; ; Sid Meier's ALPHA CENTAURI ; ; Tutorial dialog boxes ; ; Copyright (c) 1997, 1998 by Firaxis Games, Inc. ; #LANDFALL #xs 300 #button TOUR Your colony pod has crash landed on Alpha Centauri; its stores have been used to found your first base, $BASENAME0. You can use the $UNITNAME1 unit which is now active to explore the surrounding area. It can also be used for defense if necessary. ^ If this is your first time playing Alpha Centauri and you would like a tour of the interface, click the {TOUR} button. #DIRECTIONS Northeast East (i.e. Right) Southeast South (i.e. Down) Southwest West (i.e. Left) Northwest North (i.e. Up) #TOUR1 #xs 300 A unit's status box blinks when it is ready to move. Use this {$UNITNAME0} to explore. #TOUR1A #xs 300 A unit's status box blinks when it is ready to move. Use this {$UNITNAME0} to explore. #TOUR1B #xs 400 When it is your turn, your game pieces, called 'units', will blink their status box to let you know that you can move them. When no status boxes are blinking, a cursor will flash instead; in this case, you can switch back to moving pieces by pressing the 'V' key (don't do it now, wait until the tour is complete). #TOUR2 #xs 300 You can use the "arrow keys" or the mouse to move units. The SPACE bar tells a unit to stay where it is for now. #TOUROCEAN #xs 300 Only naval and air units can enter ocean squares. #TOUROCEAN2 #xs 300 Your $UNITTYPE0 unit can explore the ocean and transport your ground units to other continents. #TOURFUNGUS #xs 300 {Xenofungus} is a form of plant life native to Alpha Centauri. For now, think of it as a dangerous obstacle. #TOURMAP #xs 300 Planet's three primary resources are {NUTRIENTS}, {MINERALS}, and {ENERGY}. To produce these resources, you will wish to find squares with, respectively, {RAINFALL}, {ROCKINESS}, and high {ALTITUDE}. #TOURRAIN #xs 300 The more "green" in a square, the higher the {rainfall}. Rainy squares produce the most {NUTRIENTS}. {Nutrients} feed your colonists and help your settlement to grow. #TOURRAINWET #xs 300 This green and {RAINY} square is excellent for growing NUTRIENT crops. #TOURRAINMOD #xs 300 This square receives {MODERATE RAINFALL}, as indicated by the modest amounts of green, and will support crops. Planting a farm here will improve {NUTRIENT} production considerably. #TOURRAINDRY #xs 300 This dry, {ARID} terrain (no green) will not produce nutrients without considerable terraforming or forestation. Remember, when you want to grow crops, look for {green} squares. #TOURRAINDRY2 #xs 300 All of the squares nearby are {ARID}, as indicated by the absence of green patches. Nutrient production in arid squares is poor, so you will need to plant {FARMS} or {FORESTS} quickly. #TOURALT #xs 300 These two squares lie at different {ALTITUDES}. The higher a square, the more {ENERGY} it will produce if you build a solar collector. As a rule of thumb, each 1000 meters of altitude increases your ENERGY yield by one. #TOURTWOFOOD #xs 300 This would be a good place to plant a farm. FARMS increase the {NUTRIENTS} which can be produced in a square. #TOURTWOROCK #xs 300 This square is quite {ROCKY}, and is excellent for producing {MINERALS}. Your bases need minerals to build new units and facilities. Crops do not grow well in rocky squares. #TOURONEROCK #xs 300 This square is {ROLLING} terrain (some rocks), and will produce some {MINERALS}. #TOURFLAT #xs 300 This square is {FLAT} (no rocks), and will not produce any {MINERALS} unless you build a {MINE} or plant a {FOREST}. #TOURFOREST #xs 400 In each square, your Formers can build {FARMS}, which improve {nutrient} production, {MINES}, which improve {mineral} production, and {SOLAR COLLECTORS}, which improve {energy} production. They can also plant {FORESTS} for balanced resource production and build {ROADS} to speed movement. #TOURREVIEW #xs 440 A quick review of basic resource production: ^{NUTRIENTS} are best produced in {WET} areas (Plant {FARMS}). ^{MINERALS} are best produced in {ROCKY} areas (Build {MINES}). ^{ENERGY} is best produced in {HIGH} areas (Build {SOLAR COLLECTORS}). ^{FORESTS} produce a fixed amount of all resource types. Finally, if an area is very rocky, nutrient production is penalized. #TOURADVANCED #xs 440 Advanced players may be interested in these later options: ^{CONDENSERS} increase rainfall in every surrounding square. ^{BOREHOLES} provide massive quantities of MINERALS and ENERGY. ^{AQUIFERS} release underground rivers. ^{MAG TUBES} vastly increase movement rates. ^{SOIL ENRICHERS} further improve