; Helpfile for Freeciv
;
; Each [help_*] is a help node.
;
; 'name' = name of node as shown in help browser; the number of leading 
;          spaces in 'name' indicates nesting level for display.
;
; 'text' = the helptext for this node; can be an array of text, which
;	   are then treated as paragraphs.  (Rationale: easier to update
;	   translations on paragraph level.)
;
; 'generate' = means replace this node with generated list of game
;	       elements; current categories are: 
;	          "Units", "Improvements", "Wonders", "Techs", 
;		  "Terrain", "Governments", "Ruleset"
;
; Within the text, the help engine recognizes a few "generated table"s.  
; These are generated by the help engine, and inserted at the point of 
; reference.  They are referenced by placing a $ in the first column
; of a separate paragraph, followed immediately with the name of the 
; generated table.  See the code in helpdlg.c for the names of tables w
; hich can be referenced.
;
; This file no longer has a max line length: strings are wrapped 
; internally.  However to do non-wrapping formatting, make sure to 
; insert hard newlines "\n" such that lines are less than 68 chars 
; long.
;  This marks 68 char limit -------------------------------------->|
;
; Notice not all entries are marked for i18n, as some are not 
; appropriate to translate.
;
; Comments with c-style comments are just to stop xgettext from 
; complaining about stray single-quote characters.

[help_about]
name = _("About")
text = _("\
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.\
"), _("\
  Original authors:\n\
    (they are no longer involved, please don't mail them!)\
"), "\
            Allan Ove Kjeldbjerg - allan@daimi.aau.dk\n\
            Claus Leth Gregersen - leth@daimi.aau.dk\n\
            Peter Joachim Unold  - pjunold@daimi.aau.dk\
", _("\
  Present administrators: \
"), "\
            Marko Lindqvist      - cazfi74@gmail.com\n\
            R. Daniel Markstedt  - markstedt@gmail.com\n\
            Christian Prochaska  - cp.ml.freeciv.dev@googlemail.com\n\
", _("\
If you find any bugs, then please send us a bug report.  This is \
best done by visiting the Freeciv Bug Tracking System, at:\
"), "\
  https://gna.org/projects/freeciv/\
", _("\
For more information about submitting bug reports see the file BUGS \
in the Freeciv distribution.  For more information in general, \
visit the Freeciv website, at:\
"), "\
  http://www.freeciv.org/\
"

[help_copying]         

; Note: GPL text is _deliberately_ not i18n-marked.
; We may want to do something (eg, include FSF-authorised translations
; as well as English where appropriate?) but not simply bundle with
; other translations.  Would be nicer to have means to just keep 
; COPYING itself in datadir, and slurp from there into help somehow...

