%% Helpfile for Freeciv 1.5.x
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%% displayed in the online help.
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#Freeciv
Freeciv is a turn-based strategy game, in which each player becomes
the leader of a civilization, fighting to obtain the ultimate goal:
The extinction of all other civilizations.
---
#Playing the game
While every game is different, there's a basic strategy which most 
players follow, especially at the start of the game.

These steps may vary depending upon the server options, but in
general, the steps are:

 0. Choosing the first city site.
 1. Mapping the countryside.
 2. Defending the cities.
 3. Units to build first.
 4. Agriculture improvements.

 5. Where to build?
 6. Taking care of cities.
 7. Exploring the world.
 8. Things to keep in mind.
 9. Make your own strategy for the game.
 
 
 0. Choosing the first city site.

    Start the game by wandering around BRIEFLY to find a good place
    to build the first city.  Don't feel tempted to investigate any
    yellow-roofed villages yet - they might contain barbarian
    tribes.  Build the city close to resources and perhaps close to
    the sea.  Keep in mind that the city you build first will be your
    capitol!  The idea is to balance the time spent looking for a
    good site, against getting your first city established as early
    as possible.

 1. Mapping the countryside.

    After the capitol city has been founded, it will start producing
    a militia unit.  These units can be used to rove around exploring
    the countryside.  Remember, it is NOT a good idea to leave a
    city undefended, so keep the first militia in the city, and use
    the following one to explore.

 2. Defending the cities.

    At this point, defend your cities by always leaving a militia
    unit in them.  As your civilization develops units with a
    greater defence strength, replace the obsolete units with new
    ones to ensure your cities have maximum defence.  The units most
    often used for defence are (in order of strength):  Militia,
    Phalanx, Musketeers, and Riflemen.

    Keep in mind that with some types of government, military units
    in the city create unhappiness.  Also remember that when a unit
    is inside a city, its defence strength is doubled.  When a new
    city is build, the city starts to build a unit with the best
    defence strength.

 3. Units to build first.

    After building one or two Militia units, start building
    Settlers.  The second Settler can be used to build roads and
    irrigate the farmland close to the city, and the third can be
    used to build a new city.  Or, you can use the second Settler to
    build another city, and use the third Settler for agricultural
    improvements in the farmland around the cities.  Keep in mind
    that a large population increases both the amount of
    productivity and the your civilization's research rate.

 4. Agriculture improvements.

    Each city has an area of farmland around it that can be used
    for growing food, producing goods, and generating trade.  This
    can be increased by using Settlers to improve the farmland. 
    The land can be improved with roads, irrigation, mines, and
    others.
    

 5. Where to build cities?

    The best location for a city is a matter of taste.  A city which
    is placed near the sea is easier to spot by opponents, but can
    also serve as a port for sea-going units.  (They also usually
    need a harbour defence later on).  The best strategy is to build
    a few of both, but keep in mind that your opponents will find it
    harder to locate your city if you don't build it by the sea. 

 6. Taking care of cities.

    Every city has a band of citizens.  The number of citizens
    depends on the city's population.  When you click on a city, you
    can see how the farmland around the city is being used.  You can
    assign your citizens to the farmland, or they can be scientists,
    entertainers or taxmen.  Especially at the start of the game,
    care should be taken to ensure that the citizens are employed so
    that they maximise growth, trade and production.

    If too much food is being generated, a citizen can be taken off
    the farmland by clicking on the occupied farmland square.  This
    citizen can then be transferred to the other duties mentioned
    previously.

    If you move all of your citizens into the city and right-click
    on the central tile of the farmland, the citizens will be
    rearranged to maximise food production.

    The golden rule of taking care of a city is that there should be
    at least as many happy citizens as unhappy citizens.  A city
    where this is not so is labeled with a lightning bolt.  Take
    care not to let this happen to any of your cities, as unhappy
    cities produce nothing, and will soon revolt.

 7. Explore the world.

    Aftr you have fortified your cities with troops, build Triremes
    in the cities near the sea.  Use the Triremes to map the world
    in search of opponents and new lands.  If you are on an island,
    you should spend less on military and more on expansion.  Or if
    you are located close to an opponent, it is truly a good idea to
    make a peace treaty and share the Advances you have made.
    Diplomat units are very useful here, and WILL pay off later.

 8. Things to keep in mind.

    - What the next Advance you'll need is.

    - What your luxury, tax and research rates are currently set to.

    - Treaty are often broken, so don't neglect defence...

    - Some Wonders can be made obsolete by the development of
      certain advances.

