;
;   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 station.
The best station sites are near wormholes,
resource modules, local space, or areas
near rogue satellites.

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

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

@FIRSTCIV
@width=420
@title=Civ Tutorial: Civilization Advances
Stations also act as centers for recycling
and the flow of data. Your researchers
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 stations to defend
them against aliens or enemy armies.
Eagles and Slug Shuttles make excellent defenders;
Mega Shuttles and Attack Shuttles can be useful as well.
^
Astronaut units can found new stations as well
as build tubes, satellites, and particle fountains 
near existing stations. If you can, try to have at
least one astronaut in play at all times.
^
Fast-moving units like the Mega Shuttle can explore
uncharted territory.
^
Attack your enemies with Attack Shuttles, Space Planes,
Mega Shuttles, and Gun Capsules.

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

@CITYSTUFF
@width=420
@x=180
@title=Civ Tutorial: Station Resources
A station's crew produce different resources depending
on the potential of space orbit. On the station information
screen, "productive" spaces are shown with the "batteries",
"shields", and "recycling arrows" that the crew are
producing.
^
Experiment with clicking on these spaces to move crew members
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 tubes, satellites, or particle mining
by Astronauts. Find the configuration which suits you best.
^
Notice that you can also remove the crew from the
map altogether, making them "Entertainers".  Entertainers
produce luxuries, but cannot produce energy or science.

@MINING
@width=320
@y=5
@title=Civ Tutorial: Particle Fountain Mining
This area could produce more resources.
Building ('m' key) particle fountains will 
increase production capacity of %STRING0.

@IRRIGATE
@width=320
@y=5
@title=Civ Tutorial: Satellites
This would be a suitable area to build
comm satellites ('i'_key). Communication will 
improve efficiency of %STRING0 and increase production.

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

@HELP1
@width=500
@title=Civ Tutorial: General Principles #1
Defend your stations with at least one
(preferably two) good defensive units.
^
Strike a balance between improving your
existing stations and striking out to found
new stations.
^
Don't expand beyond your ability to defend
yourself; aliens 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 fighters and other ships to explore local
space and transport your units to other
sectors in the quadrant.
^
Use Frieght Planes and Jack Frieght Ships to 
establish shipping lanes and increase oxygen.
Trade helps your crew acquire oxygen and technology.
^
As your civilization grows don't forget to
use your Probes to learn what your
opponents are up to.

@DISORDER
@width=480
@title=Civ Tutorial: Civil Disorder
@button=Details
A station falls into Desertion (Disorder) when
the number of unhappy crew members exceeds
the number of happy crew members. Growth
and production cease while a station tries
for the deserted crew members.
^
Remedies for disorder include:
^* Increasing the amount of recycling used for Luxuries.
^* Moving military units into the station.
^* Building a Psychiatric Center or Thought Research Facility.
^* Turning crew members 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 "Oxygen Rate" under the COMMAND menu.
20% is often a good rate, especially if your government
is a Monarchy or Republic.  For every two luxuries your
station produces, one new happy citizen appears.
^
2) Martial Law: If your government is a Mission Control, Planet Unity,
or Militarism, you may move military units into your stations
to suppress disorder. Up to 3 units in each station can be used
for this purpose. Each unit causes one unhappy crewman to
become content.
^
3) Psychiatric Centers and Thought Processing Facilities: 
These improvements reduce disorder by changing one or more unhappy
crew members to content. Of course, if your station 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: Desertion Details
4) Entertainers: On the station information screen, click on one
of the inhabited spaces in the station radius to make that
citizen into an entertainer. Entertainers produce no energy,
resources, or recycling; instead, each produces two additional
luxuries.
^
5) Technocracy: If you have discovered the civilization
advance "Technocracy", you can switch to Technocracy
as a form of government. Under Technocracy, no citizen
is ever unhappy (of course, scientific research is increased).

