;
;   CIVILIZATION In-Game Tutorial
;   Copyright (c) 1995 by MicroProse Software
;
;   Altering the contents of this file may cause the
;   game to malfunction.
;

@FIRSTMOVE
@width=400
@y=5
@title=Civ Tutorial
Your first task is to find a suitable
site and found your command base.
The best city sites are near horizons,
canyons, minerals, craters, or areas
near special resources.

@BUILDCITY
@width=320
@y=5
@title=Civ Tutorial
This spot looks like a good site for a
base. Select 'Build New Base' from the
ORDERS menu or use the 'b' key to found
a base here.

@FIRSTPRODUCT
@width=420
@y=5
@title=Civ Tutorial: Your First Base
Each of your bases can build additional
Expeditions, military units, or city improvements
to further the growth of your civilization.
Only one item can be in production
per city. Production orders can be changed
at any time. Select the item you wish to
build by clicking the 'CHANGE' button in
the city information screen which follows.

@FIRSTCIV
@width=420
@title=Civ Tutorial: Civilization Advances
Bases also act as centers for trade and
the flow of information. Your wise men
and scientists can collect this information
to acquire important new abilities and
skills for your civilization.

@FIRSTUNIT1
@width=420
@y=5
@title=Civ Tutorial: First Military Unit
You have just built your first military
unit. Use the keyboard arrows to move
this unit and the ORDERS menu to give
special commands. Military units allow
you to explore, expand, attack, and
defend your civilization.

@FIRSTUNIT2
@width=500
@title=Civ Tutorial: Units
Fortify units in your cities to defend
them against barbarians or enemy armies.
Eagles and Track Rockets make excellent defenders;
Pistoleers, Riflemen, and 152mm Track can be useful as well.
^
Expedition units can found new bases as well
as build roads, hydroponics, and mines around
existing bases.  If you can, try to have at
least one settler in play at all times.
^
Fast-moving units like geologists are useful for exploring
uncharted territory.
^
Attack your enemies with 152mm Tracks, Track Rockets, Eagles,
and Riflemen.

@ONECITY
@width=420
@y=5
@title=Civ Tutorial: New Bases
The Base of %STRING0 is growing rather large.
Now might be a good time to expand by building a second
base. To do this, click on %STRING0 and instruct it
to build a Expedition unit. A settler unit can move to a new
site and build a base.

@CITYSTUFF
@width=420
@x=180
@title=Civ Tutorial: Base Resources
A city's inhabitants produce different resources depending
on the types of terrain nearby. On the city information
screen, "inhabited" spaces are shown with the "wheat",
"shields", and "trade arrows" that the inhabitants are
producing.
^
Experiment with clicking on these spaces to move inhabitants
from space to space; notice that some spaces produce more of
some things, less of others. Most spaces can be improved
through the addition of roads, hydroponics, and/or mining by
Expeditions. Find the configuration which suits you best.
^
Notice that you can also remove citizens from the
map altogether, making them "Entertainers".  Entertainers
produce luxuries, but make no food or other resources.

@MINING
@width=320
@y=5
@title=Civ Tutorial: Mining
This area could produce more resources.
Mining ('m' key) these hills will add to the
production capacity of %STRING0.

@IRRIGATE
@width=320
@y=5
@title=Civ Tutorial: Hydroponics
This would be a suitable area to build
hydroponics ('i'_key). More food will help the
base of %STRING0 to grow more rapidly.

@ROAD
@width=440
@y=5
@title=Civ Tutorial: Roads
This would be a good place to build a
road ('r' key). Your units will be able to move
faster and more trade will be generated
in the city of %STRING0.  As you expand,
work towards connecting your cities with
roads.

@HELP1
@width=500
@title=Civ Tutorial: General Principles #1
Defend your bases with at least one
(preferably two) good defensive units.
^
Strike a balance between improving your
existing bases and striking out to found
new bases.
^
Don't expand beyond your ability to defend
yourself; barbarians and hostile armies
may appear without warning.

