source: tags/1.3.5/Help/Help.txt

Last change on this file was 457, checked in by chronos, 12 months ago
  • Modified: Use enumeration type in Help unit for better readability.
  • Fixed: Corruption external help image referenced with incorrect file name case.
  • Fixed: Chinese translation converted to UTF-8.
  • Modified: Code cleanup.
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1#HELPTITLE_MAIN Manual
2#HELPTITLE_QUICKSTART Quickstart
3#HELPTITLE_CONCEPTS Concepts
4#HELPTITLE_TECHLIST Advances
5#HELPTITLE_IMPLIST City Improvements
6#HELPTITLE_UNIQUELIST State Improvements
7#HELPTITLE_WONDERLIST Wonders
8#HELPTITLE_TERLIST Terrain Types
9#HELPTITLE_JOBLIST Terrain Improvements
10#HELPTITLE_MODELLIST Special Units
11#HELPTITLE_FEATURELIST Unit Features
12#HELPTITLE_FEATURE1LIST Capacities
13#HELPTITLE_FEATURE2LIST Special Features
14#HELPTITLE_FEATURE3LIST Advances
15#HELPTITLE_GOVLIST Government Forms
16#HELPTITLE_KEYS Mouse and Keyboard
17#HELPTITLE_ABOUT About This Game
18#HELPTITLE_CREDITS Credits
19#HELPTITLE_SEARCHRESULTS Search Results
20
21#HELPSPEC_TER (Terrain Type)
22#HELPSPEC_ADV (Advance)
23#HELPSPEC_FUTURE (Future Technology)
24#HELPSPEC_IMP (City Improvement)
25#HELPSPEC_NAT (State Improvement)
26#HELPSPEC_WONDER (Wonder)
27#HELPSPEC_SHIPPART (Colony Ship Part)
28#HELPSPEC_CAP (Unit Capacity)
29#HELPSPEC_FEATURE (Unit Special Feature)
30#HELPSPEC_STANDARD (Unit Advance)
31
32#TECHFORMULA %.6g*n*EXP(n/%.6g)
33#PREREQ Prerequisites
34#PREREQALT Prerequisites (2 of 3 required)
35#BASETECH (Key Technology)
36#STRENGTHUP %s: Strength multiplier +%d
37#COSTUP (Cost multiplier +%d)
38#COSTMIN (Cost multiplier increased to %d)
39#TRANSUP %s: Transport multiplier +%d
40#ADVEFFECT Functional Effect
41#EFFECT Effect
42#COSTS Costs
43#BUILDCOST Production cost: %d%%p
44#MAINTCOST Maintenance: %d%%c each turn
45#REPLACE Replacement
46#REPLACETEXT With the completion of this building, the following are obsolete and are automatically being sold:
47#EXPIRATION Expiration
48#EXPWITH Effect expires as soon as any nation invents %s.
49#EXPSLAVE All slaves are freed and stop working.
50#REQUIRED %s required
51#RAREREQUIRED Production requires %s.
52#RESFOOD Food: %d%%f
53#RESPROD Material: %d%%p
54#RESTRADE Trade: %d%%t
55#MOREIRR (+%d%%f with irrigation)
56#MOREMINE (+%d%%p with mine)
57#MOREROAD (+%d%%t with road)
58#SPECIAL Special Resources
59#SPECIALFOOD , +%d%%f
60#SPECIALPROD , +%d%%p
61#SPECIALTRADE , +%d%%t
62#TRAFO Transformation to %s
63#MOVEPLAIN Movement: Plain Terrain
64#MOVEHEAVY Movement: Difficult Terrain
65#DEFBONUS Defense Bonus: %d%%
66#JOBCOST -Construction cost: %s MP
67#JOBCOSTVAR -Construction cost: See terrain enhancement box.
68#TERIMPEXCLUDE Irrigation, mine, fortress and military base exclude each other.
69For example, when a military base is built on a tile already having a fortress,
70the fortress is being replaced by the military base.
71#TERIMPCITY A tile with a city counts as having the following improvements for unit
72movement and resource output:\-Road\-Railroad (after Railroad is
73discovered)\-Canal\-Irrigation\-Farmland.
74#HOSTILE This is hostile terrain. A unit staying here or moving through gets
75damaged proportional to the MP spent here. A full turn makes %d%% of damage.
76Terrain hostility is neutralized by a river, oasis, canal or military base.
77#DEADLANDS Dead lands can't have terrain improvements apart from road and railroad.
78#RARE On a random map, there are always 12 dead lands in total. Half of
79them are a special resource deposit, it's exactly two of each type.
80#STRENGTH Strength: %d/%d
81#SPEED Speed: %s
82#MODELNOTE (Units have different look and name for some nations.)
83#COSTBASE Production cost base value %s%%p
84#WEIGHT Weight %s%%w
85#BUILDALLOW Allows Construction of
86#MODELALLOW Enables Special Unit
87#FEATALLOW Allows Use of
88#FOLLOWADV Allows Research of
89#GOVALLOW Enables New Government Form
90#UPGRADEALLOW Military Benefit
91#SEEALSO See Also:
92#FUTURETECHHELP25 This advance represents future development. A nation can make
93up to 25 advances in this category.\\
94A future technology requires fourfold research cost. Unlike a normal advance, it can not be
95subject of technology exchange or be acquired from the Great Library.
96#FUTURETECHHELP100 This advance represents future development. A nation can make
97up to 100 advances in this category.\\
98A future technology requires fourfold research cost. Unlike a normal advance, it can not be
99subject of technology exchange or be acquired from the Great Library.
100#CRED_CAPSOUND Sounds
101#CRED_CAPAI Artificial Intelligence
102#CRED_CAPLANG This Localization
103#AUTHOR English localization by Steffen Gerlach and the C-evo community.
104#MATCHES Matches for "%s":
105#NOMATCHES Term "%s" not found.