farm output. ^{LEVEL TERRAIN} decreases rockiness. ^{RAISE/LOWER TERRAIN} can change continents and affect weather patterns. #TOURFORMDONE #xs 440 So, to wrap up our tour of terraforming functions, we'll suggest that you begin planting farms and forests in squares near your base (move your Formers to those squares, then press the 'F' or 'Shift+F' key). We'll give you more hints as you go along. ^ If you wish to take this tour again, select "Terraforming Tour" from the "Help" menu. #TOURSCAN #xs 300 The {Planetary Scan} shows a zoomed out view of the planet which you can use to find your way around. #TOURMENU #xs 300 The {Main Menu} is summoned by clicking this button; it works much like your Windows START button. ^ Advanced players may wish to switch to "Detailed Menus" from the game menu. #TOURCOMMLINK #xs 300 The {Commlink} button allows you to contact other factions; you can click on the name of any faction you've met to open negotiations. In a multiplayer game this window also shows the chat status and current turn clock. #TOURUNITSINFO #xs 300 The {Unit Window} shows you which unit you are moving right now, or which unit you currently have selected. #TOURTERRAININFO #xs 300 The {Terrain Window} details the terrain at your current location. The rainier (greener) an area is, the more NUTRIENTS it produces. The rockier an area, the more MINERALS it makes; and the higher an area, the more ENERGY can be produced. #TOURSTACKINFO #xs 300 The {Stack Window} allows you to see all of the units in the current square. Click on any unit here to select it. Note that a unit's "stats" e.g. 1-1-1 indicate its {weapon,} {armor,} and {moves.} Better units have higher values. #TOURMESSAGEINFO #xs 300 The {Message Window} provides useful data of many types throughout the game. You can click here to cycle through the different displays, or to hold on a display which you wish to study in detail. #TOURBUTTONINFO #xs 300 The {Info Button} causes the Message Window to cycle through general information. #TOURBUTTONMESSAGE #xs 300 The {Message Button} causes the Message Window to list events which have occurred at your bases recently (such as new items built, drone riots, etc). You can click on listed items to zoom to the affected base. #TOURWORLDINFO #xs 300 The {World Window} shows an overhead map of the whole planet. You may click anywhere on the map to cause the view to zoom to that location. #TOURDATEINFO #xs 300 The current date and your energy reserves are shown here. #TOURBUTTONTURN #xs 300 You can click the {Turn Button} to proceed to the next turn. Normally the game will proceed to the next turn automatically once you've moved all of your units. This button is more important in multiplayer games. #TOURINFO #xs 300 The {Data Readout} displays valuable information about your current situation. You can click in the data readout to cycle through the displays manually. #TOURSTAT #xs 300 The {Mission Status} display lists the contents of the active square on the main map; here is where you'll find details on units, bases, and terrain in the current square. #TOUROVER #xs 440 So, your first job is to use your Scout Patrol to explore the area around your base. ^ If you wish to take this tour again, select "Interface Tour" from the "Help" menu. #BASECONTROL #xs 400 #button TOUR The {Base Control Screen} allows you to control the production and economic growth of your base, $BASENAME0. Click the {TOUR} button for more details. #TOUR1GOVERNOR #xs 400 We'll begin the Base tour by introducing you to the {Governor}. The Governor is a valuable assistant who can help you control the activities of your base. Whether beginner or expert, you will find the Governor can help you get your bases up and running quickly. To use the Governor, simply tell him whether this base should {Explore, Discover, Build,} or {Conquer.} #TOUR1EXPLORE #xs 400 The {EXPLORE} button tells the Governor to concentrate on finding and occupying new territory. Bases set to explore will typically concentrate on building {Scouts,} {Colony Pods,} {Transports,} and occasional {Naval Units} for scouting oceans. This button is especially useful early in the game, when you need to expand quickly. #TOUR1DISCOVER #xs 400 The {DISCOVER} button emphasizes scientific discovery and technological breakthroughs. The Governor will concentrate on building {Science Facilities} (such as Network Nodes), {Secret Projects,} {Probe Teams,} and {Prototype Units.