target=\"unit\" id=109 /]' (note the slash at the \
1909 Examples: '[l tgt=\"unit\" id=235]unit[/l]' will make the word 'unit' \
1910 clickable and pointing to the unit id 235.\n\
1911 '[l tgt=\"unit\" id=235 name=\"Warrior\" /]' will display the name of the \
1912 unit id 235 if known, else, the word 'Warrior'.\
1914 Of course, the different escape sequences can be combined in the same \
1915 sentence, like '[i][c fg=\"blue\"]this [b]is [s]funny[c bg=\"green\"] \
1916 [u]to[/i] test[/b] this[/s] [/c]new[/u] feature[/c]'.\
1919 [help_worklist_editor]
1920 name = _("Worklist Editor")
1922 The worklist editor is used to edit both worklists for each city (from the \
1923 city dialog) and global worklists. Using this editor you can create lists \
1924 specifying what to build in the turns to come.\
1926 To add an item to the worklist, double-click the desired item in the list \
1927 of available items. You can also press the Help button to get help on the \
1928 selected item. Pressing Help with no item selected will display this page.\
1930 To remove an item from the worklist simply double-click the item to remove. \
1931 Use the buttons below the worklist to move items up and/or down in the list.\
1933 Keyboard shortcuts: Home to focus the worklist, End to focus the available \
1934 list, Up/Down arrows to select previous/next item \
1935 in worklist or available list, PageUp/Down to move items up/down \
1936 in the worklist, Insert to insert items from the available list into \
1937 the worklist and Delete to delete the selected item from the worklist.\
1939 If you want to buy the unit that's first on the list, you can do that \
1940 from the City Overview window.\
1944 name = _("Languages")
1946 Freeciv supports several local languages. See the Native \
1947 Language Support section of the README file for instructions \
1948 on how to use one of these languages.\
1950 First, check whether a localization is already in progress \
1953 http://www.freeciv.org/wiki/Translations\
1955 If you would like to add a localization (translation) for your \
1956 language, please see the instructions at:\
1958 http://www.freeciv.org/wiki/Localization\
1960 You are also welcome to send any questions to the translation \
1963 freeciv-i18n@gna.org\
1968 ; Note: GPL text is _deliberately_ not i18n-marked.
1969 ; We may want to do something (eg, include FSF-authorised translations
1970 ; as well as English where appropriate?) but not simply bundle with
1971 ; other translations. Would be nicer to have means to just keep
1972 ; COPYING itself in datadir, and slurp from there into help somehow...
1976 Freeciv is covered by the GPL, which is included here: \
1978 GNU GENERAL PUBLIC LICENSE\n\
1979 Version 2, June 1991\n\
1981 Copyright (C) 1989, 1991 Free Software Foundation, Inc.\n\
1982 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA\n\
1983 Everyone is permitted to copy and distribute verbatim copies\n\
1984 of this license document, but changing it is not allowed.\n\
1988 The licenses for most software are designed to take away your \
1989 freedom to share and change it. By contrast, the GNU General Public \
1990 License is intended to guarantee your freedom to share and change \
1991 free software--to make sure the software is free for all its users. \
1992 This General Public License applies to most of the Free Software \
1993 Foundation's software and to any other program whose authors commit \
1994 to using it. (Some other Free Software Foundation software is \
1995 covered by the GNU Library General Public License instead.) You can \
1996 apply it to your programs, too.\
1998 When we speak of free software, we are referring to freedom, not \
1999 price. Our General Public Licenses are designed to make sure that \
2000 you have the freedom to distribute copies of free software (and \
2001 charge for this service if you wish), that you receive source code \
2002 or can get it if you want it, that you can change the software or \
2003 use pieces of it in new free programs; and that you know you can do \
2006 To protect your rights, we need to make restrictions that forbid \
2007 anyone to deny you these rights or to ask you to surrender the \
2008 rights. These restrictions translate to certain responsibilities \
2009 for you if you distribute copies of the software, or if you modify \
2012 For example, if you distribute copies of such a program, whether \
2013 gratis or for a fee, you must give the recipients all the rights \
2014 that you have. You must make sure that they, too, receive or can \
2015 get the source code. And you must show them these terms so they \
2018 We protect your rights with two steps: (1) copyright the software, \
2019 and (2) offer you this license which gives you legal permission to \
2020 copy, distribute and/or modify the software.\