name = _("Copying")
text = _("\
Freeciv is covered by the GPL, which is included here: \
"), "\
                   GNU GENERAL PUBLIC LICENSE\n\
                      Version 2, June 1991\n\
\n\
 Copyright (C) 1989, 1991 Free Software Foundation, Inc.\n\
             59 Temple Place, Suite 330, Boston, MA  02111-1307  USA\n\
 Everyone is permitted to copy and distribute verbatim copies\n\
 of this license document, but changing it is not allowed.\n\
\n\
                             Preamble\n\
", "\
  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 \
to using it.  (Some other Free Software Foundation software is \
covered by the GNU Library General Public License instead.)  You can \
apply it to your programs, too.\
", "\
  When we speak of free software, we are referring to freedom, not \
price.  Our General Public Licenses are designed to make sure that \
you have the freedom to distribute copies of free software (and \
charge for this service if you wish), that you receive source code \
or can get it if you want it, that you can change the software or \
use pieces of it in new free programs; and that you know you can do \
these things.\
", "\
  To protect your rights, we need to make restrictions that forbid \
anyone to deny you these rights or to ask you to surrender the \
rights.  These restrictions translate to certain responsibilities \
for you if you distribute copies of the software, or if you modify \
it.\
", "\
  For example, if you distribute copies of such a program, whether \
gratis or for a fee, you must give the recipients all the rights \
that you have.  You must make sure that they, too, receive or can \
get the source code.  And you must show them these terms so they \
know their rights.\
", "\
  We protect your rights with two steps: (1) copyright the software, \
and (2) offer you this license which gives you legal permission to \
copy, distribute and/or modify the software.\
", "\
  Also, for each author's protection and ours, we want to make \
certain that everyone understands that there is no warranty for this \
free software.  If the software is modified by someone else and \
passed on, we want its recipients to know that what they have is not \
the original, so that any problems introduced by others will not \
reflect on the original authors' reputations.\
", "\
  Finally, any free program is threatened constantly by software \
patents.  We wish to avoid the danger that redistributors of a free \
program will individually obtain patent licenses, in effect making \
the program proprietary.  To prevent this, we have made it clear \
that any patent must be licensed for everyone's free use or not \
licensed at all.\
", "\
  The precise terms and conditions for copying, distribution and \
modification follow.\
", "\
                    GNU GENERAL PUBLIC LICENSE\n\
   TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION \
", "\
  0. This License applies to any program or other work which \
contains a notice placed by the copyright holder saying it may be \
distributed under the terms of this General Public License.  The \
\"Program\", below, refers to any such program or work, and a \"work \
based on the Program\" means either the Program or any derivative \
work under copyright law: that is to say, a work containing the \
Program or a portion of it, either verbatim or with modifications \
and/or translated into another language.  (Hereinafter, translation \
is included without limitation in the term \"modification\".)  Each \
licensee is addressed as \"you\".\
", "\
Activities other than copying, distribution and modification are not \
covered by this License; they are outside its scope.  The act of \
running the Program is not restricted, and the output from the \
Program is covered only if its contents constitute a work based on \
the Program (independent of having been made by running the \
Program).  Whether that is true depends on what the Program does.\
", "\
  1. You may copy and distribute verbatim copies of the Program's \
source code as you receive it, in any medium, provided that you \
conspicuously and appropriately publish on each copy an appropriate \
copyright notice and disclaimer of warranty; keep intact all the \
notices that refer to this License and to the absence of any \
warranty; and give any other recipients of the Program a copy of \
this License along with the Program.\
", "\
You may charge a fee for the physical act of transferring a copy, \
and you may at your option offer warranty protection in exchange for \
a fee.\
", "\
  2. You may modify your copy or copies of the Program or any \
portion of it, thus forming a work based on the Program, and copy \
and distribute such modifications or work under the terms of Section \
1 above, provided that you also meet all of these conditions:\
", "\
    a) You must cause the modified files to carry prominent notices \
stating that you changed the files and the date of any change.\
", "\
    b) You must cause any work that you distribute or publish, that \
in whole or in part contains or is derived from the Program or \
any part thereof, to be licensed as a whole at no charge to all \
third parties under the terms of this License.\
", "\
    c) If the modified program normally reads commands interactively \
when run, you must cause it, when started running for such \
interactive use in the most ordinary way, to print or display an \
announcement including an appropriate copyright notice and a \
notice that there is no warranty (or else, saying that you \
provide a warranty) and that users may redistribute the program \
under these conditions, and telling the user how to view a copy \
of this License.  (Exception: if the Program itself is \
interactive but does not normally print such an announcement, \
your work based on the Program is not required to print an \
announcement.)\
", "\
These requirements apply to the modified work as a whole.  If \
identifiable sections of that work are not derived from the Program, \
and can be reasonably considered independent and separate works in \
themselves, then this License, and its terms, do not apply to those \
sections when you distribute them as separate works.  But when you \
distribute the same sections as part of a whole which is a work \
based on the Program, the distribution of the whole must be on the \
terms of this License, whose permissions for other licensees extend \
to the entire whole, and thus to each and every part regardless of \
who wrote it.\
", "\
Thus, it is not the intent of this section to claim rights or \
contest your rights to work written entirely by you; rather, the \
intent is to exercise the right to control the distribution of \
derivative or collective works based on the Program.\
", "\
In addition, mere aggregation of another work not based on the \
Program with the Program (or with a work based on the Program) on a \
volume of a storage or distribution medium does not bring the other \
work under the scope of this License.\
", "\
  3. You may copy and distribute the Program (or a work based on it, \
under Section 2) in object code or executable form under the terms \
of Sections 1 and 2 above provided that you also do one of the \
following:\
", "\
    a) Accompany it with the complete corresponding machine-readable \
source code, which must be distributed under the terms of \
Sections 1 and 2 above on a medium customarily used for software \
interchange; or,\
", "\
    b) Accompany it with a written offer, valid for at least three \
years, to give any third party, for a charge no more than your \
cost of physically performing source distribution, a complete \
machine-readable copy of the corresponding source code, to be \
distributed under the terms of Sections 1 and 2 above on a \
medium customarily used for software interchange; or,\
", "\
    c) Accompany it with the information you received as to the \
offer to distribute corresponding source code.  (This \
alternative is allowed only for noncommercial distribution and \
only if you received the program in object code or executable \
form with such an offer, in accord with Subsection b above.)\
", "\
The source code for a work means the preferred form of the work for \
making modifications to it.  For an executable work, complete source \
code means all the source code for all modules it contains, plus any \
associated interface definition files, plus the scripts used to \
control compilation and installation of the executable.  However, as \
a special exception, the source code distributed need not include \
anything that is normally distributed (in either source or binary \
form) with the major components (compiler, kernel, and so on) of the \
operating system on which the executable runs, unless that component \
itself accompanies the executable.\
", "\
If distribution of executable or object code is made by offering \
access to copy from a designated place, then offering equivalent \
access to copy the source code from the same place counts as \
distribution of the source code, even though third parties are not \
compelled to copy the source along with the object code.\
", "\
  4. You may not copy, modify, sublicense, or distribute the Program \
except as expressly provided under this License.  Any attempt \
otherwise to copy, modify, sublicense or distribute the Program is \
void, and will automatically terminate your rights under this \
License.  However, parties who have received copies, or rights, from \
you under this License will not have their licenses terminated so \
long as such parties remain in full compliance.\
", "\
  5. You are not required to accept this License, since you have not \
signed it.  However, nothing else grants you permission to modify or \
distribute the Program or its derivative works.  These actions are \
prohibited by law if you do not accept this License.  Therefore, by \
modifying or distributing the Program (or any work based on the \
Program), you indicate your acceptance of this License to do so, and \
all its terms and conditions for copying, distributing or modifying \
the Program or works based on it.\
", "\
  6. Each time you redistribute the Program (or any work based on \
the Program), the recipient automatically receives a license from \
the original licensor to copy, distribute or modify the Program \
subject to these terms and conditions.  You may not impose any \
further restrictions on the recipients' exercise of the rights \
granted herein.  You are not responsible for enforcing compliance by \
third parties to this License.\
", "\
  7. If, as a consequence of a court judgement or allegation of \
patent infringement or for any other reason (not limited to patent \
issues), conditions are imposed on you (whether by court order, \
agreement or otherwise) that contradict the conditions of this \
License, they do not excuse you from the conditions of this License. \
If you cannot distribute so as to satisfy simultaneously your \
obligations under this License and any other pertinent obligations, \
then as a consequence you may not distribute the Program at all. \
For example, if a patent license would not permit royalty-free \
redistribution of the Program by all those who receive copies \
directly or indirectly through you, then the only way you could \
satisfy both it and this License would be to refrain entirely from \
distribution of the Program.\
", "\
If any portion of this section is held invalid or unenforceable \
under any particular circumstance, the balance of the section is \
intended to apply and the section as a whole is intended to apply in \
other circumstances.\
", "\
It is not the purpose of this section to induce you to infringe any \
patents or other property right claims or to contest validity of any \
such claims; this section has the sole purpose of protecting the \
integrity of the free software distribution system, which is \
implemented by public license practices.  Many people have made \
generous contributions to the wide range of software distributed \
through that system in reliance on consistent application of that \
system; it is up to the author/donor to decide if he or she is \
willing to distribute software through any other system and a \
licensee cannot impose that choice.\
", "\
This section is intended to make thoroughly clear what is believed \
to be a consequence of the rest of this License.\
", "\
  8. If the distribution and/or use of the Program is restricted in \
certain countries either by patents or by copyrighted interfaces, \
the original copyright holder who places the Program under this \
License may add an explicit geographical distribution limitation \
excluding those countries, so that distribution is permitted only in \
or among countries not thus excluded.  In such case, this License \
incorporates the limitation as if written in the body of this \
License.\
", "\
  9. The Free Software Foundation may publish revised and/or new \
versions of the General Public License from time to time.  Such new \
versions will be similar in spirit to the present version, but may \
differ in detail to address new problems or concerns.\
", "\
Each version is given a distinguishing version number.  If the \
Program specifies a version number of this License which applies to \
it and \"any later version\", you have the option of following the \
terms and conditions either of that version or of any later version \
published by the Free Software Foundation.  If the Program does not \
specify a version number of this License, you may choose any version \
ever published by the Free Software Foundation.\
", "\
  10. If you wish to incorporate parts of the Program into other \
free programs whose distribution conditions are different, write to \
the author to ask for permission.  For software which is copyrighted \
by the Free Software Foundation, write to the Free Software \
Foundation; we sometimes make exceptions for this.  Our decision \
will be guided by the two goals of preserving the free status of all \
derivatives of our free software and of promoting the sharing and \
reuse of software generally.\
", "\
                            NO WARRANTY\
", "\
  11. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO \
WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. \
EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR \
OTHER PARTIES PROVIDE THE PROGRAM \"AS IS\" WITHOUT WARRANTY OF ANY \
KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, \
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A \
PARTICULAR PURPOSE.  THE ENTIRE RISK AS TO THE QUALITY AND \
PERFORMANCE OF THE PROGRAM IS WITH YOU.  SHOULD THE PROGRAM PROVE \
DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING, REPAIR OR \
CORRECTION.\
", "\
  12. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN \
WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY \
AND/OR REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU \
FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR \
CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE \
PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING \
RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A \
FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), EVEN IF \
SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF \
SUCH DAMAGES.\
", "\
                     END OF TERMS AND CONDITIONS\n\
                         ------------------\
"

[help_languages]
name = _("Languages")
text = _("\
Freeciv supports several local languages.  See the Native \
Language Support section of the README file for instructions \
on how to use one of these languages.\
\n\n\
First, check whether a localization is already in progress \
for your language:\
"), "\
  http://www.freeciv.org/wiki/Translations\
", _("\
If you would like to add a localization (translation) for your \
language, please see the instructions at:\
"), "\
  http://www.freeciv.org/wiki/Localization\
", _("\
You are also welcome to send any questions to the translation \
mailing list:\
"), "\
  freeciv-i18n@gna.org\
"

[help_connecting]
name = _("Connecting")
text = _("\
Before a game is started, anyone can connect to the server \
by supplying its hostname and port number (5556 by default). \
If the server is started with the -m flag, it will report to \
the metaserver,\
"), "\
  http://meta.freeciv.org/metaserver.phtml\
", _("\
The client can fetch this page, too: use the Metaserver button \
in the connection dialog.  If it never shows any results, check \
whether your WWW browser is using a HTTP proxy; to make civclient \
use the same proxy, before starting civclient, \
set the $http_proxy environment variable to:\
"), "\
  http://proxyhost:proxyportnumber/\
", _("\
When the game has started, everyone can connect as any player who \
isn't already connected, including AI players.  Merely connecting \
to an AI player doesn't make it human controlled; this is an \
independent server setting.  If you lose connection early in \
the game and reconnect, use the name you chose for your ruler, \
not your original nickname!  If the server is reporting on the \
metaserver, the player names can be found there.\
")