 9. Make your own strategy for the game.      

    These basic concepts will allow you to play the game pretty
    well, especially in the beginning of the game.  But to improve,
    you need to study the various units and advances, and PRACTICE,
    PRACTICE, PRACTICE!  Freeciv has many twists, so if you haven't
    played a simular game before, try consulting the Freeciv WWW
    pages at http://www.daimi.aau.dk/~allan/freeciv.html
    You'll find more tips for playing, and details of how to contact
    other players.

---
#Controls
Mouse:                                       Keyboard:
======                                       =========
                                             a: (A)utosettler
                                             c: (C)enter on unit 
Left-click:                                  b: (B)uild City
  (on city): Pop up city window              D: (D)isband Unit
  (on unit): Activate unit                   f: (F)ortify
                                             F: Build (F)ortress
                                             g: Unit (G)oto
Center-click:                                h: Change (H)omecity
             Show tile info                  i: (I)rrigate
	                                     l: Go/air(l)ift city
%% I still don't understand this here!!         ^^^^^^^^^^^^^^^^^
                                             m: (M)ine
                                             p: clean (p)ollution
					     P: (P)illage
                                             r: Build (r)oad
Right-click:                                 s: (S)entry
             Center tile in view             u: (U)nload
                                             w: (W)ait
					 space: Stay put
                                        return: Turn done
---
#Bugs
If you find any bugs, then please send us a bug report.  You can 
find our email addresses in the "About" box in the help browser. 
Helpful details on submitting bug reports, as well as the Freeciv 
FAQ, can be found on the Freeciv website at:

  http://www.daimi.aau.dk/~allan/freeciv.html
---
#About
            Allan Ove Kjeldbjerg - allan@daimi.aau.dk
            Claus Leth Gregersen - leth@daimi.aau.dk
            Peter Joachim Unold  - pjunold@daimi.aau.dk
---
#Copying

Freeciv is covered by the GPL, which is included here:

                   GNU GENERAL PUBLIC LICENSE
                      Version 2, June 1991

 Copyright (C) 1989, 1991 Free Software Foundation, Inc.
                          675 Mass Ave, Cambridge, MA 02139, USA
 Everyone is permitted to copy and distribute verbatim copies
 of this license document, but changing it is not allowed.

                             Preamble

  The licenses for most software are designed to take away your
freedom to share and change it.  By contrast, the GNU General Public
License is intended to guarantee your freedom to share and change
free software--to make sure the software is free for all its users.
This General Public License applies to most of the Free Software
Foundation's software and to any other program whose authors commit
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                         ------------------
---
#City Improvements
City Improvements are built in each of your cities to improve trade
revenue, science production, etc.  Each improvement requires you to 
pay an upkeep every turn.  If you can't afford the upkeep for a 
building, then it'll be automatically sold.
%% Hmm, "sold" as in "you get money for it", or is it actually lost?
%% Does the player get any money back for it, as when they actually sell
%% an Improvement, or is it lost forever?  If it's lost, then "automatically
%% sold" should be "lost".
---
# Airport
Allows a city to produce veteran air units.
---
# Aqueduct
Allows a city to grow larger than size 8.
---
# Bank
Together with the Marketplace improvement, a Bank increases the
generated luxuries and taxes within a city by 100%.
---
# Barracks
With a Barracks, each new unit built in a city will automatically 
have Veteran status, which means that its attack and defence 
strengths are increased by 50%.