2022 Also, for each author's protection and ours, we want to make \
2023 certain that everyone understands that there is no warranty for this \
2024 free software. If the software is modified by someone else and \
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2029 Finally, any free program is threatened constantly by software \
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2036 The precise terms and conditions for copying, distribution and \
2037 modification follow.\
2039 GNU GENERAL PUBLIC LICENSE\n\
2040 TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION \
2042 0. This License applies to any program or other work which \
2043 contains a notice placed by the copyright holder saying it may be \
2044 distributed under the terms of this General Public License. The \
2045 \"Program\", below, refers to any such program or work, and a \"work \
2046 based on the Program\" means either the Program or any derivative \
2047 work under copyright law: that is to say, a work containing the \
2048 Program or a portion of it, either verbatim or with modifications \
2049 and/or translated into another language. (Hereinafter, translation \
2050 is included without limitation in the term \"modification\".) Each \
2051 licensee is addressed as \"you\".\
2053 Activities other than copying, distribution and modification are not \
2054 covered by this License; they are outside its scope. The act of \
2055 running the Program is not restricted, and the output from the \
2056 Program is covered only if its contents constitute a work based on \
2057 the Program (independent of having been made by running the \
2058 Program). Whether that is true depends on what the Program does.\
2060 1. You may copy and distribute verbatim copies of the Program's \
2061 source code as you receive it, in any medium, provided that you \
2062 conspicuously and appropriately publish on each copy an appropriate \
2063 copyright notice and disclaimer of warranty; keep intact all the \
2064 notices that refer to this License and to the absence of any \
2065 warranty; and give any other recipients of the Program a copy of \
2066 this License along with the Program.\
2068 You may charge a fee for the physical act of transferring a copy, \
2069 and you may at your option offer warranty protection in exchange for \
2072 2. You may modify your copy or copies of the Program or any \
2073 portion of it, thus forming a work based on the Program, and copy \
2074 and distribute such modifications or work under the terms of Section \
2075 1 above, provided that you also meet all of these conditions:\
2077 a) You must cause the modified files to carry prominent notices \
2078 stating that you changed the files and the date of any change.\
2080 b) You must cause any work that you distribute or publish, that \
2081 in whole or in part contains or is derived from the Program or \
2082 any part thereof, to be licensed as a whole at no charge to all \
2083 third parties under the terms of this License.\
2085 c) If the modified program normally reads commands interactively \
2086 when run, you must cause it, when started running for such \
2087 interactive use in the most ordinary way, to print or display an \
2088 announcement including an appropriate copyright notice and a \
2089 notice that there is no warranty (or else, saying that you \
2090 provide a warranty) and that users may redistribute the program \
2091 under these conditions, and telling the user how to view a copy \
2092 of this License. (Exception: if the Program itself is \
2093 interactive but does not normally print such an announcement, \
2094 your work based on the Program is not required to print an \
2097 These requirements apply to the modified work as a whole. If \
2098 identifiable sections of that work are not derived from the Program, \
2099 and can be reasonably considered independent and separate works in \
2100 themselves, then this License, and its terms, do not apply to those \
2101 sections when you distribute them as separate works. But when you \
2102 distribute the same sections as part of a whole which is a work \
2103 based on the Program, the distribution of the whole must be on the \
2104 terms of this License, whose permissions for other licensees extend \
2105 to the entire whole, and thus to each and every part regardless of \
2108 Thus, it is not the intent of this section to claim rights or \
2109 contest your rights to work written entirely by you; rather, the \
2110 intent is to exercise the right to control the distribution of \
2111 derivative or collective works based on the Program.\
2113 In addition, mere aggregation of another work not based on the \
2114 Program with the Program (or with a work based on the Program) on a \
2115 volume of a storage or distribution medium does not bring the other \