[help_controls]
name = _("Controls")
text = _("\
Unit Orders:\n\
============\n\
  a: (a)uto-settler  (settler/worker units)\n\
  b: (b)uild city  (settler units)\n\
  b: help (b)uild wonder  (caravan units)\n\
  B: go to and (B)uild city on target tile  (settler units)\n\
  d: (d)iplomat/spy actions  (diplomat/spy units)\n\
  D: (D)isband unit\n\
  e: build airbas(e)  (airbase units)\n\
  f: (f)ortify unit  (military units)\n\
  f: build (f)ortress  (settler/worker units)\n\
  g: (g)o to tile  (then left-click mouse to select target tile)\n\
  g: add a (g)o-to waypoint  (when in go-to mode)\n\
  G: return unit to nearest city\n\
  h: set unit's (h)omecity  (to city on current tile)\n\
  i: build (i)rrigation or convert terrain  (settler/worker units)\n\
  I: connect current and target tile with (I)rrigation\n\
  l: (l)oad unit on transporter\n\
  L: connect current and target tile with rai(L)\n\
  m: build (m)ine or convert terrain  (settler/worker units)\n\
  n: clean (n)uclear fallout\n\
  N: explode (N)uclear\n\
  o: transf(o)rm terrain  (engineer unit)\n\
  p: clean (p)ollution  (settler/worker units)\n\
  p: drop (p)aratrooper  (paratroop units)\n\
  P: (P)illage  (destroy terrain alteration)\n\
  q: patrol with unit  (then left-click mouse to select other endpoint)\n\
  q: add a patrol waypoint  (when in patrol mode)\n\
  r: build (r)oad/railroad  (settler/worker units)\n\
  r: establish trade (r)oute  (caravan units)\n\
  R: connect current and target tile with (R)oad\n\
  s: (s)entry unit\n\
  S: un(S)entry all units on tile\n\
  t: unit go (t)o/airlift to city\n\
  T: unload all units from (T)ransporter\n\
  u: (u)nload unit from transporter\n\
  U: (U)pgrade unit\n\
  x: unit auto e(x)plore\n\
"), _("\
Unit Selection:\n\
==============\n\
  z: select only first unit of selected group\n\
  v: select all units on tile\n\
  V: (on tile) select all units of the same type as the active unit\n\
  C: (on continent) select all units of the same type as the active unit\n\
  X: (everywhere) select all units of the same type as the active unit\n\
\n\
  w: (w)ait: focus on next unit\n\
  5: focus on previous unit\n\
space: done giving orders  (unit stays put)\n\
"), _("\
Unit Movement:\n\
==============\n\
  1: move south-west\n\
  2: move south\n\
  3: move south-east\n\
  4: move west\n\
  6: move east\n\
  7: move north-west\n\
  8: move north\n\
  9: move north-east\n\
"), _("\
Main Map (Keys):\n\
================\n\
  c: (c)enter view on active unit\n\
    Shift-home: center view on capital\n\
  Shift-arrows: scroll map\n\
\n\
  Ctrl-B: show/hide national borders\n\
  Ctrl-D: show/hide city trade routes\n\
  Ctrl-G: show/hide map grid lines\n\
  Ctrl-N: show/hide city names\n\
  Ctrl-P: show/hide city production\n\
  Ctrl-R: show/hide city growth\n\
  Ctrl-W: show/hide city output\n\
  Ctrl-Y: show/hide city outlines\n\
"), _("\
Main Map (Mouse):\n\
=================\n\
  Left-click on city:          Pop up city dialog\n\
  Left-click on unit:          Activate unit\n\
  Left-click-and-drag on unit: Go-to command for unit\n\
  Center-click:                Show tile info\n\
  Right-click:                 Center tile in view\n\
\n\
  Shift-Left-click:            Copy production (GTK)\n\
  Shift-Right-click on city:   Paste production into city (GTK)\n\
\n\
  Shift-Control-Left-click:    Adjust city workers\n\
  Control-Center-click:        Wake up sentried units\n\
  Shift-Control-Right-click:   Show city workers (mouse over or near city)\n\
\n\
  Area Selection mode (GTK):\n\
  ==========================\n\
  Right-click-and-drag: Enter Area Selection mode\n\
  Left-click:           Toggle tile highlighting\n\
  Shift-Right-click:    Paste production into highlighted cities\n\
  Right-click:          Cancel Area Selection mode\n\
\n\
  The cities that become highlighted on the map,\n\
  will also be highlighted in the City Report.\
"), _("\
Dialogs and Reports:\n\
====================\n\
     F1: show Map View\n\
     F2: open Unit Report\n\
     F3: open Nations Report\n\
     F4: open City Report\n\
     F5: open Economy Report\n\
     F6: open Research Report\n\
     F7: open World Wonders\n\
     F8: open Top Five Cities\n\
     F9: open Messages dialog\n\
    F11: open Demographics\n\
    F12: open Spaceship\n\
\n\
        Ctrl-F: open Find City dialog\n\
        Ctrl-L: open Worklists dialog\n\
        Ctrl-T: open Tax/Lux/Sci Rates dialog\n\
  Shift-Ctrl-R: open Revolution dialog\n\
\n\
Shift-Return: Turn done\
"), _("\
Editing Mode (GTK):\n\
===================\n\
    Ctrl-E: toggle editing mode\n\
    Ctrl-M: toggle fog of war in editing mode\n\
")

[help_chatline]
name = _("Chatline")
text = _("\
The client has a primitive chat interface.  The lines you type \
are sent to all players, except:\
"), _("\
  - Messages starting with '/' are interpreted as server commands \
and executed, if you have the required access level.\
"), _("\
  - Messages starting with 'John:' are private messages to 'John'. \
Names can be abbreviated. The server looks for players named 'John' \
and if that fails tries to match a username beginning with 'John' (like \
'Johnathan').\
"), _("\
  - Messages starting with 'John::' are private messages as above, but \
will match only users (not players) named 'John'.  'Johnathan' will \
still match.\
"), _("\
  - Messages starting with '.' will be sent only to all your allies.\
"), _("\
Featured text (GTK):\n\
====================\n\
\n\
Since 2.2, the GTK client has featured text support.  This feature allows \
users to format the chat messages they are sending using boldface, italic, \
colors, links, etc...  Such changes are performed using escape sequences.\
"), _("\
* Getting boldface:\n\
Full name sequence: '[bold] ... [/bold]'\n\
Abbreviation sequence: '[b] ... [/b]'\n\
Short cut in the entry: Ctrl-B\n\
Example: '[b]bold[/b]' will display the word 'bold' in bold style.\
"), _("\
* Getting colors:\n\
Full name sequence: '[color] ... [/color]' \n\
Abbreviation sequence: '[c] ... [/c]'\n\
Short cut in the entry: Ctrl-C (you also need to select the color in the \
toolbar over the entry)\n\
The color start sequence always takes at least one of the following \
parameters:\n\
- 'foreground' (abbreviation 'fg'): a color name such as red, or a hex \
specification such as #3050b2 or #35b.\n\
- 'background' (abbreviation 'bg'): same as above.\n\
Example: '[c fg=\"blue\" bg=\"yellow\"]color[/c]' will display the word \
'color' in blue on a yellow background.\
"), _("\
* Getting italic:\n\
Full name sequence: '[italic] ... [/italic]'\n\
Abbreviation sequence: '[i] ... [/i]'\n\
Short cut in the entry: Ctrl-I\n\
Example: '[i]italic[/i]' will display the word 'italic' in italic style.\
"), _("\
* Getting strikethrough:\n\
Full name sequence: '[strike] ... [/strike]'\n\
Abbreviation sequence: '[s] ... [/s]'\n\
Short cut in the entry: Ctrl-S\n\
Example: '[s]strikethrough[/s]' will display the word 'strikethrough' with \
a strike.\
"), _("\
* Getting underline:\n\
Full name sequence: '[underline] ... [/underline]'\n\
Abbreviation sequence: '[u] ... [/u]'\n\
Short cut in the entry: Ctrl-U\n\
Example: '[u]underlined[/u]' will display the word 'underlined' with an \
underline.\
"), _("\
* Getting city links:\n\
Full name sequence: '[link target=\"city\"] ... [/link]'\n\
Abbreviation sequence: '[l tgt=\"city\"] ... [/l]'\n\
Short cut: Control-Alt-Right-click on a city on the map.\n\
The 'id' parameter must be set to the id of the city you are pointing.\n\
An optional 'name' parameter can be set to bind the city name in the case \
the destination users don't know this city on their map.\n\
This expression can also be started and finished within the same pair of \
brackets, like '[link target=\"city\" id=121 /]' (note the slash at the \
end).\n\
Examples: '[l tgt=\"city\" id=65]city[/l]' will make the word 'city' \
clickable and pointing to the city id 65.\n\
'[l tgt=\"city\" id=65 name=\"noname\" /]' will display the name of the \
city id 65 if known, else, the word 'noname'.\
"), _("\
* Getting tile links:\n\
Full name sequence: '[link target=\"tile\"] ... [/link]'\n\
Abbreviation sequence: '[l tgt=\"tile\"] ... [/l]'\n\
Short cut: Control-Alt-Right-click on a tile without city on the map.\n\
The 'x' and 'y' parameters must be set to the tile location you are \
pointing.\n\
This expression can also be started and finished within the same pair of \
brackets, like '[link target=\"tile\" x=5 y=36 /]' (note the slash at the \
end).\n\
Example: '[l tgt=\"tile\" x=17 y=3]this tile[/l]' will make the string \
'this tile' clickable and pointing to the tile (17, 3).\
"), _("\
* Getting unit links:\n\
Full name sequence: '[link target=\"unit\"] ... [/link]'\n\
Abbreviation sequence: '[l tgt=\"unit\"] ... [/l]'\n\
Short cut: Shift-Control-Alt-Right-click on a unit on the map.\n\
The 'id' parameter must be set to the id of the unit you are pointing to.  \
An optional 'name' parameter can be set to bind the unit name in the case \
the destination users don't know this unit on their map.\n\
This expression can also be started and finished within the same pair of \
brackets, like '[link target=\"unit\" id=109 /]' (note the slash at the \
end).\n\
Examples: '[l tgt=\"unit\" id=235]unit[/l]' will make the word 'unit' \
clickable and pointing to the unit id 235.\n\
'[l tgt=\"unit\" id=235 name=\"Warrior\" /]' will display the name of the \
unit id 235 if known, else, the word 'Warrior'.\
"), _("\
Of course, the different escape sequences can be combined in the same \
sentence, like '[i][c fg=\"blue\"]this [b]is [s]funny[c bg=\"green\"] \
[u]to[/i] test[/b] this[/s] [/c]new[/u] feature[/c]'.\
")