@HELP2
@width=500
@title=Civ Tutorial: General Principles #2
Make peace with your stronger neighbors.
Isolate and conquer your weaker neighbors.
^
Use Lunar Modules and other ships to explore the
surface and some ships will transport your units 
to other parts of the moon.
^
Use Landers to establish trade routes and
strengthen your economy. Trade helps your
citizens accumulate both wealth and knowledge.
^
As your civilization grows don't forget to
use your Ambassadors to learn what your
opponents are up to.

@DISORDER
@width=480
@title=Civ Tutorial: Civil Disorder
@button=Details
A base falls into Civil Disorder when
the number of unhappy citizens exceeds
the number of happy citizens. Growth
and production cease while a base is
in disorder.
^
Remedies for disorder include:
^* Increasing the amount of trade used for Luxuries.
^* Moving military units into the base.
^* Build a Virtual Park, Holo-Theater, or Stadium.
^* Turning citizens into entertainers.
^* Switching to a Technocracy government.
^
Click on "Details" for further details, or if you
are having difficulty.

@DISORDER2
@width=600
@title=Civ Tutorial: Civil Disorder Details
1) Luxuries: To increase the amount of trade used for
luxuries, select "Tax Rate" under the KINGDOM menu.
20% is often a good rate, especially if your government
is a Capitalist or Utilitarian.  For every two luxuries 
your city produces, one new happy citizen appears.
^
2) Martial Law: If your government is a Mission Control, 
Capitalist, or Militarism you may move military units into your 
bases to suppress disorder. Up to 3 units in each city can be 
used for this purpose. Each unit causes one unhappy citizen to
become content.
^
3) Parks, Theaters, and Stadiums: These improvements help to 
reduce disorder by changing one or more unhappy citizens to 
content. Of course, if your base is already in disorder, you 
may need to "Buy" the building (or temporarily use entertainers), 
since no production takes place during civil disorder.

@DISORDER3
@width=600
@title=Civ Tutorial: Civil Disorder Details
4) Entertainers: On the base information screen, click on one
of the inhabited spaces in the base radius to make that
citizen into an entertainer. Entertainers produce no food,
resources, or trade; instead, each produces two additional
luxuries.
^
5) Technocracy: If you have discovered the civilization
advance "Technocracy", you can switch to Fundamentalism
as a form of government. Under Technocracy, no citizen
is ever unhappy (of course, scientific research is fine).

@SCHISM
@width=320
@title=Civ Tutorial: Civil War
The %STRING0 are a large and powerful
bases. However, rebel factions threaten 
to start a civil war. If your military
can capture their command base, the shock
could split their union in two!

@SHIPS
@width=480
@y=5
@title=Civ Tutorial: Ships
You have built your first spaceship unit. Use
ships to explore the surface and transport your
units to other parts of the moon.
^
If your ship is a Lunar Module, remember that it may 
be lost if it does not home to base for refueling.
^
To embark a unit on a ship in port, issue the sleep ('s')
order for the unit before moving the ship out to sea.
Or, while the spaceship is in space, simply move
the unit 'onto' the ship from an adjacent space.
^
To disembark a unit, click on the ship or press
the 'u' key to unload.

@RAILROADS
@width=480
@title=Civ Tutorial: Solar Rail
You have just acquired knowledge of Solar Rail, an
important achievement. An Expedition (or Engineer) will
build a solar rail if you press the 'r' key in a space
that already has a road.
^
Your units will be able to move long distances over
Solar rail. Solar rail also increase resource production
in spaces which already produce at least two 'shields'.

@FARMLAND
@width=480
@title=Civ Tutorial: Farmland
You have acquired knowledge of Refrigeration. Better
food storage techniques allow you to improve the quality
of your farmland. A Settler (or Engineer) will improve
farmland if you press the 'i' key in a space that already
has irrigation. This will increase food production in a
nearby city once that city has a Supermarket to distribute
the food.

