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Docs: Set helpdata.txt strategy and tactics to be same as how to play
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Expand Up @@ -65,70 +65,121 @@ but may not completely cover rulesets which are very different from the classic
[help_strategy_and_tactics]
name = _("Strategy and Tactics")
text = _("\
NOTE: For a well formatted version of this page, see \
https://longturn.readthedocs.io/en/latest/Playing/how-to-play.html \
"), _("\
While every game is different, there is a basic strategy which most players follow, especially at the start \
of the game.\
"), _("\
These steps may vary depending upon the server or ruleset 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. Improving the land.\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.\
"), _("\
0. Choosing the first city site.\
"), _("\
Start the game by wandering around BRIEFLY to find a good place to build the first city. Do not feel tempted \
to investigate any yellow roofed villages yet, they might contain Barbarian tribes. Build the city close to \
Resources and perhaps close to fresh water (River or Lake). Keep in mind that the first city you build 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.\
"), _("\
After the capital city has been built, it will start producing a Warrior unit by default. These units can \
be used to walk around exploring the countryside, especially if you do not have any Explorers. 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 and open up the map.\
"), _("\
2. Defending the cities.\
"), _("\
At this point, defend your cities by always leaving a Warrior unit in them. As your civilization develops \
and new units become available, replace the obsolete units with new ones to ensure your cities have \
sufficient defense. The units most often used for defense are (in order of strength): Warrior, Phalanx, \
Pikemen, Musketeers, Riflemen, and Mechanized Infantry.\
"), _("\
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 land unit is inside a city, it gets a 50% defensive bonus, as \
if fortified. This happens automatically. 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.\
1. Choosing the first city site.\n\
2. Selecting your first five city locations.\n\
3. Selecting your technological advance.\n\
4. Mapping the countryside.\n\
5. Defending the cities.\n\
6. Deciding which units to build first.\n\
7. Improving the land.\n\
8. Deciding where to build cities.\n\
9. Taking care of the cities.\n\
10. Interacting with other players (diplomacy).\n\
11. Exploring the world.\n\
12. Things to keep in mind.\n\
13 Production phase.\n\
14 Annihilation of your opponents.\
"), _("\
1. Choosing the first city site.\
"), _("\
Start the game by wandering around BRIEFLY to find a good place to build the first city. Do not feel \
tempted to investigate any yellow roofed villages yet, they might contain Barbarian tribes. Build the \
city close to Resources (fish, wheat, wine, or buffalo) and perhaps close to fresh water (River or Lake). Keep \
in mind that the first city you build will be your capital! It is advised not to place your capital on the \
coast. That can open you up to losing it from an attack from the sea. \
"), _("\
The idea is to balance the quality of the site you find against getting your first city established as early \
as possible. You will find that balance becomes a key aspect of playing Freeciv21. \
"), _("\
2. Selecting your first five city locations.\
"), _("\
In the Classic ruleset, you start the game with 5 Settlers, 6 Workers, and 2 Explorers. Once you have planted \
your first city as your capital, you need to find a place for your Settlers as quickly as possible. This \
initial expansion phase of the game is important to establishing your base cities. Cities are everything in \
Freeciv21. The more cities you have the more of every type of resource you can produce. Winning in Freeciv21 \
is a factor of your nation's ability to out produce your opponents.\
"), _("\
As mentioned in \"1. Choosing the First City Site\" above, you want to try and place your Settlers so they \
will create cities that have Resources available to them. These tile enhancements give bonuses to help your \
nation grow. Refer to Terrain --> Resources for more information. Another thing you want to look for is \
sources of fresh water (River and Lake). Placing a city on or adjacent to sources of fresh water allow you to \
build a cheap Aqueduct/River or Aqueduct/Lake city improvements. An Aqueduct allows your cities to grow larger \
than size 8. If you do not have access to fresh water, you will have to learn the Construction advance to \
build the more expensive Aqueduct.\
"), _("\
3. Selecting your technological advance.\
"), _("\
With your first city built, your nation will start to produce scientific output called Bulbs. Bulbs are used \
to study technological advances. As your nation learns new technologies, new units, city improvements, and \
wonders become available to build in your cities. \
"), _("\
There are too many scenarios of which technological advance path to take, so make your best judgement. You \
will probably want to learn a new form of government. You start the game in Despotism in the Classic ruleset. \
Monarchy or The Republic are good early targets. As soon as you have researched a new government type, start \
a revolution (See the menu Civilization --> Government --> Revolution) and change over to it. Cities operate \
much better as Republics than they do under Despotism, but note that it is much harder to keep military units \
outside of city limits under a Republic. Also, do not forget to recheck your tax rates after you have changed \
governments, as the maximums vary for each type.\
"), _("\
Depending on the amount of fresh water you have available, you might need to make a push for Construction so \
