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;

; 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 capital city.

The best city sites are near rivers,

grasslands, coastal areas, or areas

near special resources.

@BUILDCITY

@width=320

@y=5

@title=Civ Tutorial

This spot looks like a good site for a

city. Select 'Build New City' from the

ORDERS menu or use the 'b' key to found

a city here.

@FIRSTPRODUCT

@width=420
@y=5

@title=Civ Tutorial: Your First City

Each of your cities can build additional

Settlers, 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

Cities 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.

Phalanxes and Pikemen make excellent defenders;

Warriors, Archers, and Legions can be useful as well.

Settler units can found new cities as well

as build roads, irrigation, and mines around

existing cities. If you can, try to have at

least one settler in play at all times.

Fast-moving units like Horsemen are useful for exploring

uncharted territory.

Attack your enemies with Archers, Chariots, Elephants,

and Catapults.

@ONECITY

@width=420

@y=5

@title=Civ Tutorial: New Cities

The city of %STRING0 is growing rather large.

Now might be a good time to expand by building a second

city. To do this, click on %STRING0 and instruct it

to build a Settler unit. A settler unit can move to a new


site and build a city.

@CITYSTUFF

@width=420

@x=180

@title=Civ Tutorial: City 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, irrigation, and/or mining by

Settlers. 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: Irrigation

This would be a suitable area to build

irrigation ('i'_key). More food will help the

city 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 cities with at least one

(preferably two) good defensive units.

Strike a balance between improving your

existing cities and striking out to found

new cities.
^

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 Triremes and other ships to explore the

seas and transport your units to other

continents.

Use Caravans to establish trade routes and

strengthen your economy. Trade helps your

people accumulate both wealth and knowledge.

As your civilization grows don't forget to

use your Diplomats to learn what your

opponents are up to.

@DISORDER

@width=480

@title=Civ Tutorial: Civil Disorder

@button=Details

A city falls into Civil Disorder when

the number of unhappy citizens exceeds


the number of happy citizens. Growth

and production cease while a city is

in disorder.

Remedies for disorder include:

^* Increasing the amount of trade used for Luxuries.

^* Moving military units into the city.

^* Building a Temple, Cathedral, or Colosseum.

^* Turning citizens into entertainers.

^* Switching to a Fundamentalist 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 Monarchy or Republic. For every two luxuries your

city produces, one new happy citizen appears.

2) Martial Law: If your government is a Despotism, Monarchy,

or Communism, you may move military units into your cities

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) Temples, Colosseums, and Cathedrals: These city improvements

help to reduce disorder by changing one or more unhappy

citizens to content. Of course, if your city 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 city information screen, click on one

of the inhabited spaces in the city radius to make that

citizen into an entertainer. Entertainers produce no food,

resources, or trade; instead, each produces two additional

luxuries.

5) Fundamentalism: If you have discovered the civilization

advance "Fundamentalism", you can switch to Fundamentalism

as a form of government. Under Fundamentalism, no citizen

is ever unhappy (of course, scientific research is curtailed).

@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 capital city,

the shock could split the country in two!


@SHIPS

@width=480

@y=5

@title=Civ Tutorial: Ships

You have built your first ship unit. Use

ships to explore the seas and transport your

units to other continents.

If your ship is a Trireme, remember that it may be lost

if it does not end each turn near a land 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 at sea, 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: Railroads

You have just acquired knowledge of Railroads, an

important achievement. A Settler (or Engineer) will

build a railroad if you press the 'r' key in a space

that already has a road.

Your units will be able to move long distances over


Railroads. Railroads 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: Air Units

You civilization has built its first air unit.

Air units can be used to bomb enemy units and cities; they

can also defend your skies from enemy bombers. Air units

can also be used to explore.

Air units carry a limited supply of fuel; they must return

to a friendly city or airbase before that fuel is exhausted.

@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: Trade

You have just acquired knowledge of TRADE. Your cities can

now produce CARAVANS to carry trade goods between different

parts of the world. Caravans, especially from your larger

cities, can rapidly increase your wealth and knowledge.

@CARAVAN

@width=440

@y=5

@title=Civ Tutorial: Caravans

You have just produced your first CARAVAN. 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 World.

@WRITING

@width=420

@title=Civ Tutorial: Writing

Your civilization has learned the art of WRITING. Your

cities may now commission DIPLOMATS to help make contact

with other civilizations. Diplomats can establish embassies

with other powers, help you keep an eye on your friends, and

even steal knowledge from your rivals.


@SEAFARING

@width=420

@title=Civ Tutorial: Seafaring

Your civilization has mastered the art of SEAFARING.

You may now produce EXPLORERS to help you discover

new territories. Explorers can move three spaces per

turn regardless of the terrain, which helps them cover

a great deal of terrain quickly. If you have not yet

done so, consider building TRIREMES to carry your

explorers and other units to distant continents.

@EXPAND0

@width=520

@title=Civ Tutorial: Expansion (#1)

A civilization grows by expanding its territory. This can be

accomplished either by founding new cities or by conquering

rival cities. Perhaps we should instruct one of our cities

to produce a new SETTLERS unit.

@EXPAND1

@width=520

@title=Civ Tutorial: Expansion (#2)

For our civilization to grow, we must expand to new

city sites. Perhaps we should send these SETTLERS to

found a new city.

@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

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