106
107
108#CONCEPTS
109$Concepts\
110
111;INTRO Introduction\
112;START Using the Start Screen\\
113
114!Game Basics\
115;BASICS Basics\
116;SCIENCE Research\
117;DIPLOMACY Diplomacy\
118;SHIP Winning the Game\\
119
120!Unit Concepts\
121;MOVEMENT Moving Units\
122;COMMANDS Unit Commands\
123;SETTLE Colonization\
124;COMBAT Combat\
125;SPYMISSIONS Covert Operations\
126;CLASSES Unit Designs\\
127
128!City Concepts\
129;CITIES City Management\
130;PRODUCTION Production\
131;BUILDINGS Buildings\
132;SUPPORT Unit Support\\
133
134!Advanced\
135;MACRO Macro Management\
136;MAPEDIT Map Editor\
137;AIT AI Tournament
138
139
140#ABOUT
141$About This Game\
142
143&LOGO\\
144
145!The Project\
146C-evo is a non-commerical game project based on the famous "Sid Meier's
147Civilization" by Microprose. The ambition of C-evo is not, to compete with
148commercial games for the most exciting presentation. Instead, it aims at being a
149true, ageless strategy game that entertains by one thing above all:
150challenge. So the project focus is design of rules and AI. For more
151information, visit the project homepage:\
152::E2 c-evo.org\\
153
154!License\
155C-evo is a compilation of work by a number of authors. You are allowed
156to play the game and to distribute it without explicit permission. The compilation
157itself and all of its components (except for the graphics and the sounds) are in the Public
158Domain. Means you can do with it whatever you want. This also includes the binary
159code and the sources, which are available from the project homepage. As for
160the graphics, you should ask the author of an item before using it for another
161purpose than to play.\
162::C Credits\\
163
164!Modular AI\
165The game has an open AI interface, which means the player can replace the standard AI
166contained in the package by other AI algorithms, either for all or for single
167nations. C-evo allows playing with up to 8 different AIs in the same
168game. The easiest way to develop an AI is to use the C# template. You can find it in the folder where
169you installed the game.\
170::E1 AI development manual\\
171
172!System Requirements\
173-16 bit color depth or better\
174-Font smoothing recommended\\
175
176!Command Line Options\
177--man ... Show manual only\\
178
179!Uninstall\
180Use the Application Wizard from the Control Panel.\\
181
182!Reporting Bugs\
183
184To support the progress of this project, please tell me about problems you have
185encountered. But first you should\
186-Look to the list of known bugs on the project homepage. Don't
187report bugs which are already mentioned there.\
188-Look to see if there is already a newer program version than yours. This might
189have already fixed your problem, particularly if it's a quite conspicuous one.\
190-Read the corresponding manual part. Maybe your bug isn't one. (This game is
191not a Civilization II clone!)\
192-Be sure it's not a problem with the installation or with some third party
193expansion such as alternative AI. If you're not sure, uninstall the game with
194the Windows Application Wizard, reinstall it with no expansion and then test
195again. In the event of problems with an expansion, please contact its author.\\
196
197Before reporting a problem, please try to find a way to reproduce it. A report
198of a reproducable bug is much more valuable. To reproduce the bug it may well
199be enough to load the book in the turn before the problem occured and continue
200in the same way as before. This is even possible in case of a crash, because
201there's always an autosave from the last turn, it's the book with the name
202starting on "~".\\
203
204Then, send me a detailed destription of the problem. Use the web form at\
205::E3 c-evo.org/_sg/contact\
206If your book is
207necessary to reproduce the problem, please attach it. You can find the file in
208this folder:\
209&SAVED
210
211
212#CREDITS
213$Credits\
214
215@@15\\
216
217!Game Design\
218Original "Sid Meier's Civilization" and "Civilization II" design by Sid Meier
219and Brian Reynolds.\
220Changes base on suggestions by Civ fans.\\
221
222!Programming\
223Programming by Steffen Gerlach.\
224
225!Testing\
226Numerous testers. Thanks to all of them!\\
227
228!Other Contributions\
229Several textures taken from "Mayang's Free Textures".\
230City lists by Charles Nadolski.\\
231
232!Graphics\
233Most graphics are taken from free Civ II modpacks. Some of the authors are
234unknown or could not be contacted. If you notice stuff that is under commercial
235copyright, if you're missing your name in the credit list or if you do not
236agree in using your work with this project, please contact us.
237
238
239#QUICK
240$Quickstart\
241
242!!Quickstart\
243
244Basic hints to get started without studying the concepts:\\
245
246-This is a turn based game. While one nation is doing its turn, all other
247nations are inactive (except when contacted for negotiation).\
248-Your turns usually end automatically after you have given commands to all units. When
249there are no units to order, the game is waiting for you to press "End Turn".
250If the game seems to have frozen, this is probably all you have to do.\
251-Most items that you can click are marked with a white frame.\
252-There can be more than one unit in the same location. You only see the
253strongest of them then.\
254-If such a group of units is attacked, only the strongest unit of the group
255fights the attacker. If that unit is defeated by the attacker, the entire group
256of units is destroyed.\
257-You can select one of your units by clicking on it. The unit starts to blink
258then. The button with the exclamation mark opens a unit command menu, the
259commands from which always apply to the selected unit.\
260-To move a unit, use the cursor keys or the right mouse button.\
261-Click one of your cities to zoom to it. Most important to know about is the
262city production project. Click the project display in the middle of the window
263and choose a new project, for example new settlers in order to found new cities.\
264-How fast your cities produce, how fast they grow and how much they contribute
265to money funds and research depends on your management.\
266-Shift+Click on an item pops up a help screen about it in many situations.\\
267
268Note that this game has its own rules and concepts. It's not a true remake of
269another game. C-evo may remind a lot of the commercial "Civilization" series but it's
270different in many regards. This applies to the overall philosophy as well: Don't
271expect anything in this game to be CIVILIZED!\
272
273
274#INTRO
275$Introduction\
276
277@@56\
278!!Welcome to C-evo\
279
280This game lets you replay the development of the human civilization.
281You're leading the nation of your choice through six millenia,
282from the first settlement until the colonization of space. Your way is full of
283difficulties. Resources are limited, wild areas will take centuries to be
284brought under cultivation. Famine and disorder will be a constant threat for
285your growing cities.\\
286
287Your foresight is in demand. Expand your empire and improve your cities.
288Build barracks, universities and power plants, or even some of the famous
289wonders of the world. Discover new technologies and weapons.
290Push exploration forward in order to find fertile lands and to complete
291your world map. Build ships to discover far continents.\\
292
293Naturally, your nation is not the only one on earth. Nations on every continent
294have started to develop their specific culture. Be aware that there's no right
295to existence. Every empire might fall, including yours.\\
296
297Your first contact to a
298foreign nation might not be pleasant, but diplomacy offers a lot of
299possibilities. Buy, sell or exchange all kinds of knowledge. Defend your borders
300or protect them by treaties. It's even possibly to form alliances with other
301nations. But don't rely too much on your pacts, nations are contestants in
302this game! Finally, they are all heading for a goal that only one of them can
303achieve: to win.
304
305
306#BASICS
307$Basics\
308
309!!Basics\
310
311Your nation is formed by units and cities. While units are good for
312exploration, conquest and defense, cities are the source of growth, production
313and research.\\
314
315The world map is divided into quadratical tiles (which appear rhombical but, due to
316the perspective). Each tile has a certain terrain type, which defines
317its properties: resource production, defense bonus and cost of movement for
318units which move onto it. One tile can not contain more than one city, but an
319unlimited number of units of one nation. Get help about a tile by clicking on it
320while holding the shift key.\
321::T Terrain Types\\
322
323The game is turn-based, which means your opponents will not make any moves
324until you have completed your turn. By default, your turn ends automatically
325after all units have moved. If there are no units to move or if you turned on
326"Wait at End of Turn", you must use the "End Turn" button in the right bottom
327corner of the screen.\\
328
329
330#SCIENCE
331$Research\
332
333@@46\
334!!Research\
335
336A nation can discover several advances. Most of them make special buildings,
337unit features, unit designs and/or government forms available. To research a
338particular advance, the knowledge of one or two earlier advances (its
339prerequisites) might be required.\
340::A Advances\\
341
342When the game starts, you will be asked for the first advance to pursue.
343Get help about a particular advance in the list by clicking on
344it while holding the shift key.
345The speed of scientific progress depends on the number of research points (%r)
346your nation produces. If enough %r have been collected, the advance
347will be discovered, and you can choose the next scientific pursuit.
348It's always only one research project at a time, and it's no more possible to
349change the subject of research after it was chosen.
350The cost for a new advance rises with the number of advances your nation has
351discovered.\\
352
353;SCIENCECOST In detail: Cost of research
354
355
356#SCIENCECOST
357$Cost of Research\
358
359!Cost of Research\
360
361The cost for a new advance rises with the number of advances your nation has
362discovered. The exact formula for your difficulty level is:\
363&TECHFORMULA\\
364The number n starts with 4 and increases\
365-not when doing military research\
366-not when developing Computing Technology\
367-by 1 when discovering an advance received from another nation\
368-by 2 in all other cases when discovering an advance, including future technologies\
369-by 1 when acquiring an advance from the Great Library
370
371
372#DIPLOMACY
373$Diplomacy\
374
375!!Diplomacy\
376
377Two nations do not know about each other before a ground unit of one nation
378discovers an adjacent city or ground unit of the other. You can view all information
379you have about a foreign nation on the nation report screen. The extent of this
380information strongly depends on whether you're having a dossier about
381the nation or not. A dossier includes population, territory size, funds,
382a list of the nation's discovered advances, its foreign relations and all
383charts of the nation's historic development except the military.\\
384
385!Contact\
386After two nations know about each other, they can get into contact for
387diplomatic negotiation, allowing them to trade or to sign treaties. A
388negotiation is a sequence of statements exchanged between the opponents.