2116 work under the scope of this License.\
2118 3. You may copy and distribute the Program (or a work based on it, \
2119 under Section 2) in object code or executable form under the terms \
2120 of Sections 1 and 2 above provided that you also do one of the \
2123 a) Accompany it with the complete corresponding machine-readable \
2124 source code, which must be distributed under the terms of \
2125 Sections 1 and 2 above on a medium customarily used for software \
2128 b) Accompany it with a written offer, valid for at least three \
2129 years, to give any third party, for a charge no more than your \
2130 cost of physically performing source distribution, a complete \
2131 machine-readable copy of the corresponding source code, to be \
2132 distributed under the terms of Sections 1 and 2 above on a \
2133 medium customarily used for software interchange; or,\
2135 c) Accompany it with the information you received as to the \
2136 offer to distribute corresponding source code. (This \
2137 alternative is allowed only for noncommercial distribution and \
2138 only if you received the program in object code or executable \
2139 form with such an offer, in accord with Subsection b above.)\
2141 The source code for a work means the preferred form of the work for \
2142 making modifications to it. For an executable work, complete source \
2143 code means all the source code for all modules it contains, plus any \
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2146 a special exception, the source code distributed need not include \
2147 anything that is normally distributed (in either source or binary \
2148 form) with the major components (compiler, kernel, and so on) of the \
2149 operating system on which the executable runs, unless that component \
2150 itself accompanies the executable.\
2152 If distribution of executable or object code is made by offering \
2153 access to copy from a designated place, then offering equivalent \
2154 access to copy the source code from the same place counts as \
2155 distribution of the source code, even though third parties are not \
2156 compelled to copy the source along with the object code.\
2158 4. You may not copy, modify, sublicense, or distribute the Program \
2159 except as expressly provided under this License. Any attempt \
2160 otherwise to copy, modify, sublicense or distribute the Program is \
2161 void, and will automatically terminate your rights under this \
2162 License. However, parties who have received copies, or rights, from \
2163 you under this License will not have their licenses terminated so \
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2166 5. You are not required to accept this License, since you have not \
2167 signed it. However, nothing else grants you permission to modify or \
2168 distribute the Program or its derivative works. These actions are \
2169 prohibited by law if you do not accept this License. Therefore, by \
2170 modifying or distributing the Program (or any work based on the \
2171 Program), you indicate your acceptance of this License to do so, and \
2172 all its terms and conditions for copying, distributing or modifying \
2173 the Program or works based on it.\
2175 6. Each time you redistribute the Program (or any work based on \
2176 the Program), the recipient automatically receives a license from \
2177 the original licensor to copy, distribute or modify the Program \
2178 subject to these terms and conditions. You may not impose any \
2179 further restrictions on the recipients' exercise of the rights \
2180 granted herein. You are not responsible for enforcing compliance by \
2181 third parties to this License.\
2183 7. If, as a consequence of a court judgement or allegation of \
2184 patent infringement or for any other reason (not limited to patent \
2185 issues), conditions are imposed on you (whether by court order, \
2186 agreement or otherwise) that contradict the conditions of this \
2187 License, they do not excuse you from the conditions of this License. \
2188 If you cannot distribute so as to satisfy simultaneously your \
2189 obligations under this License and any other pertinent obligations, \
2190 then as a consequence you may not distribute the Program at all. \
2191 For example, if a patent license would not permit royalty-free \
2192 redistribution of the Program by all those who receive copies \
2193 directly or indirectly through you, then the only way you could \
2194 satisfy both it and this License would be to refrain entirely from \
2195 distribution of the Program.\
2197 If any portion of this section is held invalid or unenforceable \
2198 under any particular circumstance, the balance of the section is \
2199 intended to apply and the section as a whole is intended to apply in \
