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Docs - Client Manual #1211

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f3fa31a
Client Manual - Heading Structure
jwrober Aug 7, 2022
6b751d1
Client Manual - Getting Started and Launcing the Client
jwrober Aug 7, 2022
6fd4fdf
Client Manual - Start New Game
jwrober Aug 7, 2022
6df5b67
Client Manual - Players List and Nation
jwrober Aug 7, 2022
8bbd389
Client Manual - Rules, No of Players, AI Skill Level
jwrober Aug 7, 2022
9c77e29
Client Manual - Game Options, Client Options, Server Output
jwrober Aug 7, 2022
9c2ea65
Client Manual - Chat, Disconnect, Pick Nation, and Observe
jwrober Aug 7, 2022
68fba96
Client Manual - Start, Connect to Network Game
jwrober Aug 7, 2022
24fcb6c
Client Manual - Load Saved Game, Start Scenario Game
jwrober Aug 7, 2022
58d2245
Client Manual - Options
jwrober Aug 7, 2022
a5869f3
Client Manual - Main Interface, Menu Bar
jwrober Aug 7, 2022
3aaa7e5
Client Manual - Game Menu
jwrober Aug 7, 2022
0b1ce8d
Client Manual - View Menu
jwrober Aug 7, 2022
10f7be3
Client Manual - Select Menu
jwrober Aug 7, 2022
8de5898
Client Manual - Combat and Work Menu
jwrober Aug 7, 2022
d7a2030
Client Manual - Multiplayer and Civilization Menu
jwrober Aug 7, 2022
59e789f
Client Manual - Help Menu, Top Function bar, Map View
jwrober Aug 7, 2022
e00d347
Client Manual - Units View
jwrober Aug 7, 2022
693aade
Client Manual - Nations and Diplomacy View
jwrober Aug 7, 2022
70f3e97
Client Manual - Research View
jwrober Aug 7, 2022
e2fa80a
Client Manual - Economics View
jwrober Aug 7, 2022
9d85616
Client Manual - Tax Rates and National Status Views
jwrober Aug 7, 2022
08cdbb4
Client Manual - Messages and Unit Controls
jwrober Aug 7, 2022
0be09fa
Client Manual - Mini Map
jwrober Aug 7, 2022
c43bb2c
Client Manual - City Dialog
jwrober Aug 7, 2022
481ee3e
Client Manual - Update based on reviews
jwrober Aug 10, 2022
7cbec32
Client manual - another update
jwrober Aug 10, 2022
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185 changes: 185 additions & 0 deletions docs/General/Manuals/client-manual.rst
Original file line number Diff line number Diff line change
Expand Up @@ -654,14 +654,199 @@ Advanced Unit Selection
Unit Menu
^^^^^^^^^

The :guilabel:`Unit` menu is used to give units orders.
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The :guilabel:`Unit` menu has the following options:
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Go to Tile
With a unit selected, give the unit orders to go to a selected tile on the map.

Go to and...
Similar to :guilabel:`Go to Tile` above, however when the unit reaches the given tile you can give the
unit a specific command to do as selected from the sub-menu. This is useful, for example, for
:unit:`Settler` units to have them go to a spot and build a city as soon as possible.

Go to Nearest City
Instruct the unit to go to the nearest city. Nearest in this context is the one that can be reached in
the fewest move points (MPs).

Go to/Airlift to City...
If Airlifting is enabled in the game (and assuming you have any required city improvement(s) that are
required for Airlifting), you use this menu to tell the unit to transport to a city with the Airlift
capability. A dialog box will pop up asking what city you want to Airlift to.

.. tip:: Depending on the setup of the rules, a player could use the :guilabel:`Select` menu to select many
units of a similar type and then use this menu item to Airlift a great number of units all in one move
very quickly.

Autoexplore
Ask the unit to automatically open up the unknown (the area of the map that is black and has not been
visited by any of your units).

Patrol
Instruct a unit to make a collection of moves in a pattern as part of a patrol route.

Sentry
Asks a unit to :strong:`Sentry`. Senty is not the same as :strong:`Fortify` as found in the
:guilabel:`Combat` menu. A sentried unit is on lookout and will give notice if another unit from an
opponent comes into its field of vision.

.. note:: A sentried unit does not gain a fortification bonus when outside of a city. However, sentried
units inside of cities gain a default fortification bonus while in the city.

Unsentry All On Tile
Instruct a stacked set of units on a single tile to stop that activity and ask for new orders.

Load
Load a unit into a transporter, such as a :unit:`Caravel`, :unit:`Galleon`, or :unit:`Transport` ship.

Unload
Unload a unit from a transporter.

Unload All From Transporter
If you have many units inside of a transporter and you want all of them to disembark at the same time,
then you can use this menu to make that nice and easy.

Set Home City
Transfers ownership and management (e.g. support) of a unit to the city that it is currently present in.
This menu allows you to shift support of units around to help with the cost of supporting units. Refer to
`Economics View`_ for more information on unit support costs.

Upgrade
Upgrade a unit from one level to another. For example, :unit:`Phalanx` units are often upgradeable to an
improved :unit:`Pikemen` with the discovery of :strong:`Feudalism`. The upgrade will cost gold and the
client will tell you what that cost is before you agree to the spend.

Convert
Similar to :guilabel:`Upgrade`. The convert option allow you to change a unit from one type to another.
This is ruleset dependent and is not available in all rulesets.