389However, you can not enter any text. Instead, your statements are automatically
390being generated from the options you choose. These options include making
391proposals, accepting proposals and canceling treaties.\\
392
393A negotiation ends when the opponents have nothing more to offer each other.
394Also, a negotiation can have an unagreed end if one nation breaks it.\\
395
396!Proposals\
397Most diplomatic options arise from making and accepting proposals. In general,
398a proposal is a combination of items a nation wants to receive from the other
399and items it's willing to exchange for them. Possible items are:\
400-A treaty\
401-Current dossier\
402-Military report\
403-Money\
404-Technology\
405-Unit design\
406-World map\
407-Colony ship parts (when having a space port)\\
408
409If a proposal does not contain wants, it's a present. Just like every
410other proposal, a present has to be accepted to become effective. The other way
411round, if the proposal only contains wants but no offers, it's a demand.\\
412
413Advances received from a deal with another nation are not immediately
414applicable. First your nation has to understand the new technology and to learn
415about its application. But this research takes only half of the effort of
416developing it yourself, and you don't need prerequisites.\\
417
418!Treaties\
419Possible treaties are:\\
420
421-Peace Treaty:
422Units of the two nations are not allowed to attack each other or to enter the
423other nation's territory. Units have no siege effect on the other nation's cities.\\
424
425-Friendship:
426Additionally to the effects of a Peace Treaty, the nations exchange dossiers
427each turn.\\
428
429-Alliance:
430An Alliance voids all unit movement restrictions caused by state borders or
431zones of control for the allied nations. Also, allied nations share all
432information (dossier, military, world maps) and they know about each other's unit
433movement.\\
434
435A treaty can only be cancelled in a negotiation or when a nation refuses to
436receive the other one's emissaries. After cancelling a treaty with a nation,
437a nation can't cancel another treaty with this nation within the next 3 turns.
438Cancelling a peace treaty with a nation automatically results in cancelling
439peace with all nations that it's allied with, even own allies.\\
440
441!Credibility\
442You can judge other nations by their credibiliy. The levels are:\
443-Respectable (100% credibility)\
444-Isolationistic (90% thru 99%)\
445-Unpredictable (70% thru 89%)\
446-Mendacious (less than 70%)\\
447
448Each turn in peace increases
449the credibility of a nation by 1, until the maximum credibility is reached.
450Initially, the maximum credibiliy of all nations is 100. Breaking a peace
451treaty pushes credibility down by the half and reduces the maximum achievable
452by 10. Breaking an alliance pact decreases credibility by a
453quarter. The actual credibility of a nation is known to all other nations that
454know about this nation, even without direct diplomatic contact.
455
456
457#SHIP
458$Winning the Game\
459
460!!Winning the Game\
461
462There is only one way to win this game: Colonize the stars! Let your nation be
463the first to complete a transstellar colony ship, heading for a distant world
464suitable for life. A complete colony ship has to be assembled from 12 huge
465parts:\\
466
467;:B67 6 Colony Ship Components\
468;:B68 4 Power Modules\
469;:B69 2 Habitation Modules\\
470
471The production of each of these three types has a high demand for a special
472modern resource. Only a city which exploits a tile providing this resource can
473produce it. Speeding up the production by utilizing freight, rebuilding
474improvements or spending money is not possible. The modern resources are:\
475&MODERN\\
476
477A nation does not recognize these resources before the invention of\
478::A47 Mass Production
479
480
481#MOVEMENT
482$Moving Units\
483
484!!Moving Units\
485
486Units are the mobile part of your nation. All unit moves and commands you order
487apply to the currently selected unit. This one is blinking in the main window,
488and also displayed with some extra information at the bottom of the screen
489beside the overview map. Move a unit using the cursor resp.
490numeric keys or by a right mouse click on the destination tile.\\
491
492!Restrictions\
493A unit can always move to an adjacent tile, except for the following
494situations:\
495-The destination tile is occupied by units of another nation.\
496-The unit has not enough movement points left. See below.\
497-A ground unit is trying to move onto a sea tile or vice versa.\
498-A ship is trying to move to the open sea without navigation capability.\
499-A zone of control is violated, see below.\\
500
501!Aircraft\
502Aircraft must return to the ground in every turn. An aircraft that is not
503located in a city or military base or aboard a carrier in the end of the turn
504will be lost. There is, however, a way to escape this restriction to some
505degree:\
506::F7 the Fuel feature.\\
507
508!Movement Points\
509Each move takes "time": it consumes movement points (MP). Ships and
510aircraft as well as ground units moving through plain terrain take 1 MP for
511moves, which go parallel to the tile grid (e.g. to the North-West)
512resp. 1.5 MP for transversal moves (e.g. directly to the North). For ground units in difficult
513terrain, these costs increase by 20% resp. 30% of the unit speed more than 1.5 MP.
514To move into a mountain area, a ground unit needs its full movement and will
515not move the next turn.\
516::T Terrain Types\\
517
518Example of MP needed for possible moves:\
519@MoveShot\
520-Left - A unit with initially 1.5 MP\
521-Right - A unit with initially 3 MP\\
522
523If a ground unit moves along a road, river or canal, the costs are 0.4 MP resp.
5240.6 MP, no matter of terrain type. If it can take advantage of a railroad
525connection, moves cost only 8% resp. 12% of the unit speed.\\
526The full MP of a unit, which correspond to the speed of the unit design, are being restored
527in the beginning of each turn. Damaged ships do not reach the full speed. Their
528MP are reduced proportionally to the damage, but never below 2.5 MP.\\
529For longer moves you can use the go-to function. Just right-click on the
530destination tile.\\
531
532!Zones of Control\
533There are two types of units: such with a Zone of Control (ZoC) and such
534without. A ZoC unit can't move between land tiles which are both adjacent to
535enemy ZoC units, except one of these tiles is an own city, or the destination tile is
536already occupied by an own ZoC unit. Ships, aircraft, and special commandos have no
537Zone of Control. Units that are loaded to a transport also don't have a ZoC. Units
538without ZoC can't siege tiles.\\
539
540!City Capture\
541Ground units with attack power can move into an undefended enemy city. Then
542this city has been captured by your nation and is now one of yours. Enemy units which
543had their home in the captured city are being destroyed. The size of the
544city reduces by 1, which leads to the city's destruction if it falls below the minimum city
545size of 2 then. A captured city remains in disorder for three turns.
546
547
548#COMMANDS
549$Unit Commands\
550
551@@16\
552!!Unit Commands\
553
554The command menu offers several commands for the currently selected unit,
555depending on its design and location:\
556
557-Disband: Disband unit\
558-Integrate: Integrate unit into the new unit currently produced by the city it's located in\
559-Go On: Continue movement to previously given destination\
560-Wait: Select next unit\
561-No Orders: No orders and no more automatic selection for this turn\
562-Stay Here: No orders and no more automatic selection\
563-Recover: No orders and no more automatic selection until the unit has recovered to 100% health\
564-Support From Here: Make the city which the unit is located in its home\
565-Return to Nearest City: Move unit to any own city as fast as possible\
566-Center: Center main window to unit location\
567-Pillage: Destroy terrain improvement (Pillaging costs 1 MP and destroys one
568improvement at a time.)