you can get your cities larger than size 8. If you are on an island (see 4. Mapping the countryside.), you \
might need to expand. Learning Map Making will give you the Trireme unit that can set sail to find new lands \
(see 11. Exploring the world).\
"), _("\
4. Mapping the countryside.\
"), _("\
After the capital city has been built, it will start producing a Warrior unit by default. These units can be \
used to walk around exploring the countryside. However, the Classic ruleset gives you an excellent unit \
to explore with. Aptly named the Explorer. Remember, it is risky to leave a city undefended, so perhaps keep \
the first Warrior in the city, and use the Explorer to explore.\
"), _("\
You will come across Huts on the game map. There is a risk / reward with walking your Explorer into one of \
these Huts. The rewards can be great: gold, free units, free Settlers, and even free technology advances. \
However, the risk is that you loose Barbarian hordes that swoop through your new, undefended cities like a \
hot knife through butter. You have been warned.\
"), _("\
5. Defending the cities.\
"), _("\
At this point, defend your cities by always leaving a Warrior unit in them. As your civilization develops and \
new units become available, replace the obsolete units with new ones to ensure your cities have sufficient \
defense. The units most often used for defense are (in order of strength): Warrior, Phalanx, Pikemen, \
Musketeers, Riflemen, and Mechanized Infantry.\
"), _("\
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 land unit is inside a city, it gets a 50% defensive bonus, as if \
fortified. This happens automatically. When a new city is built, the city starts to build the best available \
defensive unit from the above list by default.\
"), _("\
6. Deciding which units to build first.\
"), _("\
After building one or two Warrior units, start building Settlers. Settlers take city population, but if you \
picked a good city site, your city should be big enough by now. The amount of population that it takes to \
build a Settler is ruleset dependent, so read the help item for Settlers as part of initial growth planning. \
build a Settler is ruleset dependent. In the Classic ruleset it takes 1 population to build Settlers. \
Settlers are best put to use building new cities, while they can also build infrastructure improvements (see \
the next section), it is better to use Workers for this when available. It should be noted that unlike \
Settlers, Workers do not consume food from their parent city. Keep in mind that a large population increases \
both the amount of productivity and your civilization's research rate, not to mention that cities secure \
land for your empire, so building new cities should be a high priority in the early game.\
the next section), it is better to use Workers for this when available. You start the game with 6 Workers \
in the Classic ruleset. It should be noted that unlike Settlers, Workers do not consume food from their parent \
city. Keep in mind that a large population increases both the amount of productivity and your civilization's \
research rate, not to mention that cities secure land for your empire, so building new cities should be a \
high priority in the early game.\
"), _("\
4. Improving the land.\
7. Improving the land.\
"), _("\
Each city has an area of land around it that can be used for growing food, producing goods, and generating \
trade. This output can be increased by using Workers (or Settlers) to improve the land close to your cities. \
The land can be improved with Irrigation (increasing food output), Roads (allowing units to move faster and \
increasing trade), and Mines (increasing production), among other improvements. The ability to do some \
improvements on some tiles may require technology.\
trade. This area is called the \"Working Radius\". This output can be increased by using Workers (or \
Settlers) to improve the land close to your cities. The land can be improved with Irrigation \
(increasing food output), Roads (allowing units to move faster and in some cases increasing trade), and Mines \
(increasing production), among other improvements. The ability to do some improvements on some tiles may \
require a technology advance to be learned by your scientists.\
"), _("\
5. Deciding where to build cities.\
8. Deciding 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 seagoing units. They also usually need a Coastal Defense city \
Expand All @@ -139,47 +190,50 @@ map tiles that the city's population can manage as it grows. Many land tiles wil
(called Resources) that give food, production, or trade bonuses. Use the middle-click on your mouse to see. \
The more resources a city can utilize the better.\
"), _("\
6. Taking care of the cities.\
NOTE: The online version of this page at https://longturn.readthedocs.io/en/latest/Playing/how-to-play.html \
has a lot of images showing different ways to plan city placement.\
"), _("\
9. Taking care of the cities.\
"), _("\
Every city has a group 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 managed. You can assign the city's citizens to \
manage the land, or they can be specialists that contribute to your civilization in other ways. Especially \
at the start of the game, care should be taken to ensure that the citizens are employed so that they \
maximize food, trade, and then production.\
Every city has a group 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 managed. You can assign the city's citizens to \
manage the land, or they can be specialists that contribute to your civilization in other ways. Especially at \
the start of the game, care should be taken to ensure that the citizens are employed so that they maximize \
food, trade, and then 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 a specialist. There are three specialists: Taxmen (collect \