@AIRUNIT
@width=480
@y=5
@title=Civ Tutorial: Space Units
You civilization has built its first space unit.
Most space units can be used to bomb enemy units and cities; they
can also defend your skies from enemy bombers. Space units
can also be used to explore.
^
Space units carry a limited supply of fuel; they must either return
to a friendly base or pilots must stop to collect fuel before their
air supply is exhausted (will be indicated by damage to spacecraft).

@REPUBLIC
@width=480
@title=Civ Tutorial: Republic
Your civilization has gained knowledge of another form
of government, the REPUBLIC. Switching governments can
bring great benefits to your civilization; on the other
hand, it can create large headaches--careful planning is
necessary. For more information on all forms of government,
see the CIVILOPEDIA entries under "Governments". If you do
wish to switch governments, you must have a Revolution--see
the Kingdom menu.

@DEMOCRATS
@width=600
@title=Civ Tutorial: Republic & Democracy
You have chosen to govern your civilization as a %STRING0.
This is a major change from earlier forms of government, and
will present you with a new set of challenges (and rewards!)
^
As your citizens gain more individual freedoms, they begin
to produce more trade. On the other hand, it becomes more
difficult to keep them happy. One of the best ways to do so
is to divert some of your trade to Luxuries. Select "Tax Rate"
from the Kingdom Menu and set your Luxuries Rate to 20%%.
Since your citizens are now producing so much more trade, you
can easily afford this.
^
Your citizens will also tend to become unhappy when you send
your military units out of your cities. You may need to
return some of your units to cities. You may even need to
disband some units. This sacrifice is often worth it in terms
of the knowledge and wealth you will gain in exchange.

@TRADE
@width=420
@title=Civ Tutorial: Exchange Procedures
You have just acquired knowledge of EXCHANGE PROCEDURES. 
BASES can produce Landers to carry trade goods between 
different parts of the moon. Landers, especially from your 
larger bases, rapidly increase your credits and knowledge.

@CARAVAN
@width=440
@y=5
@title=Civ Tutorial: Lunar Lander
You have just produced your first Lander. Move it to a
distant city to establish a trade route. Trade routes with
small, nearby and friendly cities produce less revenue than
routes with large, distant and rival cities. Try to find a
city which demands the goods your caravan is carrying (you
may click on a rival city to learn its demands).  Caravans
may also be used to help build Wonders of the Moon.

@WRITING
@width=420
@title=Civ Tutorial: Writing
Your civilization has learned the art of ELECTRONIC LANGUAGE.
This is your first step in learning more advanced technology.
Plan wisely so that you may obtain technologies that will 
allow you to build more Moon Wonders than your enemies!

@SEAFARING
@width=420
@title=Civ Tutorial: Cargo Efficiency
Your civilization has mastered the art of CARGO 
EFFICIENCY. You may now produce the powerful AML-
90 to defeat your enemies. Spare parts and 
manufactured items make the production of powerful
weapons possible. Punish your enemies with this 
unit.


@EXPAND0
@width=520
@title=Civ Tutorial: Expansion (#1)
A civilization grows by expanding its territory. This can be
accomplished either by founding new BASES or by conquering
rival cities. Perhaps we should instruct one of our bases
to produce a new EXPEDITION unit.

@EXPAND1
@width=520
@title=Civ Tutorial: Expansion (#2)
For our civilization to grow, we must expand to new
base sites.  Perhaps we should send this EXPEDITION to
found a new base.

@DAMAGE
@width=520
@title=Civ Tutorial: Damaged Units
This unit has sustained combat damage, as indicated
by the colored bar along the top of the unit's shield.
Green indicates a relatively healthy
unit; Yellow and Red show increasing levels of damage.
^
A unit may partially heal itself by skipping its entire
turn (press the SPACE bar). Units repair themselves more
quickly in cities and fortresses. Cities with Barracks can
repair ground units in a single turn. Other improvements
(Port Facility, Airport) can repair ships and air units.


@END