569
570
571#SETTLE
572$Colonization\
573
574@@29\
575!!Colonization\
576
577Settlers and engineers can build terrain improvements, which improve the
578properties of that tile:\
579
580-Settle Down: the settlers start building a new city\
581-Build ...: build terrain improvement, see below\
582-Clear Forest: change forest tile to prairie\
583-Drain Swamp: change swamp tile to grassland\
584-Afforest\
585-Transform: transform terrain type, see terrain types for transformation
586effects\
587-Clean up Pollution\\
588
589Building a terrain improvement takes a certain number
590of movement points. These MP can be collected over several turns, and more than
591one working unit can contribute. However, a unit needs 1 MP left in the
592current turn in order to start a job. Engineers MP do not have more effect than
593Settlers MP, but Engineers have more of them, that's why they work faster.\
594::J Terrain Improvements\
595::T Terrain Types
596
597
598#COMBAT
599$Combat\
600
601!!Combat\
602
603You can attack an enemy unit on an adjacent tile using keyboard or mouse,
604exactly as you'd move onto that tile. But not every attack is allowed.
605Normally, you can't attack a sea unit with a ground unit or vice versa. Ships
606can not attack from inside cities and from canals. Aircraft may only be
607attacked by other aircraft, except they're located in a city or military base.
608The weaker unit will be destroyed in the battle, the stronger will be damaged -
609the more superiority, the less damage. You can get an exact forecast of an
610attack by right-clicking on the target while holding the shift key.\\
611
612A unit's basic combat strength differs between attack and defense. The two
613values are usually noted together with a slash, e.g. a 75/25 unit design has a
614basic attack strength of 75 and a basic defense strength of 25. In a particular
615combat, these values are modified by several factors:\
616-Experience. Each level increases the strength of a unit by 25%. See below.\
617-Terrain bonus for ground units (defender only). See terrain type list.\
618-Special facilities (defender only), e.g. city wall or fortress.\
619-Fortification (defender only). A ground unit that is not loaded to a transport
620and didn't move in the previous
621turn has fortified and thus gets an additional 50% strength bonus.\
622-Aircraft in cities or bases have no defense strength, ships have their
623strength in cities and on canals reduced to half.\
624Note that these bonus values have accumulative effect, not multiplicative.\\
625
626If the attacking unit has less than 1 MP left, it doesn't have enough time
627for a well-organized attack. Its strength is reduced proportionally in that
628case.\\
629
630!Attacking a Group of Units\
631If two or more units are located at the same tile and being attacked, only one of
632them is going to defend the position. This is always the unit which was visible
633to the attacker before he attacked. Usually, the defender is the strongest unit
634present.\\
635
636;TILEDEF In detail: Tile defender\\
637
638If the defending unit is defeated and not located in a city, fortress
639or military base, all units on the same tile will be destroyed - even
640submarines and stealth aircraft.\\
641
642!Experience\
643The experience of a unit increases with the damage it receives in combat: 100%
644make one experience level. The experience levels are:\
645&EXPERIENCE\\
646
647!Recovery\
648A damaged unit regenerates proportionally to its movement points left at the
649end of a turn. If it has not moved within this turn, its health increases by
6508 resp. by 20 if it's located in a city or military base, provided the city is
651not in disorder. However, the health
652of the unit can not increase by more than a factor of 2 per turn. Units do not
653recover on water. Airplanes only recover in cities and military bases.\\
654
655!Bombardment\
656Ships and aircraft with attack power can bombard adjacent undefended enemy
657cities, provided the unit has at least 1 MP left. The population of the
658bombarded city decreases by 1, as long as this would not lead to its complete
659destruction. The unit does not take damage and not gain experience. Order
660bombardment using mouse or keyboard in the same way as an attack.\\
661
662!Expelling Units\
663A nation can expel units of nations that it has a peace treaty with from its
664territory using an own unit. This must be a ground or naval unit with at least
6651 MP left, which would be able to attack the foreign unit if there was no
666treaty. Order this action using mouse or keyboard in the same way as an attack.
667
668
669#TILEDEF
670$Tile Defender\
671
672!Tile Defender\
673
674A group of units, when attacked, is usually defended by the strongest of these
675units. But under certain conditions not. The exact scheme for choosing the tile
676defender is as follows:\
677-The supreme criterion considers the categories of the units. First choice are
678fanatic ground units, second are normal units with zone of control,
679third are normal units with no zone of control, fourth are submarines and
680stealth aircraft. Units loaded to a transport ship or plane never defend.\
681-If two or more units are in the highest category, the one with the best
682defense strength will do the job. The strength calculation considers
683experience, health and fortification. Not being considered are special features
684which are only effective against special enemies.\
685-If two or more units have the same highest defense power (not very likely),
686the one with the least production cost will defend.
687
688
689#SPYMISSIONS
690$Covert Operations\
691
692@@28\
693!!Covert Operations\
694
695Only special commandos are able to perform covert operations. You can order such an operation by
696moving a commando into a foreign city. Choose from five mission types:\
697-Sabotage production: City production will be paralysed next turn.\
698-Steal maps.\
699-Collect third nation knowledge: You acquire any knowledge this nation
700has about third nations.\
701-Prepare dossier. Call the nation screen, the research report and the charts for the details. \
702-Prepare military report.\\
703
704A peace treaty between two nations forbids operations against each other. However,
705special commandos are able to infiltrate any territory, with no respect to treaties.
706
707
708#CLASSES
709$Unit Designs\
710
711!!Unit Designs\
712
713Your nation can only produce units of known design. Warriors
714and Settlers are known right from the start, some special units become
715available with a certain advance or wonder.\
716::S Special Units\\
717
718All other unit designs you wish to produce must be developed by your
719scientists. After you have the needed base knowledge (e.g. Warrior Code for
720introducing new ground units), you can choose "Military Research" from the
721research selection, which brings you to the Military Research screen:\\
722
723@DraftShot\
724
725Legend:\
726-1: Weight\
727-2: Current modifiers\
728-3: Select features and capacities here\
729-4: Domain selection\
730-5: Properties of the new unit\\
731
732The properties of a unit design depend on two things: Firstly, on what
733technologies are available when you research it. Some scientific advances cause
734an upgrade in one or more weaponry branches, increasing the appropriate
735strength modifier - and the cost modifier, too. There are also transport
736modifiers, influencing the number of units a transport unit can carry.\\
737
738Secondly, the new unit design depends on what capacities and special features
739you select for it. Increase resp. decrease single features by clicking the
740small buttons on the left. Most of the features increase cost (%p) and weight
741(%w) of your unit. The maximum weight depends on the weapon branch and the
742technologies you have discovered. Get help on a particular feature by clicking
743on it while holding the shift key.\
744::F Unit Features\\
745
746In the end, attack strength, defense strength and transport capacity of the
747unit design are calculated with base value × modifier. If you play on the lower
748resp. higher difficulty level, the costs of a unit decrease resp.
749increase by 25%.
750
751
752#CITIES
753$City Management\
754
755@@43\
756!!City Management\
757
758The main function of a city is to collect resources from the surrounding area
759and to process them. Your nation starts with a single city, your capital. There
760are two ways to get addional cities: settle down a settler in order to found a
761new city, or capture an enemy city. Founding cities is only possible in terrain
762that allows irrigation (Grassland, Plains, Prairie, Hills, Tundra).\\
763
764Each city has its own management screen, which pops up when you click on it: \\
765
766@CityShot\
767
768The parts of this screen are described within the following sections.\\
769
770!Citizens\
771
772The population of a city is managed in large groups, each represented by one
773face on the screen. The size of the city, counted in groups, is shown in the
774top left corner of the city screen. The minimum size of a city is 2. Any event
775which would reduce the size to less than 2 means disbandment of this city. The
776maximum city size is 8 but can be increased with special city improvements.\\
777
778Each group can exploit one tile in the city area (1) to collect the resources
779of this tile. A tile can't be exploited by more than one group. Tiles which are
780already exploited by another city (own or foreign) are marked as unavailable.\\
781
782Groups which do not exploit a tile remain in the civil service as police units
783(2) - more about that in the next section.\\
784
785!Happiness\
786
787The top right panel on the city screen (3) shows the happiness status of the
788city. Three items are important for this section:\
789
790-Wealth (symbol: %l). It's generated from trade, if wealth is turned on in the
791"Economy and Tax" settings. See section "Trade" below.\
792-Morale (%m). A city always starts with 4 basic morale points, indicated on the
793city tile. The value can be increased by certain city improvements.