[help_worklist_editor]
name = _("Worklist Editor")
text = _("\
The worklist editor is used to edit both worklists for each city (from the \
city dialog) and global worklists. Using this editor you can create lists \
specifying what to build in the turns to come.\
"), _("\
To add an item to the worklist, double-click the desired item in the list \
of available items. You can also press the Help button to get help on the \
selected item. Pressing Help with no item selected will display this page.\
"), _("\
To remove an item from the worklist simply double-click the item to remove. \
Use the buttons below the worklist to move items up and/or down in the list.\
"), _("\
Keyboard shortcuts: Home to focus the worklist, End to focus the available \
list, Up/Down arrows to select previous/next item \
in worklist or available list, PageUp/Down to move items up/down \
in the worklist, Insert to insert items from the available list into \
the worklist and Delete to delete the selected item from the worklist.\
"), _("\
If you want to buy the unit that's first on the list, you can do that \
from the City Overview window.\
")

[help_strategy_and_tactics]
name = _("Strategy and tactics")
text = _("\
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.\n\
 1. Mapping the countryside.\n\
 2. Defending the cities.\n\
 3. Deciding which units to build first.\n\
 4. Building agriculture improvements.\n\
 5. Deciding where to build cities.\n\
 6. Taking care of the cities.\n\
 7. Interacting with other players (diplomacy).\n\
 8. Exploring the world.\n\
 9. Things to keep in mind.\n\
10. Making your own strategy for the game.\n\
"), _("\
 0. Choosing the first city site.\
\n\n\
    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 capital!  The idea is to balance the quality of the site you \
find against getting your first city established as early \
as possible.\
"), _("\
 1. Mapping the countryside.\
\n\n\
    After the capital city has been founded, it will start producing \
a warrior unit.  These units can be used to rove around \
exploring the countryside.  Remember, it is risky to leave a \
city undefended, so perhaps keep the first warrior in the city, \
and use the following one to explore.  If you started the game \
with an explorer unit, use that to explore, obviously!\
"), _("\
 2. Defending the cities.\
\n\n\
    At this point, defend your cities by always leaving a warrior \
unit in them.  As your civilization develops units with a \
greater defense strength, replace the obsolete units with new \
ones to ensure your cities have maximum defense.  The units most \
often used for defense are (in order of strength):  Warrior, \
Phalanx, Pikemen, Musketeers, and Riflemen.\
"), ; /* xgettext:no-c-format */
_("\
    Keep in mind that with some types of government, military units \
inside or outside cities can reduce or create unhappiness. \
Also remember that when a unit is inside a city, it gets a 50% \
defensive bonus, as if fortified.  When a new city is built, \
the city starts to build the best available defensive unit from \
the above list.\
"), _("\
 3. Deciding which units to build first.\
\n\n\
    After building one or two Warrior units, start building \
Settlers.  The second Settler can be used to build roads and \
irrigate the land 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 land around the cities.  Keep in mind \
that a large population increases both the amount of \
productivity and your civilization's research rate.\
"), _("\
 4. Building agriculture improvements.\
\n\n\
    Each city has an area of land around it that can be used \
for growing food, producing goods, and generating trade.  This \
can be increased by using Settlers to improve the land. \
The land can be improved with roads, irrigation, mines, and \
others.\
"), _("\
 5. Deciding where to build cities.\
\n\n\
    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 coastal defense 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 the cities.\
\n\n\
    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 land around the city is being used.  You can \
assign your citizens to the land, 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 land by clicking on the occupied land tile.  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 land, the citizens will be \
rearranged to maximise food production.\
"), 
;     Above: probably some other AI maximisation choice now  --dwp
_("\
    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 labelled 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. Interacting with other players (diplomacy).\
\n\n\
    When one of your units first meets a unit of another nation, or \
finds one of their cities (or equally if they find you), a basic \
contact is established between the two nations.  This provides each \
with basic intelligence about the other, which can be accessed from \
the `Nations' report.\
"), _("\
    This communication will lapse after a set number of turns with \
no contact.  Establishing an embassy will give a more permanent \
communication channel, as well as more advanced intelligence such \
as details of technology.  Embassies are one-way - the nation \
hosting the embassy receives no benefit - and once established, \
cannot be revoked.\
"), _("\
    If you are in contact with another player, then you can arrange \
a diplomatic meeting.  From the `Nations' report, this is done by \
clicking on the nation with whom you wish to meet and selecting \
`Meet'.  If the entry under the embassy column is not blank and the \
other player is connected (or is a server AI) then a treaty dialog \
will pop up.\
"), _("\
    In this dialog you can negotiate an exchange of assets (maps, \
vision, advances, cities, or gold), embassies, or binding pacts \
such as a cease-fire or peace.  There is no need to trade like for \
like; you can trade, say, an advance or city for gold - you can \
consider this buying and selling.\
"), _("\
    Pacts affect where your units can go and what they can do, \
and a pact with one nation can affect your relations with others.  \
Under authoritarian governments such as Monarchy you can break a \
pact at any time, but the representative governments (Republic and \
Democracy) have a senate which will block the unprovoked \
cancellation of a treaty; unless a foreign Diplomat or Spy sparks \
a diplomatic incident, the only way to dissolve a pact in this \
situation is to dissolve your government.  The details of pacts are \
described in the Diplomacy section.\
"), _("\
    A couple of notes:\
"), _("\
   - You can't give away your capital.\
"), _("\
   - You can only request property that you know about; so you \
can't request technology unless you have an embassy, and if \
you can't see a city on your map, then you can't request it.  \
Of course, the owner of that city can still give it to \
you, in which case the area around the city is shown \
on your map.\
"), _("\
   - One important thing to note: when a city is transferred, \
any units in the field and supported by that city are also \
transferred (but not those sitting in other cities).  So make \
sure the other player isn't getting a better deal than you expect.\
"), _("\
 8. Exploring the world.\
\n\n\
    After 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. \
Diplomatic units are very useful here, and WILL pay off later.\
"), _("\
 9. Things to keep in mind.\
\n\n\
  - What the next advance you'll need is.\
\n\n\
  - What your tax, luxury and research rates are currently set to.\
\n\n\
  - Treaties are often broken, so don't neglect defense...\
\n\n\
  - Some wonders can be made obsolete by the development of \
certain advances.\
"), _("\
 10. Making your own strategy for the game.\
\n\n\
    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 similar game before, try consulting the Freeciv WWW \
pages at:\
"), "\
  http://www.freeciv.org/\
", _("\
You'll find more tips for playing, and details of how to contact \
other players.\
")