} This button is especially effective with large, well-protected bases deep in your interior. #TOUR1BUILD #xs 400 The {BUILD} button mandates infrastructure and growth. The Governor will tend to build {Facilities} and {Formers}. Use this button at any time to have your base concentrate on peaceful growth. #TOUR1CONQUER #xs 440 Use the {CONQUER} button to build up your military. In this mode your base will produce {military units} of all varieties, and their associated facilities, such as {Command Centers.} Use this button whenever you need to attack or defend. #TOUR1GOVERNOR2 #xs 440 You now have enough information to get started; if you wish, click the {End Tour} button and begin playing. Or, keep reading to learn how you can manage a base yourself. ^ We'll begin with the {GOVERNOR} button proper, which can be used to turn the Governor off and on. Note that clicking on the Explore, Discover, Build, or Conquer button automatically turns the Governor on. #TOUR1ADVANCED The {ADVANCED GOVERNOR} button brings up a dialog box which allows you to customize your Governor. For instance, you could tell your Governor to build {only} facilities. #TOUR1CAPTION #xs 300 The {Information Box} shows the name of the base. #TOUR1ECO #xs 300 For convenience, the date and your current {Energy Reserves} shown here. If your base has grown large enough to pose a danger to the local environment, the {Ecological Damage} indicator shows the percentage chance of intervention by Planet. #TOUR1POP #xs 300 The {Population Bar} shows you the citizens of $BASENAME0--each "person" represents about 1,000 colonists. Most of your citizens will be grey {Workers}, capable of producing standard resources. Later, you may elevate some citizens to become {Specialists} (Doctors, Technicians, Librarians, etc). #TOUR1POP2 #xs 300 Good social conditions in your colony may cause some Workers to become green {Talents}. Poor social conditions and overcrowding will turn them into red {Drones}. Whenever your base has more drones than talents, there will be a {Drone Riot}. To correct this problem, build a psych-related base facility such as a {Recreation Dome}, convert some citizens into {Doctors}, or increase your energy allocation to {Psych}. #TOUR1STAPLE #xs 300 The {Nerve Staple} button is a particularly draconian means of controlling drone riots. If you Nerve Staple your citizens, they will cease rioting for at least {ten turns}. Do this only in an emergency, however, because Nerve Stapling is considered an {atrocity}. #TOUR1PRODUCTION #xs 300 The {Production Box} shows what the base is currently making. Bases can produce new units or build facilities to improve the base itself. Your base uses {minerals} to produce things. When all of the mineral icons in the box light up, your new unit or facility will be ready. #TOUR1QUEUE #xs 300 The {Build Queue} shows what this base will build next, after it finished its current production. #TOUR1CHANGE #xs 300 Click on the {Change Button} to set new production orders for your base. #TOUR1HURRY #xs 300 Use the {Hurry Button} if you need to finish something fast. You can spend your {Energy Reserves} to complete production quickly, but it can get expensive. #TOUR1GARRISON #xs 400 The {Garrison Box} shows you what units are currently present at this base--try to keep at least one military unit in each base to guard it from unexpected attack. You may click on any unit to activate it, or right-click for additional options. #TOUR1SUPPORTED #xs 400 The {Forces Supported Box} shows the units which this base has produced (and which it therefore must {support}). These units are not necessarily present at the base right now--you can use the {SUPPORT} button to find out where they are. #TOUR1FACILITIES #xs 400 The {Facilities Box} shows any {facilities} you have built at this base. Facilities increase the potential of your base (for instance, a Network Node increases your labs output), but most facilities require a small amount of energy each turn for {maintenance}. If you no longer want one of your facilities, you can click on it to {scrap and recycle} it. #TOUR1COMMERCE #xs 400 The {Commerce Box} shows your trade with other factions. If you sign a {Treaty} or {Pact} with another faction, your base will automatically begin commerce with your new friends, resulting in {extra energy} for your base. Commerce rates are affected by (1) the size of the bases involved, (2) the number of economic techs you have discovered, and (3) whether you have a Treaty or Pact (with a Pact you gain double commerce). #TOUR1NUTRIENTS #xs 400 The {Nutrients Box} shows