Disband
Use this menu option to eliminate (kill, destroy, fire) a unit. If done inside of a city, then 50% of
the shields used in the production of the unit is given to the city and helps build whatever is currently
under construction. If a unit is disanded outside of a city, there is no benefit other than the
elimination of shield or gold upkeep depending on your form of government.

Rename
Give the unit a unit name. Similar to many Naval vessels in real life, you can name your units with a
special name.

Combat Menu
^^^^^^^^^^^

The :guilabel:`Combat` menu is used to give combat units orders.

The :guilabel:`Combat` menu has the following options:
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Fortify Unit
Instruct the unit to :strong:`Fortify` on the tile. An icon will show on the unit signifying
fortification. By fortifying, the unit is given a defensive bonus depending on the terrain it is on. See
in game help for more specifics of what defense bonuses are given by terrain type. When a unit is
fortifying, it is not in :strong:`Sentry` mode and will not inform you of enemy unit movement inside of
its vision radius.

Build Fortress/Bouy
Some units have the ability to build forts, fortresses, and bouys. They are typically :unit:`Workers` or
:unit:`Engineers`. In some rulesets, :unit:`Transports` can build Bouys. Forts, Pre-Forts and Fortresses
give a unit increased defensive bonuses in addition to what is provided by the base terrain. See in
game help for the specifics. Bouys are used to act as sentries in the oceans around your cities and can
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give you opponent unit movement information.

Build Airbase
Instructs a unit to build an Airbase. This is often a requirement for Airlifting in many rulesets. They
also often give the ability to heal an aircraft type unit faster while on the tile.

Build Base
This generic menu will include a sub-menu of all of the base type tile improvements that can be built
as defined by the current ruleset.

Pillage
Tells a unit to remove (pillage) tile infrastructure improvements such as roads, railroad and bases.

Do...
A dialog box will pop up here and give you all of the actions that the unit selected can perform.

Work Menu
^^^^^^^^^

The :guilabel:`Work` menu is used to give units infrastructure work orders such as building roads, irrigation,
or mines. Tile infrastructure improvements are mostly done with :unit:`Workers` and :unit:`Engineers`, however
some rulesets allow other units to perform this type of work. See in game help for details.
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The :guilabel:`Work` menu has the following options:
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Build City
Certain units such as :unit:`Settlers` can found cities. If the unit has sufficient move points available,
then giving this command will build a new city where the unit is currently placed on the `Map View`_. The
unit will be consumed by the action.

Auto Worker
Tell a :unit:`Worker` to use an in game algorithm to improve tiles. The game engine will give the
:unit:`Worker` instructions so you don't have to.

Build Road/Railroad/Maglev
Tell a :unit:`Worker` to build a road. If sufficient technological knowledge is available, then a railroad
and eventually a maglev may be able to be constructed at a later time during the game. The menu will
change with the best available option depending on what has been done to improve the tile in the past.

Build Path
Provides a sub-menu of all of the pathing options available for the tile. This is mostly road, railroad,
and maglev. Other rulesets may other different path types. See in game help for more details.

Build Irrigation/Farmland
Tell a :unit:`Worker` to irrigate the tile in order to improve the food output from the tile. If
sufficient technological knowledge is available, then a farmland may be added to the tile at a later
time during the game. The menu will change with the best available option depending on what has been
done to improve the tile in the past.

Cultivate to Plains
Cultivation is a multi-step process where a tile is converted from one type to another. Such as converting
a swamp to plains. Not all tile terrain types can be cultivated to other types. See in game help for
details.

Build Mine
Tells a :unit:`Worker` to build a mine on a tile to improve the shield output.

Plant Forest/Swamp
If the unit is on a grassland tile, then you can tell the :unit:`Worker` to plant a forest on the tile. If
the unit is on a forest tile, then you can tell the :unit:`Worker` to convert the forest to swamp.

Connect with Road
Tell a :unit:`Worker` to build a road many times along a given path.

Connect with Railroad/Maglev
Tell a :unit:`Worker` to build a railroad or maglev many times along a given path.

Connect with Irrigation
Tell a :unit:`Worker` to connect many tiles together with irrigation. This is often done to get
irrigation from a source of fresh water over to a city.

Transform to Hills/Swamp/Ocean
Tell a :unit:`Engineer` to conduct a major terraforming operation on the tile. Mountains can be cut down
to hills, forests and grassland can be converted to swamp and then the swamp can be converted to ocean.
In some circumstances, ocean can be converted to swamp and then the swamp can be converted to grassland.
In most rulesets, only the :unit:`Engineer` unit can do these major operations.

Clean Pollution
Tell a :unit:`Worker` to clean pollution from the tile. Pollution on a tile will eliminate or severely
cripple the output of a tile and contributes to global warming.

Clean Nuclear Fallout
If a :unit:`Nuclear` unit has been detonated nearby (e.g. attacked a city), then there will be nuclear
fallout all over the place. Similar to pollution, nuclear fallout severely cripples the output of a tile
and contributes to nuclear winter.

Help Build Wonder
Certain units, such as :unit:`Caravan` can be used to move production from one city to another and help
build Small and Great Wonders. This menu aids that function. Alternately you can simply "walk the
:unit:`Caravan` into a city and a pop up dialog will ask what you want to do.

Establish Trade Route
Certain units, such as :unit:`Caravan` can be used to establish a trade route between two cities. This
menu aids that function.

As you can see, there are a number of ways that a tile can be altered with infrastructure improvements. Be
sure to have a close look at the in game help on Terrain for more information.

Multiplayer Menu
^^^^^^^^^^^^^^^^
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