[help_governor]
name = _("Citizen Governor")
text = _("\
The Citizen Governor (formerly called the CMA) helps you manage your cities. \
It deploys the available workers on the free tiles around the \
city to achieve maximal city output. It also changes workers to \
scientists, taxmen, or entertainers, if appropriate. And the governor \
has another ability: whenever possible, it keeps \
your cities content.\
\n\n\
There are various means to tell the governor what kind of output you \
would like. Open the city window and click on the governor tab. There \
are two kinds of sliders: On the left, you can set a Minimal \
Surplus for each kind of production; e.g. Gold = +3 means the city \
earns 3 gold more than it needs to upkeep its improvements. On the \
right, the sliders let you define by how much you prefer one kind \
of production to another; setting science to 3 means you prefer a \
single bulb to three shields (or gold, trade,...). You can set \
different factors for each kind of production, according to your \
needs.\
\n\n\
If you set up some Minimal Surpluses which are impossible to fulfill, \
the governor can't be activated. Whenever the governor can't fulfill its task \
in the ongoing game, it passes back control to you. So you'd better \
not define too high a surplus; instead, use factors to achieve your \
goals.\
\n\n\
The Celebrate checkbox lets your city - celebrate. This will work \
only with a high luxury rate. See help about 'Happiness'.\
\n\n\
Clicking on 'Control city' puts the city under control of \
the governor, 'Release city' passes control back to you.\
\n\n\
For ease of use, you can save your slider setting as a preset \
with a name. Click on 'add preset' and enter a name for your \
setting. You can use this preset in every city by just clicking \
on its name. Also, you can control your setting from within the \
city report, in the governor column. And you can change it from there \
(use 'change' --> 'Citizen Governor'), if you have saved it as a preset.\
\n\n\
Use 'Game' --> 'Save Settings' to store your presets \
permanently.\
\n\n\
But beware! If you use the governor for some of your cities, you will \
encounter some difficulties with managing cities nearby, by hand. \
It's best to manage all cities on an island either by hand or by \
governor. Read more hints, some background information, and some \
preset examples in the file README.cma, included with Freeciv.\n\
")

[help_gen_ruleset]
generate = "Ruleset"

[help_city_improvements]
name = _("City Improvements")
text = _("\
City improvements are built in each of your cities to improve trade \
revenue, science production, etc.  Most improvements require 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".
;  --> It's sold for money.  See pay_for_buildings() in cityturn.c.  */

[help_gen_improvements]
generate = "Improvements"

[help_technology]
name = _("Technology")
text = _("\
Research into technology is a necessity for improving the ability of \
your civilization to develop new military units and city \
improvements.\
")

[help_gen_techs]
generate = "Techs"

[help_wonders_of_the_world]
name = _("Wonders of the World")
text = _("\
Wonders are special buildings which can each be completed by \
only one player each game, and which often enhance their entire \
civilization. Once built, a wonder is placed in the city that \
constructed it, and cannot be sold or destroyed (unless the entire \
city is destroyed). However, some wonders are made obsolete by the \
discovery of a certain advance, and lose their effect. Note the \
asymmetry: while you must personally achieve the advance required by \
each wonder to build it, it will be disabled when any player achieves \
the obsoleting advance.\
")

[help_gen_wonders]
generate = "Wonders"

[help_units]
name = _("Units")
text = _("\
Units both offer mobility to your civilization and supply the violence \
with which it will survive and expand. The available units may be \
classified as military units, whose talents are those of defense and \
aggression, and a few noncombatants which support expansion, \
diplomacy, and trade.\
"), _("\
Units are usually built in cities using production points. Once built, \
the support of your units will be one of your major expenses. Most \
units require upkeep such as production points from their home city \
every turn, although some autocratic styles of government can force \
cities to support several units for free.\
"), _("\
Units begin every turn with one or more movement points. Every action \
undertaken by a unit consumes movement points.\
"), _("\
The most basic action is movement; units can move into any of the \
tiles surrounding their current location, subject to restrictions \
imposed by their class, by diplomatic obligations (see the section on \
Diplomacy), and by enemy units (see the section on Zones of Control). \
The number of movement points consumed may depend on the type of \
terrain; see the Terrain help.\
"), _("\
A unit cannot move onto a tile occupied by an enemy unit, and when \
directed to do so will attack instead (if capable of attack), locking \
the two units in combat until one is destroyed. The outcome depends on \
the attributes of the units in question (hit points, attack and \
defense strength, and firepower); the Combat section describes the \
process in detail, and the following sections list specific units' \
attributes.\
"), _("\
Units' attributes can be further boosted by being veteran. Units may \
be built as veteran by means of certain city improvements or other \
influences; once built, units can also become veteran through \
experience (such as surviving combat), which may provide further \
levels of bonuses beyond those available from their initial training.\
"), _("\
Units which have been damaged in combat will regain hit points each \
turn in which they are not moved. Normally, a unit which has not \
moved will regain one hit point per turn. Units which are fortified \
gain an extra hit point. A unit which spends a turn in a city \
regains one third of its base hit points, and city improvements \
appropriate to the unit type can improve this further. In the \
default ruleset, units which stay in a fortress for a whole turn \
regain all their hit points. Wonders can also boost recovery (such as \
the United Nations in the default ruleset). Damaged units in Sentry \
mode will wake up when they have regained all of their hit points.\
")


[help_gen_units]
generate = "Units"