Note that discovering Gunpowder and Combustion will obsolete 
any existing Barracks.  A replacement Barracks will cost more than 
before the discovery.
---
# Capitalization
Converts all production into taxes income.
%% Not sure about this English.
---
# Cathedral
A Cathedral makes 3 unhappy citizens content in a city, making it 
easier to maintain order in that city.  The discovery of COMMUNISM 
will reduce this by 1, while the discovery of THEOLOGY will increase 
this by 1.
---
# City Walls
City Walls make it easier to defend a city.  They triple the defence
strength of units within the city, unless the attacking unit is
airborne or an Artillery unit.  City Walls also prevent the loss of 
population which occurs when a defending unit is destroyed.
%% Am I right here?  Needs checking.
---
# Coastal Defense
Increases the defence strength of units within a city by a factor
of 2 when defending against bombardments from enemy ships.
---
# Colosseum
Entertains the citizens of a city, making 3 unhappy citizens
content.  Increased by 1 upon the discovery of ELECTRICITY.
---
# Courthouse
Under a Democracy or during Communism, a Courthouse make 1 unhappy
citizen content.  Otherwise, it reduces the corruption in a city
by 50%.
---
# Factory
Increases the resources produced in a city by 50%.  Also contributes
to pollution.
---
# Granary
If a city has a granary, then when it grows or shrinks, the amount
of stored food will be set to half full.  This helps a city to grow 
faster, and withstand famine more easily.
---
# Harbour
Gives one food resource extra on all water terrain-types.  
---
# Hydro Plant
Reduces the amount of pollution generated in a city.  It also
increase the production generated by a factory or Mfg. Plant in the 
city by 50%.
A city can only have one Hydro Plant, or a Power Plant, or a 
Nuclear Plant.
---
# Library
Increases the knowledge production in a city by 50%
---
# Marketplace
Increases the generated luxuries and taxes in a city by 50%.  
---
# Mass Transit
Neutralises the pollution generated by the population.
The population simply has no effect on the pollution generated in
the city.
---
# Mfg. Plant
Together with a factory, a Manufacturing Plant increases the
resource production in a city by 100%.
---
# Nuclear Plant
Increases the production generated by a Factory or Mfg. Plant
by 50%.  It lowers the chance of pollution occuring, but has a
great risk melting down when the government is in Anarchy.
A city can only have one Hydro Plant, or a Power Plant, or a 
Nuclear Plant.
---
# Offshore Platform
Adds 1 to shield production on all ocean squares in a city.
The city needs to be coastal to build this improvement.
---
# Palace
Makes a city the capitol and the centre of your government.
Corruption in other cities is related to how far away from the
capitol they are, except when the Government is a Democracy or under
Communism.
---
# Police Station
Reduces the unhappiness generated by units in a city by 1.
Effective only when the Government is a Republic or a Democracy.
---
# Port Facility
Allows a city to build veteran sea units.
---
# Power Plant
Increases the production generated by a factory or Mfg. Plant
in the city by 50%. It also increases the amount of pollution 
generated by the city.
A city can only have one Hydro Plant, or a Power Plant, or 
a Nuclear Plant.
---
# Recycling Center
Building a recycling centre reduces the amount of pollution 
generated by a city by 65%.
---
# Research Lab
Together with a Library and a University, a Research Lab
increases the knowledge production of a city by 150%.
---
# SAM Battery
Increases the defense of all units inside the city by 2, when
attacked by non-nuclear air units.
---
# SDI Defense
Protects a city from attacks from Nuclear units.  Nuclear attacks
simply have no effect on the city.
---
# Sewer System
Allows a city to grow beyond size 12.
---
# Stock Exchange
Together with a Marketplace and a Bank, a Stock Exchange boosts
trade and luxury production in a city by 150%.
---
# Super Highways
Increased trade by 1 on all trade producing squares.
---
# Supermarket
Increases the food production by 50% on each square of farmland
which is being used around the city.
---
# Temple
Makes one unhappy citizen content.  Together with the Mysticism 
advance or the Oracle wonder, it can make as many as 4 unhappy
citizens content.
---
# University
Together with a library, a University increases the knowledge
production of a city by 100%.
---
#Technology
Research into technology is a necessity for improving the ability of
your civilization to develop new military units and city
improvements.
---
# Advanced Flight
---
# Alphabet
---
# Amphibious Warfare
---
# Astronomy
---
# Atomic Theory
---
# Automobile
---
# Banking
---
# Bridge Building
---
# Bronze Working
---
# Ceremonial Burial
---
# Chemistry
---
# Chivalry
---
# Code of Laws
---