2200 other circumstances.\
2202 It is not the purpose of this section to induce you to infringe any \
2203 patents or other property right claims or to contest validity of any \
2204 such claims; this section has the sole purpose of protecting the \
2205 integrity of the free software distribution system, which is \
2206 implemented by public license practices. Many people have made \
2207 generous contributions to the wide range of software distributed \
2208 through that system in reliance on consistent application of that \
2209 system; it is up to the author/donor to decide if he or she is \
2210 willing to distribute software through any other system and a \
2211 licensee cannot impose that choice.\
2213 This section is intended to make thoroughly clear what is believed \
2214 to be a consequence of the rest of this License.\
2216 8. If the distribution and/or use of the Program is restricted in \
2217 certain countries either by patents or by copyrighted interfaces, \
2218 the original copyright holder who places the Program under this \
2219 License may add an explicit geographical distribution limitation \
2220 excluding those countries, so that distribution is permitted only in \
2221 or among countries not thus excluded. In such case, this License \
2222 incorporates the limitation as if written in the body of this \
2225 9. The Free Software Foundation may publish revised and/or new \
2226 versions of the General Public License from time to time. Such new \
2227 versions will be similar in spirit to the present version, but may \
2228 differ in detail to address new problems or concerns.\
2230 Each version is given a distinguishing version number. If the \
2231 Program specifies a version number of this License which applies to \
2232 it and \"any later version\", you have the option of following the \
2233 terms and conditions either of that version or of any later version \
2234 published by the Free Software Foundation. If the Program does not \
2235 specify a version number of this License, you may choose any version \
2236 ever published by the Free Software Foundation.\
2238 10. If you wish to incorporate parts of the Program into other \
2239 free programs whose distribution conditions are different, write to \
2240 the author to ask for permission. For software which is copyrighted \
2241 by the Free Software Foundation, write to the Free Software \
2242 Foundation; we sometimes make exceptions for this. Our decision \
2243 will be guided by the two goals of preserving the free status of all \
2244 derivatives of our free software and of promoting the sharing and \
2245 reuse of software generally.\
2249 11. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO \
2250 WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. \
2251 EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR \
2252 OTHER PARTIES PROVIDE THE PROGRAM \"AS IS\" WITHOUT WARRANTY OF ANY \
2253 KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, \
2254 THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A \
2255 PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND \
2256 PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE PROGRAM PROVE \
2257 DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING, REPAIR OR \
2260 12. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN \
2261 WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY \
2262 AND/OR REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU \
2263 FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR \
2264 CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE \
2265 PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING \
2266 RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A \
2267 FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), EVEN IF \
2268 SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF \
2271 END OF TERMS AND CONDITIONS\n\
2276 name = _("About Freeciv")
2280 Original authors:\n\
2281 (they are no longer involved, please don't mail them!)\
2283 Allan Ove Kjeldbjerg - allan@daimi.aau.dk\n\
2284 Claus Leth Gregersen - leth@daimi.aau.dk\n\
2285 Peter Joachim Unold - pjunold@daimi.aau.dk\
2287 Present administrators: \
2289 Marko Lindqvist - cazfi74@gmail.com\n\
2290 R. Daniel Markstedt - markstedt@gmail.com\n\
2291 Christian Prochaska - cp.ml.freeciv.dev@googlemail.com\n\
2292 Jacob Nevins - 0jacobnk.fca@chiark.greenend.org.uk\
2294 If you find any bugs, then please send us a bug report. This is \
2295 best done by visiting the Freeciv Bug Tracking System, at:\
2297 http://gna.org/projects/freeciv/\
2299 Please quote the above version information. \
2300 For more information about submitting bug reports see the file BUGS \
2301 in the Freeciv distribution. For more information in general, \
2302 visit the Freeciv website, at:\
2304 http://www.freeciv.org/\