[help_combat]
name = _("Combat")
text = _("Default Combat Rules\n---------------------"),
_("\
When one unit attacks another unit, either the attacker will be \
destroyed, or the defender will be destroyed -- never both (unless \
the attacker was a missile).  The outcome depends on several \
factors, including chance.\
"), _("\
The description below is for the default ruleset, but the principles \
are similar for any ruleset.  Notice that many bonuses are possible \
for defenders, but few for attackers, aside from veteran status; an \
attacking unit can mostly expect circumstance to work against it.\
"), _("\
First, the attacker's strength is modified.\
"), _("\
 - If the attacker is a veteran, its strength is multiplied by the \
bonus associated with its veteran level.\
"), _("\
Next, the defender's strength is modified.\
"), _("\
 - If the defender is a veteran, then its strength is multiplied by \
the bonus associated with its veteran level.\
"), _("\
 - Then the defender's strength is multiplied by the defense factor \
of the terrain it occupies.\
"), _("\
 - Next, the defender's strength is doubled if it is a Pikeman unit \
defending against a mounted unit.\
"), _("\
 - If the defender is an AEGIS Cruiser defending against airborne \
units (including missiles and Helicopters), the defense is \
quintupled.\
"), _("\
 - The defender's strength is doubled again if it is in a city with \
a SAM Battery and the attacker is an air unit (other than a \
Helicopter or a missile).\
"), _("\
 - An SDI Defense doubles the defender's strength against \
missile attacks.\
"), _("\
 - If the attacker is a ship and the defender is in a city with a \
Coastal Defense, the defender's strength is doubled.\
"), _("\
 - Against land units (other than Howitzers) and Helicopters, \
defending units in a city with City Walls have their strength \
tripled.\
"), _("\
 - If the defender is in a fortress (and not a city), its strength \
is doubled.\
"), _("\
 - If the defender is a land unit, and is either fortified or \
inside a city, its strength is multiplied by 1.5.\
"), _("\
 - Finally, if the attacker is a fighter and the defender is a \
helicopter, the defender's strength is halved.\
"), _("\
If, after these modifications, the attacker has a strength of 0, it \
automatically loses.  Otherwise, if the defender has a strength of \
0, the defender loses.\
"), _("\
The firepower of the attacker and defender are also modified.\
"), _("\
 - If the defender is a ship and is inside a city the firepower of \
the attacker is doubled and the firepower of the ship is set to 1.\
"), _("\
 - If a fighter is attacking a helicopter the firepower of the \
helicopter is set to 1.\
"), _("\
 - If a ship is attacking a land unit on land the firepower of both \
is set to 1.\
"), _("\
After these preliminaries, combat occurs, as long as both units are \
still alive (i.e., hit points are greater than 0).  Each round, a \
random number between 1 and the sum of the attacker's and defender's \
strengths is generated.  If this number is greater than the \
defender's strength, the defender loses hit points equal to the \
attacker's firepower.  Otherwise, the attacker loses hit points \
equal to the defender's firepower. The first unit to reach 0 hit \
points (or negative hit points) loses.\
"),
; /* Actually, that's a little white lie.  The random number is really
; from 0 to (A+D-1), and the comparison is ">=D", not ">D".  The
; odds are the same both ways, but I think my explanation may be a
; little simpler for non-programmers who may be reading this. */
; /* xgettext:no-c-format */
_("\
Whichever unit survives the fight has a chance of being promoted \
a veteran level.  In the default ruleset, if the winner's \
civilization has the Sun Tzu's War Academy (and if it isn't \
obsolete), the chance is increased by half.\
"), _("\
If the attacker is a land unit and wins, and the defender is in a \
city without City Walls, the city is reduced in size by 1.\
"), _("\
If the defender loses, and is not inside a city, fortress, or \
airbase, all other units at the defender's location are destroyed \
along with the defender.\
")

[help_combat_modifying]
name = _(" Modifying Combat Rules")
text = _("Modifying Combat Rules\n----------------------"),
_("\
The combat rules described before can be modified by changing the \
following modifiers in game.ruleset, section combat_rules: \
"), _("\
 - killstack (default: 1). If set to 0, units on the same tile as a \
lost defender are not destroyed.\
"), _("\
 - tired_attack (default: 0). If set to 1, units that attack with \
only 2/3 or 1/3 moves left will attack with proportionally reduced \
strength.\
")

[help_combat_example_1]
name = _(" Combat example 1")
text = _("\
Suppose a Cannon (A:8, D:1, HP:20, FP:1) attacks a Musketeer \
(A:3, D:3, HP:20, FP:1) inside a city with City Walls built \
on a Forest tile.  Neither are veteran.\
"), _("\
The defender's base strength is 3.  Because it is on a Forest tile, \
its strength becomes 4.5.  It is behind City Walls, so its strength \
is tripled, to 13.5.  It is a ground unit inside a city, so its \
strength is increased to 20.25.\
"), _("\
Strength values inside the game are actually multiplied by 10, with \
fractions dropped, so the attacker's strength is 80, and the \
defender's strength is 202.\
"), _("\
Both units keep their firepower of 1 unchanged.\
"), ; /* xgettext:no-c-format */
_("\
Each round of combat, a random number between 1 and 282 is \
generated.  If the number is greater than 202 (about a 28% chance), \
the defender loses 1 hit point.  Otherwise (about a 72% chance), the \
attacker loses 1 point.\
"), 
; /* Double-check my calculations....  Consider 28 rounds of combat.
; The attacker should win about 8 of them, taking 8 HP off the
; defender's 20 HP total.  The defender should win the other 20,
; killing the attacker. */
; /* xgettext:no-c-format */
_("\
Since both units have 20 hit points, the odds favor a victory for \
the defender.  The defender will probably lose somewhere around 40% \
of its hit points during the fight.  But the outcome is never \
certain as long as both units have non-zero strengths; the defender \
might emerge untouched, or it might lose most of its hit points, or \
it might even lose the battle.\
")

[help_combat_example_2]
name = _(" Combat example 2")
text = _("\
Suppose a veteran Battleship (A:12, D:12, HP:40, FP:2) with 3 \
movement points attacks a veteran Alpine Troops (A:5, D:5, HP:20, \
FP:1) inside a city built on a Grassland tile, with City Walls and a \
Coastal Defense.\
"), _("\
The attacker's strength is 12, raised to 18 because of veteran \
status.\
"), _("\
The defender's strength is 5, raised to 7.5 due to veteran status. \
The terrain's defense factor is 1 (no effect).  The Coastal Defense \
doubles the defender's strength to 15. (The City Walls have no \
effect against attacking sea units.) The defender is a ground \
unit inside a city, so its total strength is 22.5.\
"), _("\
Internally, the values used for attacker and defender strength are \
180 and 225, respectively.\
"), _("\
The firepower of the Battleship is set from 2 to 1.\
"), ; /* xgettext:no-c-format */
_("\
Each round, a random number from 1 to 405 is generated.  If it is \
greater than 225 (about a 44% chance) the defender loses 1 hit \
point.  Otherwise, the attacker loses 1 hit point.\
"), 
; /* Please, someone double-check my probability computations! :-(
; Consider 44 rounds of combat: the Battleship should win 20 of
; them, and the Alpine Troops 24.  That's enough to kill the Alpine
; Troops (precisely to 0 hit points), and inflict 24 hit points on
; the Battleship's 40 HP total. */
; /* xgettext:no-c-format */
_("\
In this case, the odds greatly favor the attacker winning.  The \
Battleship is 25% less likely to score a hit in any given round, \
but the Battleship has twice as many hit points. The Battleship should \
expect to lose about 60% of its hit points during the fight, and should \
expect to have no movement points left.\
")

[help_zones_of_control]
name = _("Zones of Control")
text = _("\
Zones of Control, abbreviated as ZOC, is a game concept which \
prevents you moving freely in zones controlled (or partially \
controlled) by enemy forces.\
"), _("\
The general rule is that a land unit which is adjacent to an enemy \
occupied tile cannot move directly to another tile which is \
also adjacent to an enemy occupied tile.  Here an enemy occupied \
tile means a land tile with a foreign unit on it.  Adjacency \
means any of the eight tiles surrounding a unit for rectangular \
grids, or six tiles for hexagonal grids.\
"), _("\
In the following special cases ZOC does not apply:\n\
- A unit moving directly into or out of a city.\n\
- A unit moving onto a tile occupied by a friendly unit.\n\
- A unit moving from an ocean tile (disembarking from a boat).\n\
- A unit type which explicitly ignores ZOC, eg Diplomats and Spies.\n\
- The foreign unit is from a nation with which you have an Alliance \
pact.\
"), _("\
Notes:\
\n\n\
- Only land units are restricted by ZOC.\
\n\n\
- Non-land units can impose ZOC (that is, count as enemy occupied \
tiles), but only if they are on a land tile.  So effectively \
sea units cannot impose ZOC (unless they are in a city), and air \
units (including helicopters) do not impose ZOC if they are over \
ocean tiles.\
\n\n\
- ZOC does not restrict unit attacks, only movement.\
\n\n\
- An enemy city counts as an enemy occupied tile if there are \
any units inside the city, but not if the city is empty. (This is \
the same rule as for any other tile).\
\n\n\
- Moving from an ocean tile is a special case; moving _to_ an \
ocean tile (moving back onto a boat) is also permitted, by the \
special case of moving onto a friendly unit (the boat).\
"), _("\
TIP:  You can infiltrate enemy zones by first moving in a Diplomat \
(or some other unit which ignores ZOC), and then moving regular \
units onto the tile now occupied by the Diplomat. \
By repeating this process (and optionally leaving some units \
behind to keep tiles occupied), you can make a path through \
enemy territory.\
"), _("\
These rules differ slightly from previous versions of Freeciv \
(release 1.8.0 and before) in the following ways:\n\
- Enemy cities with no units in them no longer impose ZOC.\n\
- The special case for land units disembarking is new.\
")