# Combined Arms
---
# Combustion
---
# Communism
---
# Computers
---
# Conscription
---
# Construction
---
# The Corporation
---
# Currency
---
# Democracy
---
# Economics
---
# Electricity
---
# Electronics
---
# Engineering
---
# Environmentalism
---
# Espionage
---
# Explosives
---
# Feudalism
---
# Flight
---
# Fundamentalism
---
# Fusion Power
---
# Genetic Engineering
---
# Guerilla Warfare
---
# Gunpowder
---
# Horseback Riding
---
# Industrialization
---
# Invention
---
# Iron Working
---
# Labor Union
---
# Laser
---
# Leadership
---
# Literacy
---
# Machine Tools
---
# Magnetism
---
# Map Making
---
# Masonry
---
# Mass Production
---
# Mathematics
---
# Medicine
---
# Metallurgy
---
# Miniaturization
---
# Mobile Warfare
---
# Monarchy
---
# Monotheism
---
# Mysticism
---
# Navigation
---
# Nuclear Fission
---
# Nuclear Power
---
# Philosophy
The first player to research philosophy gets an immediate advance.
---
# Physics
---
# Plastics
---
# Polytheism
---
# Pottery
---
# Radio
---
# Railroad
---
# Recycling
---
# Refining
---
# Refrigeration
---
# The Republic
---
# Robotics
---
# Rocketry
---
# Sanitation
---
# Seafaring
---
# Space Flight
---
# Stealth
---
# Steam Engine
---
# Steel
---
# Superconductors
---
# Tactics
---
# Theology
---
# Theory Of Gravity
---
# Trade
---
# University
---
# Warrior Code
---
# The Wheel
---
# Writing
---
#Wonders of the World
Each Wonder has specific benefits for your civilization.
Each Wonder is unique and is placed in the city which 
constructed it.
---
# A.Smith's Trading Co.
City Improvements which have an upkeep of 1, are free of upkeep.
---
# Apollo Program
All cities on the map becomes visible.
---
# Colossus
Each square around the city where this Wonder is build, produces
one extra trade resource.
---
# Copernicus' Observatory
Boosts science output in a city by 50%.
---
# Cure For Cancer
Makes one unhappy citizen content in all cities
---
# Darwin's Voyage
Gives two immediate technology advances.
---
# Great Library
The civilization which builds the Great Library gets every Advance
that at least two other civilizations have achieved.
---
# Great Wall
Works as a City Wall in all cities.
---
# Hanging Gardens
Makes one unhappy or content citizen happy.
Makes 2 extra happy faces in the city containing the Hanging
Gardens.
---
# Hoover Dam
Works as if you had a Hydro Plant in every city.  (This boosts
production by 50% and halves pollution on all city squares).
---
# Isaac Newton's College
Boosts science output by 50% in all cities.
---
# J.S. Bach's Cathedral
Makes two unhappy citizens content in every city.
---
# King Richard's Crusade
Makes one extra production shield on every square around the city.
---
# Leonardo's Workshop
Upgrades one obsolete unit per game turn.
---
# Lighthouse
Gives all sea units 1 additional move point and eliminates the
risk of losing Triremes on the high seas.
---
# Magellan's Expedition
Gives all sea units 2 additional moves.
---
# Manhattan Project
Allow all players with sufficient knowledge to create Nuclear units.
---
# Michelangelo's Chapel
Counts as having a Cathedral in each of your cities.
It makes 3 unhappy citizens content in the city.
The discovery of COMMUNISM will reduce this by 1 .
The discovery of THEOLOGY  will increase this by 1.
---
# Oracle
Doubles the effect of Temples.
---
# Pyramids
Counts as having a Granary in every city.
---
# SETI Program
Counts as having a Research Lab in all of your cities.  That is,
it boots science in each city by 50%.
---
# Shakespeare's Theatre
Makes all unhappy citizens content, in the city where it is located.
---
# Statue of Liberty
Allows you to choose any Government without the transition period of 
Anarchy.
---
# Sun Tzu's War Academy
All your new ground units become veterans.
---
# United Nations
Units regains one extra hitpoint per turn.
---
# Women's Suffrage
Reduces unhappiness for military units outside city by 2 under
Democracy.  Reduced by 1 under all other form governments.
---
#Units
Units can be used for three purposes: Attack, Defense, and
Reconnaisance.  How useful a particular Unit is for each of these
roles, depends on the Unit's strength in attack, defense and it's
ability to move.
---
# AEGIS Cruiser
Doubles defence against missiles.
---
# Alpine Troops
Alpine Troops treat all squares as if they have roads.
---
# Archers
---
# Armor
---
# Artillery
This unit ignores the effect of City Walls.
---
# Battleship
This unit ignores the effect of City Walls.
---
# Bomber
This unit ignores the effect of City Walls.  If a Bomber is not able
to refuel in a city or on a Carrier unit by the end of its second
turn, it runs out of fuel and is lost.
---
# Cannon
---
# Caravan
Used to establish trade routes and help build Wonders.
Every caravan that is used to build a Wonder will add 50
shields towards the production of the Wonder.