794Additionally, the wonders of the world increase morale in the city they're
795built in by 2%m each.\
796-Control (%o). This results from maintaining police units. Each group of citizens
797in civil service increases control by 2%o. The special unit Town Guard also
798allows to control the population.\\
799
800Morale and wealth increase the happiness of the population. It's fundamental
801for the city's function that each group of citizens is either happy
802or under control. So the sum of happiness (morale and wealth) and control must
803not fall below the population number. If it does, civil disorder is the consequence.\\
804
805Under some government forms, unrest lowers the happiness of the population in
806certain situations. For more, see\
807::G Government forms\\
808
809!Faith\
810Under fundamentalism, the happiness calculation is different. Every group of
811inhabitants produces one point of faith which is enough to make this group
812happy. So the happiness status of a city under fundamentalism doesn't require
813any attention, because there is no chance of disorder. Morale and control
814are irrelevant.\\
815
816
817!Resources\
818
819Tiles make their resources once per turn. There are three basic resource types
820collected in the city area: food (%f), material (%p) and trade (%t).
821These three resource types are processed in different ways, described in the next
822three sections.\\
823
824The output of a single tile depends on:\
825::T Terrain type\
826::J Terrain improvements\
827::G Government form\\
828
829!Food\
830The food resource (%f) represents all kind of food. The processing of this
831resource is shown on the food panel (4). It is necessary to supply the city
832population, since each group of citizens consumes 2%f per turn. There are also some unit types that
833take food support from their home city. Lacking food will be taken from the food
834storage of the city. If the storage is empty, the city will be stricken with
835famine: one group of citizens resp. one unit relying on food support will die. But usually,
836the city produces more food than necessary.
837If so, the surplus goes to the food storage. Exception: big cities (size 8 and
838bigger) with only a single surplus resource; they convert it to money.
839Whenever the storage is full and the city has not yet reached the maximum size,
840the city grows, i.e. it's getting one additional group of citizens.\\
841
842!Material\
843Material (%p) is an abstract resource type that stands for anything usable
844for production: wood, ore, oil etc. The processing of this
845resource is shown on the material panel (5). Some of the material is required to support
846units which have their home in the city. The rest of the material is being
847accumulated for production. You can change the project of the city (6) by
848clicking on it. The city map (7) shows the current improvement state of the
849city. Find more about production in the chapter "Production".\\
850
851!Trade\
852This resource type (symbol: %t) stands for resources having a value for trading.
853Trade is
854only produced by tiles in the city area, not by the tile in which the
855city itself is located - even not if this is a tile with a gold resource.
856The processing of trade is shown on the trade panel (8). Some of the
857trade income is lost due to corruption, which depends on the government
858form and increases with the distance between a city and your nation's
859capital. The rest of the %t is first being taxed according to the current tax
860rate, as adjusted in the "Economy and Tax" settings. What remains is split into
861research and wealth, as set in "Economy and Tax". Taxes (%c) go to the money
862funds, research points (%r) go to the current research project of your nation.
863Wealth (%l) increases the happiness of the city population. Note that
864collecting trade requires at least a\
865::B49 Town Hall.\\
866
867;CORRUPTION In detail: Corruption calculation\\
868
869!Siege\
870A city can't exploit a tile on which a unit of a foreign nation is located, except the
871two nations are at peace. So enemy units are able to siege your cities by blocking
872access to food, material, and trade resources. Of course you can siege enemy cities
873as well. If the area of your city is overlapping an enemy city area, siege allows
874you to stop the enemy city from exploiting a tile, so your city is able to exploit that
875tile the next turn.\\
876
877!Automatic Population Management\
878The allocation of the groups of city inhabitants to tiles in the city area and
879to civil service happens automatically and optimally. You only need to set
880the priorities for the optimization with the primacy selector (9). There are 5
881positions:\
882-Maximize Growth (default setting). Maximize the city growth with no
883compromize. Any number of other resources is sacrificed for a gain of a a
884single food point.\
885-Maximize Production. Maximize the production with no compromize, although tax
886is still considered useful for rushing projects. But any amount of food and
887research is sacrificed for a gain of a a single material point.\
888-Maximize Research. Maximize the trade-related output of the city (research and
889tax) with little compromize. Food is considered almost worthless.\
890-Hurry Production. A compromise between growth and other aims, where production
891takes precedence over research and tax income.\
892-Hurry Research. A compromise between growth and other aims, where research and
893tax income take precedence over production. Trade Goods are
894considered tax, not production for the evaluation.\\
895
896;OPTI In detail: The formulas\\
897
898Note that, under some circumstances, certain settings can't match their name
899because what they are targeting at doesn't exist. Examples: "Max Production"
900when city produces Trade Goods, "Max Growth" when
901city can't grow, "Max Research" when city doesn't have a Town Hall. The
902settings still work in these cases, but only with their second priorities,
903which might lead to unexpected results.\\
904
905Superior to the selectable primacy, the optimization always considers three
906criteria that you can't change:\
907-1st priority: Civil order is maintained\
908-2nd priority: Unit material support is granted\
909-3rd priority: Food supply for population and supported units is granted\\
910
911!Full Control\
912If you don't want to use the automatic population management for some reason,
913you can turn it off by clicking the primacy selector at the bottom segment or
914by clicking in the city area. This allows you to freely choose which tiles to
915exploit. Click an exploited tile to send the group which is allocated to it
916to civil service. Click a non-exploited tile to exploit it with a group which
917is in civil service currently. (The latter, of course, only works if there is
918such group.) This way, you can move a group from one tile to another in two
919steps.\\
920
921When the automatic management is turned off, you have to care for everything
922alone: food supply, unit support, civil disorder. You might come across
923problems that you never had before.\\
924
925!Civil Disorder\
926Whenever a city can't control its unhappy population (as described in the
927section "Happiness" above), it will fall to disorder and stop production,
928research and tax collection. In the second successive turn of disorder, the
929city will also stop unit support, so it will lose one of the units requiring
930support in each turn until the order is restored.\\
931
932The automatic population management usually prevents civil disorder. The only
933situation in which this doesn't work is when there's too much unrest. So, if
934you experience disorder in a managed city, reduce unrest by moving the units
935that cause the unrest to a position where they don't, or disband them.\\
936
937If you turned the automatic management off, it's on you to get the happiness
938balance of the city right. The most frequent response to impending disorder is
939to expand the police.
940
941
942#CORRUPTION
943$Corruption Calculation\
944
945!Corruption Calculation\
946
947The exact corruption of a city is calculated using this formula:\
948@Corruption\
949-T - Trade produced by the city\
950-C - Corruption factor of the government form\
951-D - Distance between the city and the capital\
952-Dmax - Maximum theoretical distance between two cities (the whole map height
953and the half map width away from each other)\\
954
955If a nation has no capital, corruption is 50% in all cities with a courthouse
956and 100% in all other cities, no matter which government form.