gold), Entertainers (create happiness), or Scientist (create bulbs). By default, Freeciv21 will add an \
Entertainer when you take a citizen off the land.\
"), _("\
If you click on the central tile of the land (the \"City Center\"), the citizens will be rearranged to \
maximize food production. You will also want to look at the level of food in the Granary and the amount of \
surplus food the city is producing each turn. The city will lose excess food at turn change. For example: \
The Granary in the city has 18/20 food (needs two food to grow to next city size) and the city is currently \
producing +4 food surplus each turn. This means that at turn change you will lose 2 food as waste at turn \
change. This is a good opportunity to move the citizens around to get food to +2 surplus. This could \
be accomplished by taking a citizen off a tile producing 2 food and turn it into a Taxman for a turn to get \
gold. At turn change, open the city and restore the citizen to farming. This kind of individual city \
management style is called \"micro-management\" and is a very powerful mechanism of game play.\
If you click on the central tile of the land (the \"City Center\"), the citizens will be rearranged to maximize \
food production. You will also want to look at the level of food in the Granary and the amount of surplus food \
the city is producing each turn. The city will lose excess food at turn change. For example: The Granary in \
the city has 18/20 food (needs two food to grow to next city size) and the city is currently producing +4 food \
surplus each turn. This means that at turn change you will lose 2 food as waste at turn change. This is a good \
opportunity to move the citizens around to get food to +2 surplus. This could be accomplished by taking a \
citizen off a tile producing 2 food and turn it into a Taxman for a turn to get gold. At turn change, open the \
city and restore the citizen to farming. This kind of individual city management style is called \
\"micro-management\" and is a very powerful mechanism of game play.\
"), _("\
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 falls into disorder. Such cities are labeled with a raised fist or a \
lightning bolt (depending on the tileset). Take care not to let this happen to any of your cities, as cities \
in disorder produce nothing, and are prone to revolt.\
"), _("\
7. Interacting with other players (diplomacy).\
10. Interacting with other players (diplomacy).\
"), _("\
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' view.\
intelligence about the other, which can be accessed from the 'Nations and Diplomacy' view.\
"), _("\
This communication will lapse after a ruleset defined 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' \
view, this is done by selecting the nation with whom you wish to meet and clicking 'Meet'. If the entry \
If you are in contact with another player, then you can arrange a diplomatic meeting. From the 'Nations and \
Diplomacy' view, this is done by selecting the nation with whom you wish to meet and clicking '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.\
"), _("\
Expand All @@ -206,31 +260,46 @@ the treaty.\n\
city are also transferred, except those sitting in other cities. So make sure the other player is not \
getting a better deal than you expect.\
"), _("\
8. Exploring the world.\
11. Exploring the world.\
"), _("\
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 your 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.\
12. Things to keep in mind.\
"), _("\
- What the next advance you will need is.\n\
- What your tax, luxury goods and research rates are currently set to.\n\
- Treaties are often broken, so do not neglect defense!\n\
- Some wonders can be made obsolete by a new technology.\
"), _("\
10. Making your own strategy for the game.\
13. Production phase.\
"), _("\
These basic concepts will allow you to play the game pretty well, especially in the beginning of the game. \
To improve, you need to study the various units and advances, and PRACTICE, PRACTICE, PRACTICE! Freeciv21 \
has many twists, so if you have not played a similar game before, try consulting the Freeciv21 \
documentation pages at:\
At some point you will have a large number of cities and your nation has learned many technologies. As you \
move into the industrial age you can build Factories and Power Plants in your cities. You want to get as much \
production as possible out of each city. Pollution becomes a problem. As soon as you can, try to research \
Mass Production for Mass Transits, and Recycling so you can build Recycling Centers. Once you have got all \
your cities going strong, you must build military units.\
"), _("\
https://longturn.readthedocs.io/\
NOTE: If you come into contact with another player, you should immediately build a few attack units, and at \
least one defense unit per city.\
"), _("\
When you want to begin thinking about attacking someone, set science to 0%, and raise taxes as high as you can \
without provoking disorder. Remember, money can build units too!\
"), _("\
14. Annihilation of your opponents.\
"), _("\
This can happen at any time, but it is more fun with the advanced weapons.\
"), _("\
Pick a relatively weak enemy, and send over a few ship loads of troops. Take over their cities, and use them \
to build more units to take out the rest of them with. Show no quarter! To the death!\
"), _("\
Repeat as often as necessary!\
"), _("\
You will find more tips for playing, and details of how to contact other players.\
For pacifists: Freeciv21 also allows a player to win by building and launching a spaceship which arrives at \
Alpha Centauri before anyone else. It is known as the Space Race victory.\
")

[help_terrain]
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