TIP: A well-known strategy is to build Wonders in one turn, by
     stockpiling a stack of caravans, then bringing them all
     into the city where the Wonder is to be built.
---
# Caravel
---
# Carrier
The Carrier can carry up to 8 airborne Units.

TIP: Guard Carriers with a handful of fast-moving ships and a
     battleship, as losing a fully-equipped Carrier is VERY
     painful and expensive.
---
# Catapult
---
# Cavalry
---
# Chariot
---
# Cruise Missile
If a Cruise Missile is unable to end its turn in a city or on a
Carrier or Submarine unit, it runs out of fuel and is lost.

TIP: A handful of these can successfully keep the waters around
     your treasured homeland free of enemy ships.
---
# Cruiser
---
# Crusaders
---
# Destroyer
TIP: A very fast unit, which is very useful for hunting down enemy
     Transports.
---
# Diplomat
 - A Diplomat can establish embassies with other civilizations
   by moving into another player's city.

 - Diplomats can also try to sabotage enemy production, or steal
   an Advance from an enemy city.  (An Advance can only be stolen once
   per city).

 - A diplomat can also bribe an enemy unit, if that unit is the only
   one on its square.

 - Diplomats can even start a revolution in an enemy city and turn
   it into your own, if you have the money!

 - Diplomats ignore the zone of control.
%% Should include entry for zoc, and a cross-reference here.

 - In some game strategies, hordes of Diplomats can be used to wreak
   havoc on the enemy.  Little wonder that Diplomats are often
   viewed with suspicion and fear!
---
# Dragoons
%%---
%%# Elephants
%%We've chosen not to implement these fierce animals.
---
# Engineers
Just like Settlers, except these guys work twice as fast and move
twice as fast. 

TIP 1: Upgrade Settlers to Engineers when possible, as Engineers
       require the same resources as ordinary Settlers.

TIP 2: If you manage to build Leonardo's Workshop, research
       Explosives before the Workshop becomes obsolete.  This way,
       your Settler units will be upgraded for free.
---
# Explorer
Treats all terrain as if it had roads.  A very useful unit for
mapping unknown territory.
%%---
%%# Fanatics
%% This unit isn't in the game.  They are even fiercer animals than 
%% the Elephant!! :-)
---
# Fighter
If a Fighter is unable to end its turn in a city or on a Carrier 
unit, it runs out of fuel and is lost.
---
# Freight
Used to establish trade routes, or help build Wonders.  The Freight
unit replaces the Caravan, and moves at twice the speed.
---
# Frigate
---
# Galleon
---
# Helicopter
The Helicopter is a very powerful unit, as it can both fly and
conquer cities.  Care must be exercised, because Helicopters lose a
small amount of health for every turn not spent in a city.
---
# Horsemen
---
# Howitzer
---
# Ironclad
---
# Knights
---
# Legion
---
# Marines
---
# Mech. Inf.
This unit has the strongest defence strength of any land unit, but
is only available near the very end of the technology tree.
---
# Musketeers
---
# Nuclear
If a Nuclear unit is unable to end its turn in a city or on a
Carrier or Submarine unit, it runs out of fuel and is lost.
On impact, the blast will destroy any unit in a 3x3-square area,
including friendly units.  When striking a city, the city size is
halved, and the surrounding squares are polluted.

TIP 1: Nuking the ocean will not generate pollution, and is a most
       effective (but expensive!!) way of getting rid of enemy 
       ships.

TIP 2: You may be involved in a situation where you've invaded an
       enemy country en masse, but the enemy cities are too strong.
       Before using a Nuclear unit, assemble a gang of Settlers
       and/or Engineers next to the city and have them ready to fix
       the pollution on the same turn it occurs!  This minimises the
       chance of global warming.  Eco-friendly nukes!
%%---
%%# Paratroopers
%% Not implemented, simply too powerful.
---
# Partisan
A number of partisans are granted free when a enemy conquers your
city.
---
# Phalanx
---
# Pikemen
The defence of these units is doubled if attacked by horseback
units.
---
# Riflemen
---
# Settlers
Used to found new cities, build roads, irrigate land and
build mines.  One of the key units in the game.
---
# Spy
An improved Diplomat, which has an extra move point.  (On speed?)
---
# Stealth Bomber
An improved Bomber, with more firepower and a higher movement
radius.
---
# Stealth Fighter
An improved Fighter, with more firepower and a higher movement
radius.
---
# Submarine
This unit is invisible unless the enemy is very close.  It can
carry up to 8 missiles.  This unit has a very high strategic value,
but has a weak defence.
---
# Transport
This unit can convey up to 8 land-based units across water.
---
# Trireme
Special: Triremes have a 50% risk of being lost at sea unless they
end their turn next to a coast or in a port.
---
# Warriors
This unit may be built from the start of the game.  It is the
weakest unit.
---
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