[help_terrain]
name = _("Terrain")
text = _("\
Terrain serves three roles: the theater upon which your units battle \
rival civilizations, the landscape across which your units travel, and \
the medium which your cities work to produce resources. The different \
types of terrain each have different strengths and drawbacks; see the \
sections on each terrain type for details.\
"), _("\
Terrain affects combat very simply: when a land unit is attacked, its \
defense strength is multiplied by the defense factor (\"bonus\") of the \
terrain beneath it. See the help section on Combat for further \
details.\
"), _("\
Terrain complicates the movement of land units -- sea and air units \
always expend one movement point to move one tile, but moving onto \
rough terrain such as Mountains can cost land units more.\
"), _("\
Tiles within range of a city may be worked by that city to produce \
food, production, and trade points, and the quantity of each produced \
depends on the terrain. These three products are so important that we \
specify the output of a square simply by listing them with slashes in \
between: for example, \"1/2/0\" describes a square that each turn when \
it is being worked produces one food point, two production points, and \
no trade points. In addition to the characteristic output of the \
terrain, some tiles have an additional special resource that boosts \
one or two of the products.\
"), _("\
The net benefit of a tile for your city depends on your government \
type as well as city improvements and wonders.\
"), _("\
It is possible for your units to change the terrain and hence its \
effects; see the section on Terrain Alterations for more details.\
")

[help_gen_terrain]
generate = "Terrain"

[help_terrain_alterations]
name = _(" Terrain Alterations")
text = _("\
Settlers, Workers, and Engineers have the ability to alter terrain \
tiles in several ways.\
"), _("\
Suitable types of terrain can be irrigated. Irrigating a tile causes \
it to produce some extra food each turn. Building irrigation requires \
a nearby source of water: an Ocean, Lake, or River tile, or another \
tile which is irrigated, must share an edge (not just a corner) with \
the target tile. Once irrigated, land remains so even if the water \
source is removed. Given sufficient technology, you may irrigate a \
tile a second time, turning it into even more productive Farmland.\
"), _("\
Some types of terrain can be mined, which increases the number of \
resources (shields) produced by that tile. However, it is not \
possible to have irrigation and a mine on the same tile.\
"), _("\
Terrain not suitable for irrigation or mining can often be changed \
into a type more suitable to the player's needs. Changing terrain \
from one type to another in this way may destroy an existing mine or \
irrigation system, if the resulting terrain is unsuitable for the \
improvement, and may also remove special resources.\
"), _("\
 - Settlers and Workers have a limited range of alterations available \
to them, initiated by attempting to mine or irrigate the terrain; see \
the table below. (Such \"irrigation\" does not require a water source.)\
"), _("\
 - Engineers can perform a much wider range of transformations on \
almost any type of terrain by issuing the \"transform\" order. \
In some rulesets, Engineers on board sea-going vessels can even \
reclaim land from water tiles, and similarly land can be transformed \
to ocean, although such radical transformations may require a certain \
number of surrounding tiles to already be land or water respectively. \
(Units will move to safe neighbouring tiles when the transformation \
takes place, if possible.)\
"), _("\
Roads can be built on any land tile, even if there are other \
improvements on that tile. (To build a road on a River tile, though, \
you must know Bridge Building.) With the appropriate advance, roads \
may later be upgraded to railroads. Roads and railroads allow your \
units to move more quickly, and they increase the resources produced \
in cities.\
"), _("\
 - Units use only one third of a movement point when going from one \
tile to an adjacent tile, if both tiles have a road.\
"), _("\
 - Units expend no movement points when moving along a railroad. \
You may ride a railroad indefinitely. (As may your enemies!)\
"), _("\
 - A road may increase the trade resources produced by some types of \
terrain. This effect is retained when a road is upgraded to a \
railroad.\
"), _("\
 - A railroad additionally increases the shield resources produced by \
a tile by 50%. (Depending on server options, railroads may also \
increase food and trade resources, or may increase shield resources by \
an amount other than 50%.)\
"), _("\
Technology advances allow other kinds of structures to be built:\
"), _("\
 - Fortresses improve defense. Units inside a fortress defend at twice \
their normal strength; also, units inside a fortress must be destroyed \
one at a time. See the Combat help section for further details. \
Occupied fortresses also extend your borders.\
"), _("\
 - Airbases allow your air units to land and refuel. Air units in an \
airbase may be attacked by land units, but are killed one by one, as \
in a fortress.\
"), _("\
 - Buoys may be built in the ocean (by units on a sea-going vessel); \
they give you permanent visibility of the area of the map around them.\
"), _("\
The following table shows the number of turns required for one unit \
of Settlers or Workers to complete an activity. These numbers are \
reduced to half (rounded up) for Engineers. The time taken can be \
reduced further by several units working together as a team; if two or \
more units are working on the same task on the same tile, their \
efforts will be added together each turn until the task is finished. \
Be careful not to dedicate too many units to one task, though; excess \
effort can be wasted, and a group of Settlers, Workers, and/or \
Engineers is highly vulnerable to enemy attacks.\
"), "\
$TerrainAlterations\
", _("\
City centers (the tile a city is on) are special. A city center is \
worked for free in the default rules. When a city is built a road is \
automatically put on the city, and a railroad will also be placed there \
whenever possible. City centers are auto-irrigated: they get the \
benefits of irrigation, although they are not actually irrigated -- \
they cannot serve as the water source for other irrigation systems. \
Finally, the city center may have a ruleset-dependent minimum for \
food, shield, and trade output.")

[help_pillaging]
name = _("  Pillaging")
text = _("\
All ground units have the ability to destroy terrain alterations, \
by pillaging. Pillaging removes 1 terrain alteration per turn per \
unit. Depending upon server settings, you may be given a choice \
of which terrain alteration to pillage, or they will be pillaged \
in the following order:\
"), _("\
 - farmland\n\
 - irrigation\n\
 - mining\n\
 - a base (fortress, airbase, ...)\n\
 - a railroad\n\
 - a road\
"), _("\
Tiles that do not have such terrain alterations cannot be pillaged. \
In addition, terrain conversions and transformations cannot be \
undone by pillaging. For example, if you have irrigated a Forest \
tile to convert it into a Plain, pillaging will not convert it back \
into a Forest -- to do so, you would have to convert the tile again \
with a Settler, Worker, or Engineer.\
")

[help_government]
name = _("Government")
text = _("\
Your government type influences your cities' productivity and \
commerce, your citizens' happiness, and many other game factors.\
"), _("\
Your civilization starts out under a Despotism.  As your technology \
improves, you can select other forms of government (listed below). \
In order to change your form of government, you must start a \
revolution.  This will cause your civilization to undergo a period \
of Anarchy (lasting 1-5 turns); at the end of this time, you will be \
able to choose your new government.\
"), _("\
Corruption is the loss of trade due to inefficiency and greed. \
Under most forms of government, the farther away from the capital a \
city is, the more trade will be lost to corruption.  (If you do not \
have a capital, your cities will suffer extremely high levels of \
corruption.)  A Courthouse will reduce the level of corruption in a \
city.\
"), _("\
Waste is the loss of shields due to inefficiency and greed. \
Under most forms of government, the farther away from the capital a \
city is, the more shields will be lost to waste.  (If you do not \
have a capital, your cities will suffer extremely high levels of \
waste.)  A Courthouse will reduce the level of waste in a \
city. Waste can result in your cities not building anything.\
"), _("\
TIP 1:  Offensive military campaigns are difficult under Republican \
and Democratic governments unless you give your citizens \
lots of luxuries to keep them happy.  When conquering other \
civilizations, it may be helpful to switch to one of the more \
militant styles of government.\
"), _("\
TIP 2:  Scientific advancement requires high levels of trade, which \
are much easier to achieve under Republican and Democratic \
governments.  Consider switching to the Republic as soon as \
you can; gaining advanced technology early in the game puts \
you at an advantage.\
")