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

@SHIPS
@width=480
@y=5
@title=Civ Tutorial: Ships
You have built your first ship unit. Use
ships to explore local space and transport your
units to other sectors.
^
If your ship is a Fighter or Shuttle, remember that it 
can only travel in local space.
^
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 ship 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: Hyper Tubes
You have just acquired knowledge of Hyper Tubes, an
important achievement. An Astronaut (or Seed Module) will
build a Hyper Tube if you press the 'r' key in a space
that already has a tube.
^
Your units will be able to move long distances over
Hyper Tubes.  Hyper Tubes also increase resource production
in spaces which already produce at least two 'shields'.

@FARMLAND
@width=480
@title=Civ Tutorial: Multi-Satellite
You have acquired knowledge of Soil Enhancement. Better
energy storage techniques allow you to improve the quality
of your life support synthesis. An Astronaut (or Seed Module) 
will improve existing satellites if you press the 'i' key 
has irrigation. This will increase food production in a
in a space that has a satellite at a nearby station once that 
station has a Soil Enhancement System to improve food quality.

@AIRUNIT
@width=480
@y=5
@title=Civ Tutorial: Deep Space Units
You civilization has built its first deep space unit.
Deep Space units can be used to attack enemy units and stations;
they can also defend your sector from enemy units. Deep Space 
units can also be used to explore.
^
Deep Space units utilize recycled fuel; they must rest to remain
at full tactical capability or return to a station or spacebase 
before their fuel is exhausted.

@REPUBLIC
@width=480
@title=Civ Tutorial: Macro Government.
Your civilization has gained knowledge of another form
of government, the MACRO GOVERMENT. 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 Mutiny--see
the Command menu.

@DEMOCRATS
@width=600
@title=Civ Tutorial: Macro Government and Confederation
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 crew receive more academy training, they begin
to produce more recycled resources. 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 Recyclables to Luxuries. Select "Oxygen 
Rate" from the Command Menu and set your Luxuries Rate to 20%%.
Since your crew is now producing so much more Recyclables, you
can easily afford this.
^
Your crew will also tend to become unhappy when you send
your military units out of your stations. You may need to
return some of your units to stations. You may even need to
disband some units. This sacrifice is often worth it in terms
of the knowledge and oxygen you will gain in exchange.

@TRADE
@width=420
@title=Civ Tutorial: Universal Procedures
You have just acquired knowledge of UNIVERSAL PROCEDURES. Stations
can produce Freight Ships to carry commodities between different
parts of the world. Freight Ships, especially from your larger
cities, can rapidly increase your oxygen and knowledge.

@CARAVAN
@width=440
@y=5
@title=Civ Tutorial: Caravans
You have just produced your first FREIGHT SHIP. Move it to a
distant station to establish a shipping lane. Shipping Lanes with
small, nearby and friendly stations produce less revenue than
routes with large, distant and rival stations. Try to find a
station which demands the goods your caravan is carrying (you
may click on a rival station to learn its demands). Freight Ships
may also be used to help build Wonders of the World.

@WRITING
@width=420
@title=Civ Tutorial: Universal Language
Your civilization has learned the art of UNIVERSAL LANGUAGE.
Your stations may now construct PROBES to help make contact
with other civilizations. Probes can establish computer terminals
update your database, and help you keep an eye on your friends, 
and even steal technology from your rivals.

@SEAFARING
@width=420
@title=Civ Tutorial: Pulse Drive
Your civilization has mastered the art of PULSE DRIVE.
You may now produce LIGHT FIGHTERS AND Z2 ADV. FIGHTERS
to help you discover new territories. FIGHTERS can move 
more quickly which helps them cover a great deal of 
space quickly. If you have not yet done so, consider 
building MOTHERSHIPS to carry your Fighters and other 
units to distant sectors.


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

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

@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 stations and fortresses. Stations with Barracks can
repair ground units in a single turn. Other improvements
(SpacePort Facility, Spacebase) can repair ships and deep space units.


@END