957
958
959#OPTI
960$City Optimization Formulas\
961
962!City Optimization Formulas\
963
964Mathematically, the five primacy settings of the automatic population
965management only differ in the value m that is
966being maximized. The calculation of m considers food (f), production (p),
967tax (t) and research (r) after all amplifying effects:\
968-Maximize Growth: m = f, m2 = 2p + t + r\
969-Maximize Production: m = 4p + t, m2 = r, m3 = f\
970-Maximize Research: m = 2r + t + p, m2 = f\
971-Hurry Production: m = sqrt(f) * (8p + 2t + r)\
972-Hurry Research: m = sqrt(f) * (r + t + p)
973
974
975#PRODUCTION
976$Production\
977
978!!Production\
979
980After founding or capturing a city, its project is set to "Trade Goods",
981means the collected material is being converted to money. You can select another
982project by clicking on the project picture. The choice depends on the current
983knowledge level of your nation. Get help about a particular project in the list
984by clicking on it while holding the shift key. Choose from three categories of
985projects:\
986-Units\
987-City and state improvements\
988-Wonders\\
989
990If you change a city's project to another project of the same category, you
991will lose 1/3 of the collected material. If you change to a different category,
992the collected material will be sold. To
993speed up the production of a city or state improvement, you can
994rebuild an existing building for it, which redeems 2/3 of the production
995material of that building. To speed up the production of a unit (except for
996freight units), you can integrate a unit located in this city. This redeems 2/3
997of the production material of that unit, provided its health is 100% or
998reduced proportionally, if not.\\
999
1000!Emigration\
1001Settlers, Engineers, Slaves and Conscripts are formed from city population,
1002thus the size of a city reduces when it produces a unit of these kinds. The
1003production of Conscripts and Slaves means an emigration of one group of citizens,
1004Settlers and Engineers take two groups. Emigration is reversible: These units
1005can be added to a city, provided it has not reached the maximum size. That
1006makes the population of that city grow by 1 resp. 2 groups.\\
1007
1008!Conscription\
1009You can produce any ground unit as conscripts. The unit emigrates from the
1010city then, and additionally it needs 1%f food support. The production costs of the unit
1011decrease by 3 times its cost multiplier, but not below the single multiplier.
1012Calling up conscripts requires the
1013knowledge of\
1014::A18 Conscription\\
1015
1016!Buying and Selling Projects\
1017You can speed up a production so that the project is complete the turn after.
1018This costs fourfold the amount in money as %p are outstanding. The other way
1019round, you can sell a project by changing it to "Trade Goods". The collected
1020resources are converted to money then.\\
1021
1022!Pollution\
1023Each exploited material resource causes one pollution point. Each group of citizens
1024tolerates one pollution point, more pollution accumulates. If the accumulated
1025pollution of a city exceeds 240, a tile in the city radius will be polluted,
1026thus losing half of its resource output. Pollution can be cleaned up with
1027settlers and engineers.
1028
1029
1030#BUILDINGS
1031$Buildings\
1032
1033@@67\
1034!!Buildings\
1035
1036Each building has a special positive effect on the city it's built in, or on
1037your whole nation. There are three types of buildings, which differ in how
1038often they are allowed to be built:\
1039-City Improvements: Can be built once in each city.\
1040-State Improvements: Can only exist once in your nation. If a city builds a
1041state improvement that already existed in another one of your cities, the older
1042building is being sold.\
1043-Wonders: Can be built only once on earth. If a nation has built a wonder, the
1044other nations can't produce this one anymore. If a wonder has been destroyed
1045(because its city was destroyed), it's lost for all time.\\
1046
1047::B City Improvements\
1048::B201 State Improvements\
1049::B202 Wonders\\
1050
1051Most city and state improvements cause maintenance costs, which are
1052taken from your nation's money funds. If the funds are too low, a random
1053building is being sold.\\
1054
1055Click the button "Show Improvements" in the city screen to see the improvements
1056built in the city. If you wish to sell or rebuild one of them, click on its
1057picture. The proceeds of an improvement sale are equal to its production cost
1058and go to the money funds.
1059
1060
1061#SUPPORT
1062$Unit Support\
1063
1064!!Unit Support\
1065
1066Each unit needs to be supported by its home city with one %p each
1067turn. Ships with a weight of 6%w or more take double support.
1068Initially, the home city of a unit is the city it was produced in. If you
1069want to change the home city, move the unit to the desired city and choose the
1070"Support From Here" command. Click the button "Show Support" in the city screen to
1071see the units supported by the city.\\
1072
1073A small number of free units do not need support, indicated by a grayed (%n) instead
1074of the normal support symbol (%p). This number depends on the government form. If the
1075city does not produce enough material to support all of its units, one
1076unit will be lost. This is usually the least worthy.\\
1077
1078If a city remains in disorder for more than one turn, it stops unit support; so
1079if there are units to support by this city, one of them is lost in each turn.
1080
1081
1082#MACRO
1083$Macro Management\
1084
1085!!Macro Management\
1086
1087Playing this game should be fun, not a job. Macro management helps you to get
1088rid of repetitive tasks, so that you can concentrate on strategy. Macro
1089management does not allow to do things that you couldn't do without, but it
1090allows to play in a more efficient way. However, it is not recommendable to
1091make use of macro management before you have understood the basics of what you
1092want to have managed.\\
1093
1094!Terrain Enhancement\
1095This allows to define a fixed order of terrain improvements for each terrain
1096type. After you have defined a terrain enhancement, you can apply it with the
1097Settler command "Enhance" - the Settler will build the chosen terrain
1098improvements in the order defined. With a three-button mouse, you can even
1099combine this with the go-to function, just click with the middle mouse button
1100onto the tile to improve, and the Settler will automatically move there and
1101work.\\
1102
1103!City Types\
1104You can define improvement queues for four types of cities. Use drag&drop to
1105arrange the building order. In order to switch a city to the building queue,
1106choose the desired city type as its project. Changes in the city type building
1107order will automatically apply to all cities. However, the current building
1108project of a cities is never being abandoned. The city type will keep chosen
1109even after all improvements are complete.
1110
1111
1112#START
1113$Using the Start Screen\
1114
1115!Starting a Game\
1116
1117The start screen has three pages, switch them with the tabs at the top. To
1118start a new game, go to the page "New Book". Choose the number of foreign nations
1119there and your difficulty level. If you have alternative AIs
1120installed, you can pick one of them instead of the standard AI by clicking the
1121AI box. To start playing, press "Start".\\
1122
1123!Free Player Setup\
1124When you check the box "Free Player Setup", you have much more freedom in defining
1125competitors and difficulty levels. Only this mode allows to play multiplayer
1126games in hotseat mode, to play against different AIs
1127at the same time or to start AI-only games in supervisor or in tournament mode.
1128Use the nine boxes to select how many human players and how many AI
1129controlled nations are going to take part in the game. Just click the boxes and
1130pick the competitor from a list. The left three boxes have an additional switch
1131labelled "3", making these boxes a selection for 3 nations at once, so that you
1132can compete against up to 14 nations in total.\\
1133
1134Every competitor has its own difficulty level, you can adjust it at the left
1135side of the box. One bar stands for the easiest level, three bars are the
1136hardest one. For example, if you play against AI and wish to
1137have your game as hard as possible, put your own difficulty (i.e. that of the
1138Local Player) to the highest and all the difficulties for AI nations to the lowest.\\
1139
1140A higher difficulty results in slower population growth, slower production and
1141slower research, since the city food storage size as well as the production
1142and research costs are increased.\\
1143
1144!Loading a Game\
1145
1146When you break a game and decide to save the book, it will apear in the list of
1147old books. Select it and press "Open" to continue with playing. A book contains
1148all turns of a game. If you'd like to open the game at another point than its
1149end, use the textbox to specify the year before you open the book.\\
1150
1151!Maps\
1152
1153By default, you play on a random world map that is automatically
1154generated at the beginning of the game. On the "Maps" page, you can adjust two
1155parameters of this world: its size and the percentage of land.\\
1156
1157Alternatively, it is possible to play on a special map that someone has
1158designed for C-evo, e.g. a map of the real earth. The package does not
1159contain maps, but there are several ones available from the project homepage.