your base's potential for {growth}. As your base produces {nutrients,} they are collected here; when all of the nutrient boxes light up, your base will increase in population. #TOUR1AREA #xs 400 The {Base Map} shows the region around your base. Any square in this region can be farmed, mined, or otherwise improved by your citizens in order to produce {nutrients}, {minerals}, and {energy}, which are the basic economic units of the game. Squares in use are marked with icons showing the quantity of each resource they are producing. ^ You can utilize one square on this map for each {Worker} you have at this base (you can also always utilize the base square itself). You can drag Workers from square to square, or drag them into the {Population Bar} to elevate them to {specialists.} ^ You cannot utilize unexplored squares, squares utilized by other nearby bases, or squares occupied by enemy units. #TOUR1NUT #xs 400 The {Nutrient Bar} shows your current nutrient production. Nutrients feed your citizens and help your colony to grow. Each citizen needs $NUM0 nutrients each turn to live; this {consumption} is shown on the left side of the bar. Any {surplus} nutrient production is shown on the right side of the bar. The surplus, if any, is stored each turn for possible future use and {population growth}. Any items appearing in red represent a {shortfall} and can lead to {starvation.} ^ If you need to improve nutrient production, move citizens on the area map to squares which produce more nutrients. Send your {Former} units (on the main map) to build {Farms} in these squares. #TOUR1MIN #xs 400 The {Minerals Bar} shows your current mineral production. Depending on the number of military units you have built (and your social engineering settings), you may have to expend some minerals each turn to {support} existing units. This is shown at the left of the bar. Any {surplus} minerals are shown at the right of the bar; they are applied to your current {production}. Any items appearing in red constitute a support {shortfall} and can lead to the elimination of unsupported military units. ^ If your base needs more minerals, send your {Former} units to build more {Mines.} #TOUR1ENERGY #xs 400 The {Energy Bar} diagrams the current energy output of $BASENAME0. Any red tiles represent energy lost to {Inefficiency}. Inefficiency increases when your social engineering choices are inadequate to the needs of a large colony and population. If you are losing a lot of energy to inefficiency, consider building a {Children's Creche} to increase efficiency or switching to a more economically efficient social model (Democratic or Green, for instance). ^ If your base needs more energy, send your {Former} units to build more {Solar Collectors.} #TOUR1ALLOC #xs 400 The {Energy Allocation Chart} shows how your energy output is being allocated amongst your three priorities: {Economy,} {Labs,} and {Psych.} ^ You can reallocate your energy at any time by selecting {Social Engineering} from the HQ Menu. #TOUR1ALLOC2 #xs 400 The {Energy Allocation Button} allows you to see how your energy output is being allocated among your three priorities: {Economy,} {Labs,} and {Psych.} ^ You can reallocated your energy at any time by selecting {Social Engineering} from the HQ Menu. #TOUR1ECON #xs 400 Energy allocated to {economy} is used to increase your {energy reserves}, which you can later spend to hurry production, bribe neighbors, and maintain base facilities. #TOUR1PSYCH #xs 400 Energy allocated to {psych} is used to improve the quality of life for your citizens. Every two units of energy spent here stimulates one worker to become a {Talent}. Spending here will help to prevent {drone riots}. #TOUR1LABS #xs 400 Energy allocated to {labs} is used for scientific research; the more you spend here the faster you will discover new technologies. #TOUR1SUPPORTBUTTON #xs 300 The {Support Button} switches the Base Map to a broad view which shows where the units produced by (and therefore supported by) this base have moved. The large colored icon represents your base; smaller icons represent this base's units. #TOUR1PSYCHBUTTON #xs 300 The {Psych Button} switches the Base Map to a psych profile. The information here may help you to alleviate poor living conditions and prevent {drone riots}. #TOUR1RESOURCEBUTTON #xs 300 The {Resource Button} returns the Base Map to the standard resource view; this is the view you will generally find most helpful in managing your base. #TOUR1PREV #xs 300 When you have more than one