[help_civil_war]
name = _(" Civil War")
text = _("\
Civil war is devastating to any empire, and is triggered by \
the loss of your capital (palace).  Up to half of your cities \
will rebel and declare allegiance to a new (AI) leader, who \
will loot half of your treasury and retain all of your \
scientific advances.\
"), _("\
Players remain in the civil war state for just one turn, after \
which the empire enters a state of anarchy.\
"), _("\
The capture of your capital does not always lead to civil war.  If \
you have treated your people with kindness, you are more likely to \
retain their loyalty.  Each city that is celebrating reduces the \
chance of civil war, while each revolting city increases the \
likelihood.\
"), _("\
In addition, the form of government directly contributes to the \
chance of civil war.  Governments with universal franchise are \
far less likely to revolt than those more despotic in nature.\
"), _("\
The number of cities an empire needs before it can erupt into \
civil war is by default 10.  That is, empires with fewer than 10 \
cities are immune from civil war.  However, this is a server \
option, and may vary upwards from a minimum of 6.\
")

[help_gen_governments]
generate = "Governments"

[help_diplomacy]
name = _("Diplomacy")
text = _("\
There are five diplomatic states between players: War, \
Cease-fire, Armistice, Peace, and Alliance. The first is the default state, \
while the others can be achieved by signing diplomatic treaties.\
"), _("\
The diplomatic state between players defaults to War. \
During War, you can freely move your units inside enemy territory and \
attack their units and cities at will.\
"), _("\
When two players decide to end hostilities between them, they can \
agree on a Cease-fire treaty. This prevents each player from \
attacking the other, but you can still move your units inside \
the other player's borders. After a set number of turns, the Cease-fire \
will lead back to War. Upon first contact with an AI player, it will \
automatically offer you a Cease-fire treaty.\
"), _("\
If you wish for a more permanent peaceful coexistence with another \
player, you may sign a peace pact. This will enter a transitional \
Armistice state, which after another set number of turns \
will turn into a permanent Peace. Breaking an Armistice will drop \
you directly back to War.\
"), _("\
At the moment two players enter into the diplomatic state of Peace, \
all units belonging to either player that happen to be within the other's \
borders will be automatically disbanded according to the treaty. After \
this, you may not move units into the other's territory until you either \
declare War, or forge an Alliance. Breaking a Peace treaty will drop you \
directly back to War.\
"), _("\
An Alliance is the ultimate diplomatic relationship between two players. \
In this state, you may move units into each other's cities and your units \
may share the same tile; units no longer impose zones of control. \
However, alliance treaties come with obligations; you won't be able to \
ally with a player that is at war with a current ally unless you break \
the first treaty. If one of your allies declares war on another, the \
alliance with the aggressor is automatically broken. Breaking an Alliance \
will drop you to an Armistice treaty. An allied AI player will freely \
give you its world maps and shared vision, and will seriously consider \
trading technologies and cities, but in return will expect you to join \
its wars against other players.\
")

[help_happiness]
name = _("Happiness")
text = _("\
Citizens may be either happy, content or unhappy.  Keeping your \
citizens happy (or at least content) is one of the most important \
objectives in Freeciv.  When your citizens become unhappy, your \
cities will fall into disorder (which disrupts production); but when \
your citizens are happy, your cities will celebrate, and your \
production will increase greatly.\
"), _("\
If the number of unhappy citizens in a city exceeds the number of \
happy citizens, the city falls into disorder.  When a city falls \
into disorder, it produces nothing.  Cities which are in disorder \
are easier for enemy Diplomats and Spies to incite to revolt. \
Prolonged disorder under Democracy can lead to a spontaneous \
revolution, overthrowing your government.\
"), _("\
However, if the number of happy citizens in a city is at least as \
great as the number of content citizens, and you have no unhappy \
citizens in that city, and the city has at least 3 citizens, then \
the city celebrates.  This is designated by the term \"Rapture\" on \
the City Report.  The effects of celebration vary depending on your \
government type:\
"), _("\
 - Under Anarchy or Despotism, you will not suffer the normal \
production penalty for tiles which produce more than 2 units of \
any resource (food, shields or trade).\
"), _("\
 - Under Monarchy or Communism, your city will gain the trade bonus \
of Republican/Democratic governments: 1 bonus trade in any tile \
which already produces at least 1 trade.\
"), _("\
 - Under a Republic or a Democracy, your city's population will \
increase by 1 each turn until there is no excess food or until \
the number of happy citizens is no longer sufficient for \
celebration.\
"), _("\
The normal state of a citizen is contentment.  However, as your \
cities grow larger, crowding causes citizens to become unhappy. \
Each citizen in a city after the 4th (that is, the default value of \
the option unhappysize in the server) will be generated unhappy, \
instead of content.  If you have a large number of cities (depending \
on your government as well as the server option cityfactor), the \
limit on content citizens is reduced to 3.\
"),
; See content_citizens() in server/citytools.c.
_("\
In order to offset unhappiness, you may build city improvements that \
make unhappy citizens content  (such as, a Temple, a Colosseum, or a \
Cathedral - or even a Courthouse if your government is a Democracy), \
and/or relevant wonders of the world, and/or convert part of your \
trade into luxuries.  For every two luxuries produced in a city, one \
content citizen is made happy.  After converting all content \
citizens to happy citizens, unhappy citizens are converted to happy \
and/or content.  Some wonders of the world have also effects on \
citizens' happiness (see the appropriate sections for details).\
"), _("\
Under many forms of government, the presence of military units in a \
city can create contentment by imposing martial law.  Under a \
Republic or a Democracy, however, military units can cause \
unhappiness if deployed outside your borders (see Government for \
details).  It is noted that, in this \
case, city improvements, such as those mentioned above, do not have \
any effect on citizens' unhappiness.  This form of unhappiness can \
be offset by building a Police Station, relevant wonders of the \
world (such as the Hanging Gardens, J.S. Bach's Cathedral, the Cure \
for Cancer, Shakespeare's Theatre, and, of course, the Women's \
Suffrage; note, however, that the Michelangelo's Chapel will not \
have an effect in this case, since it counts as a Cathedral in every \
city or double effects of Cathedrals, depending on ruleset), or \
converting part of your trade into luxuries.\
")
;For more details check city_refresh() in server/cityturn.c

[help_space_race]
name = _("Space Race")
text = _("\
The Space Race is a second option to win the game, besides \
eliminating all other civilizations.  If your spaceship arrives \
first at Alpha Centauri, the game is over and you have won. \
(However it is possible for this option to be off as a server \
option.)\
"), _("\
Before you can build spaceship parts, the Apollo Program wonder \
must have been built by any player.  You also need specific \
technologies to build the different spaceship parts: see the \
help texts for Space Structural, Space Component, and Space Module, \
under City Improvements.  (If there are no help texts for these \
items, it probably means the spacerace server option is off for \
your game.)\
"), _("\
When you have started building your spaceship, you can see it with \
the \"Spaceship\" command in the Report menu.  To see spaceships of \
other players, select the player in the Players dialog and click \
\"Spaceship\".\
"), _("\
If the success probability is below 100%, some fraction of the \
people on board may not survive the journey.  This reduces the \
score bonus from the spaceship, but it still counts as a win.\
"), _("\
If the capital of a civilization is captured, a spaceship that has \
been launched will be lost, so defend your capital well!\
"), _("\
TIP:  If an enemy civilization has launched a spaceship, try to \
quickly build a light spaceship with many propulsion units \
that will arrive earlier.  The only other option is to capture \
their capital.\
")