1160Move map files to the subfolder "Maps".
1161You only need the map to start a game. The map is not necessary to open the
1162book later, because the map is being saved within it.
1163
1164
1165#MAPEDIT
1166$Map Editor\
1167
1168!!Map Editor\
1169
1170There is a simple editor for maps contained in the game. To run it, switch to
1171the page "Maps" on the start screen. Select the map you wish to edit and press
1172the "Editor" button. If you'd like to create a new map, choose "Random Map",
1173adjust size and land mass of the desired map, then start the editor.\\
1174
1175The operation of the editor is very simple. Pick a terrain type or object
1176from the list at the bottom of the screen, then paint it to the map using the
1177mouse. The differentiation between ocean/coast and normal tiles/special
1178resources happens automatically, you have no influence on that. Don't forget
1179to add at least one deposit of each modern resource, otherwise it will be
1180impossible for the players to complete the transstellar colony ship.\\
1181
1182It's important to define nation starting positions. A map cannot be played by
1183more nations than there are starting positions on the map. If no starting positions
1184are defined, this map is not playable. If you'd like to have the human player
1185start at a certain one of the positions, define it as preferred.\\
1186
1187Maps are not shown to the player on the start screen. Instead, you can make a
1188theme picture for a map. This must be a BMP file with the same name as the
1189map. Just put it to the maps folder. The maximum size of the picture is 192×96
1190pixels.
1191
1192
1193#AIT
1194$AI Tournament\
1195
1196!!AI Tournament\
1197
1198If you have different AIs installed, you can let them compete against each
1199other in a tournament. Switch to "Free Player Setup" on the start screen and
1200choose "AI Tournament" in the middle box, then
1201press "Start". This will make the game reduce itself to a small dialog.
1202After pressing the play button, C-evo will start to play an endless series of
1203complete games (rounds). The result are simple statistics, which are updated
1204after each round:\\
1205
1206@AITShot\
1207
1208The numbers stand for:\
1209
1210&AITSTAT
1211
1212#HOTKEYS
1213$Mouse and Keyboard\
1214
1215Mouse functions in main map:\
1216-Left mouse button on own unit - Select unit\
1217-Left mouse button on own city - Zoom to city\
1218-Left mouse button on foreign unit - Get info\
1219-Left mouse button on foreign city - See city defense\
1220-Left mouse button on unoccupied tile - Center view to clicked position\
1221-Right mouse button - Move selected unit to clicked position\
1222-Right mouse button (Supervisor) - Create unit\\
1223
1224Keyboard functions in main map:\
1225-Cursor keys - Move selected unit\
1226-"+" key on numeric pad - End turn\
1227-1 thru 7 - shortcuts for the small buttons beside the overview map\
1228-Many menu shortcut keys, see menus
1229
1230#TRADINGGOODS
1231$Trade Goods\
1232
1233!!Trade Goods\
1234
1235When a city produces trade goods, the material that would usually be used for
1236production will directly be converted to money.
1237
1238#MILRES
1239$Military Research\
1240
1241!!Military Research\
1242
1243Your nation needs to do military research in order to introduce new unit
1244designs.\
1245:CLASSES Unit Designs
1246
1247#ADVHELP
1248Maximum weight of air units rises to 7%w.
1249*
1250*
1251*
1252Maximum weight of ground units rises to 10%w.
1253*
1254*
1255Makes building roads over rivers possible.
1256*
1257*
1258*
1259*
1260*
1261*
1262*
1263*
1264*
1265*
1266Allows use of conscripts.
1267Makes fortress building possible.\::J See list of terrain improvements.
1268*
1269*
1270*
1271*
1272*
1273*
1274*
1275*
1276*
1277+1%t on all plain terrain tiles with road.
1278Makes terrain transformation and canal building possible.\::J See list of terrain improvements.
1279Allows development of air units.
1280*
1281*
1282Maximum weight of ground units rises to 7%w.
1283*
1284*
1285*
1286*
1287*
1288*
1289*
1290*
1291*
1292*
1293+1%t on all tiles with river.\Allows development of naval units.
1294*
1295Modern resources become available.\Key Technology: Other nations notice when a nation discovers mass production.
1296*
1297Makes building of military bases possible.\::J See list of terrain improvements.
1298*
1299*
1300*
1301*
1302*
1303*
1304*
1305*
1306*
1307*
1308*
1309*
1310*
1311*
1312Farmland terrain improvement becomes available.\::J See list of terrain improvements.
1313*
1314*
1315*
1316*
1317Makes building railroads possible.\::J See list of terrain improvements.
1318*
1319Advanced special resources become available.\Key Technology: Other nations notice when a nation discovers science.
1320*
1321Maximum weight of naval units rises to 7%w.
1322*
1323*
1324*
1325Maximum weight of naval units rises to 9%w.\Increases maximum usage of armor by 1.
1326*
1327*
1328*
1329*
1330*
1331Key Technology: Other nations notice when a nation discovers transstellar colonization.
1332*
1333*
1334Allows development of new ground units.
1335*
1336*
1337*
1338+5% research in cities with university\+10% research in cities with research lab
1339+5% production in cities with factory\+10% production in cities with manufacturing plant\(does not increase pollution)
1340*
1341*
1342
1343#IMPHELP
1344Enables special unit:\\::S7 Army of Slaves
1345The nation steals full state information (dossier) and an advance of choice from each city captured. Stolen advances are treated the same as traded ones - they need to be understood before they can be applied, which takes half of the normal research effort, but they don't require prerequisites.
1346Desert tiles can be changed to Plains/Grassland.\All units are resistant to terrain hostility.
1347Building costs for wonders are decreased by a quarter.
1348All coast tiles gain one additional %p.\\This wonder can only be built in coastal cities.
1349The nation gets each technology that is already known to more than half of the extant nations. Advances received this way are treated the same as traded ones - they need to be understood before they can be applied, which takes half of the normal research effort, but they don't require prerequisites.
1350For every temple of this nation and for every temple of every nation that it has contact to, 1%c per turn is added to the nation's treasury.
1351Enables three special unit features:
1352The nation gains a number of research points that corresponds to two fully-researched advances. Usually, this results in an immediate research breakthrough and another one in the next turn.\\Additionally, the wonder enables a special unit:\\::S8 Glider
1353Speed +2 for all ships of the nation.\\This wonder can only be built in coastal cities.
1354The cost of immediate completion of buildings and wonders is reduced to 2%c per material resource outstanding.
1355*
1356Research is doubled if government form is Monarchy.
1357Cathedrals get +2%m.
1358*
1359Cities find their own individual balance between research and wealth. The wealth production is adjusted to the optimal amount.\\For cities under full control, this wonder usually prevents disorder, but not in a city producing so little trade or having so much unrest that even 100% wealth are not enough.
1360Prevents the wonders of this nation from expiring. Wonders that have already expired get reactivated.
1361Counts as a hydroelectric dam in each city.\\This wonder can only be built in cities adjacent to rivers or mountains.
1362Moving along railroads no longer requires movement points.
1363Starts the Cold War. During this period no diplomatic activities are possible. The Cold War lasts 40 turns.
1364The whole world becomes visible for one turn. A dossier and military information about all nations is obtained.\\In order to produce this wonder, a nation must have a\::B66 Space Port
1365*
1366*
1367*
1368*
1369*
1370*
1371*
1372*
1373All ground units to build in this city begin hardened. The health of ground units located in this city doubles in each turn.
1374Storage remains half-filled after city grows.
1375+2%m.
1376Tax and wealth +50%.
1377Research +50%.
1378Enables collecting trade with no limit and reduces corruption by 50%.
1379+200% defense for city defenders against ground units. City does not lose population when defenders are destroyed by ground units.
1380Increases the maximum size of the city to 12.
1381Tax and wealth +75%.
1382+4%m.
1383Research +75%.
1384+1%f on coast tiles.\\This improvement can only be built in coastal cities.
1385+4%m.
1386Production +50%, pollution +50%.
1387Production +50%, pollution +50%.
1388Prevents pollution completely.
1389Power plant, doubles effect of factory and manufacturing plant.\(More than one power plant is not effective in a city.)\Pollution +50%.
1390Power plant, doubles effect of factory and manufacturing plant.\(More than one power plant is not effective in a city.)\Pollution -50%.\\This improvement can only be built in cities adjacent to rivers or mountains.
1391Power plant, doubles effect of factory and manufacturing plant.\(More than one power plant is not effective in a city.)\Does not increase pollution.
1392+1%p on coast tiles.\\This improvement can only be built in coastal cities.
1393Enables collecting up to 3%t per tile.
1394Increases the maximum size of the city to 30.
1395Enables farmland benefits.
1396Doubles trade benefit of the wheel.
1397Research +75%.
1398+100% defense for city defenders against air units and protection from bombardment by such units.
1399+100% defense for city defenders against sea units and protection from bombardment by such units.\\This improvement can only be built in coastal cities.
1400All air units to build in this city begin hardened. The health of air units located in this city doubles in each turn.
1401All naval units to build in this city begin hardened. The health of sea units located in this city doubles in each turn.
1402Enables collecting trade with no limit and prevents corruption in this city completely. Makes this city the capital, which affects corruption of all other cities, see under:\:RESOURCES Resource Types
1403Counts as a city wall in each city on the continent where it's built. (The poles do not count as continent connection.)
1404Generates a number of morale points equal to the size of the city
1405The total research output of this city is doubled.
1406All ground units to build in this city are elite. The health of ground units located in this city doubles in each turn.
1407+100% defense for this city's defenders against any attacker.
1408+12%f for this city
1409Doubles effect of all banks.
1410Special resources +100%.\\Enables the production of a transstellar colony ship and gives control of it. Losing the space port results in losing the space ship. When the space port is captured by another nation which also has a space port, this nation captures the colony ship at the same time.
1411
1412*
1413*
1414*
1415
1416#FEATUREHELP
1417Attack base value +1.
1418Defense base value +1.\Note: This feature can only be used twice for ground units resp. three times for sea and air units.
1419Speed +0.5.
1420Troop transport base value +1.
1421Aircraft transport base value +1.\Transport planes can not be transported by carriers.\Includes Radar / Sonar feature.
1422Speed +2.
1423Attack base value +2 for first attack to a ground or sea target after start from city, carrier or military base.
1424Unit doesn't have to return to a city, carrier or military base for one more turn with each fuel point.
1425Troop transport base value +1.\Transport planes can not be transported by carriers.
1426Unit can move over the open sea.
14272 tiles observation range. Locates submarines in adjacent tiles.
1428Invisible to enemy units.
1429Ground units ignore effect of city walls and can attack ships on adjacent coast tiles, excluding submarines.\Ships can attack cities and targets on adjacent ground tiles.
1430Move in each terrain as fast as on a road.
1431The health of transported units doubles in each turn.
1432Attack and Defense base value each +1. Double support required. Unit can only move along road, river or canal with double movement cost or along railroad and can not be transported.
1433+100% defense against air units.
1434Investigates adjacent cities and unit stacks (including stealth aircraft).
1435Speed +1.\This feature is no longer applied after Nuclear Power is available.
1436Speed +2.
1437Speed +4.
1438Invisible to enemy units.
1439When the unit is destroyed in combat, it deals twice the normal damage.\\Fanatic ground units defend a position even if stronger defenders are present.\\This feature is not effective when the unit's nation is a Republic, Democracy or Future Society.
1440When the unit destroys another one with an attack, it takes only half the normal damage.
1441Unit attacks at full strength even if it has less than 1 MP left.
14422 tiles observation range. Unit fortifies if it has at least half of its initial MP left.
1443The unit's production cost is halved when the same type of unit was produced immediately before, but doubled otherwise.
1444
1445#GOVHELP
1446-All cities are in disorder.\-No maintenance costs for city improvements.\-No unit support required.\-Lasts three turns.
1447-Maximum 3%f, 2%p and 2%t per tile.\-High corruption. (Factor 3)\-Number of support free units per city: city size.\-No pollution.\-Each settler unit consumes 1%f.
1448-Low corruption. (Factor 1)\-Number of support free units per city: half the city size.\-Each settler unit consumes 1%f.
1449-All trade resources >0 are increased by 1.\-Moderate corruption. (Factor 2)\-Each combat unit (attack >0) in enemy territory in the end of the turn causes unrest in its home city, reducing the happiness by 2.\-Each settler unit consumes 2%f.
1450-Low corruption. (Factor 1)\-No unit support required.\-Faith.\-Research output is reduced to half.\-Each settler unit consumes 1%f.
1451-All resources more than 1%p are increased by 1.\-No corruption.\-Number of support free units per city: half the city size.\-Each settler unit consumes 2%f.
1452-All trade resources >0 are increased by 1.\-No corruption.\-Each combat unit (attack >0) located outside own or allied territory in the end of the turn causes unrest in its home city, reducing the happiness by 2.\-Each settler unit consumes 2%f.
1453-All trade resources >0 are increased by 1.\-Future technologies only require double research instead of fourfold.\-No corruption.\-Each combat unit (attack >0) located in enemy territory in the end of the turn causes unrest in its home city, reducing the happiness by 2.\-Food surplus is converted to money.\-No population growth.\-Each settler unit consumes 2%f.
1454
1455#TECHAGE
1456Early Advances
1457Industrial Age Advances
1458Modern Advances
1459Future Technologies
1460
1461#SPECIALMODEL
1462-Able to improve terrain and to found cities.\-Food support by home city is required.
1463-Able to improve terrain and to found cities.\-Food support by home city is required.\-Resistant to terrain hostility.
1464*
1465-+100% defense when defending a city.\-Always requires support.\-Under despotism, this unit suppresses unhappy population, when located in a city: +2%o!
1466:SPYMISSIONS Able to do covert operations.\-Investigates adjacent cities and unit stacks (including stealth aircraft).\-2 tiles observation range.\-No zone of control.\-Does never cause unrest in home city.
1467-In cities, a freight can redeem 2/3 of its production cost into the current project excepting colony ship parts.
1468-Two units transport capacity.
1469-Able to improve terrain.
1470-Counts as an air unit during its turn, but counts as a ground unit during other nations' turns.\-Investigates adjacent cities and unit stacks.\-If this unit is not located on a land tile at the end of a turn, it will be lost.\-The glider can't be transported by ships.
1471
1472#JOBHELP
1473:MOVEMENT Speeds up unit movement.\::A29 Trade benefit with The Wheel.
1474:MOVEMENT Speeds up unit movement.\-Material +50%.\-Can only be built when a tile already has a road. The road remains present but might be hidden by the railroad.
1475-Allows ships to move onto this tile.\-Neutralizes terrain hostility.\-Can not be built in mountains or arctic terrain.
1476-Food resources increase depending on terrain type.
1477::B51 Food +50% for cities with a supermarket\-Can only be built when a tile already has an irrigation. The irrigation remains present but is hidden by the farmland.
1478-Material resources increase depending on terrain type.
1479-+100% defense for ground units.\-2 tiles observation range.\:COMBAT Other effects on combat.
1480-Neutralizes terrain hostility.\-2 tiles observation range.\:COMBAT Effects on combat and recovery.\::F6 Planes can load bombs here.\-Ships can only access a military base if there's a canal.
1481
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