base, the {Previous Base Button} zooms to the base just before this one in alphabetical order. #TOUR1NEXT #xs 300 Similarly, the {Next Base Button} zooms to the base just after this one in alphabetical order. #TOUR1RENAME #xs 300 The {Rename Button} allows you to rename your base. Renaming a base you've captured from another player may goad him to anger. #TOUR1OK #xs 300 Finally, the {OK Button} allows you to close the Base Control Screen when you are done with it. You can also press the ENTER key to close the window. ^ This tour contains many details that you may wish to review later. You can take this tour again at any time by selecting {Base Tour} from the Help Menu. #DESWIN #xs 400 #button TOUR On the {Design Workshop Screen}, you create new units with which to explore and conquer Planet. You assign each unit type a weapon, armor, chassis, reactor, and perhaps a special ability or two. You are then free to begin building those units at any of your bases. ^ If you would like a more detailed tour of this screen, click the {TOUR} button #DESTOURCHAS #xs 400 The {Chassis} determines the number of {moves} a unit gets each turn. You can also choose a {land,} {sea,} or {air} chassis. Certain chassis gain special combat bonuses; for instance the Infantry chassis type is especially good for attacking enemy bases. #DESTOURWEAP #xs 400 Assigning your unit a {Weapon} allows it to attack enemy units. The higher the attack value the more likely your chances for success (but the more costly the unit will be to build). You can also choose {Equipment} modules to create units for noncombat roles. #DESTOURARM #xs 400 {Armor} protects your unit from attack. The thicker the better. #DESTOURREACTOR #xs 400 A {Reactor} provides power to your unit. You should usually select the biggest reactor allowed by your technology level, since this not only makes your unit harder to kill, it often lowers the cost. #DESTOURABILITY #xs 400 When your technology allows, you may add {special abilities} such as Drop Pods or Antigravity Struts to create units for specialty missions. #DESTOURCOST #xs 400 The {cost} shows the number of minerals which will be required to build your new unit. Unless you are playing the Spartans, the first unit of a new type will incur the {prototype cost,} representing the difficulty of developing new designs. #DESTOURSTATS #xs 400 Your unit's {"stats"} are summarized here. The first number represents weapon strength, or offensive capability. The middle number indicates armor thickness, or defensive capability. The final number shows the number of moves. If you have selected a reactor with a value greater than 1, it will be shown at the end after a star (*). #DESTOURBAR #xs 400 Basic unit types and unit types which you have designed will appear here. You may click on any unit type to examine or edit it. #DESTOURARROWS #xs 400 These arrow buttons allow you to scroll through your unit types. #DESTOURPRESETS #xs 400 The {Preset} buttons allow you to design certain styles of unit quickly. Click on any button and the Workshop will propose a design of that type. #DESTOURDONE #xs 400 When you have designed a new unit, or made changes to an old design, use the {Done} button to confirm your changes and close the design workshop. #DESTOURAPPLY #xs 400 The {Apply} button can be used to confirm your changes without closing the design workshop; you are then free to create or examine other unit types. #DESTOURRENAME #xs 400 The {Rename} button allows you to name your unit types. #DESTOUROBS #xs 400 The {Obsolete} button can be used to mark a unit type as obsolete and no longer necessary. Obsolete unit types will not show up as production choices, so they won't clutter up your production menus, but any existing units of an obsolete type will continue to function until you upgrade them or they are destroyed or disbanded. You can also use this button to return a previously obsolete type to service. #DESTOURUPGRADE #xs 400 The {Upgrade} button upgrades all units of your currently selected type to a better type. The Design Workshop will check to see if you have a better type available and if so will offer you an upgrade. You must prototype a new unit type before you can upgrade to it. #DESTOURRETIRE #xs 400 The {Retire} button retires a unit type from service entirely. Any remaining units of that type are disbanded, and the design is deleted from your units list (its "slot" becomes empty). #DESTOURCANCEL #xs 400 Finally, the {Cancel} button allows you to leave the Design Workshop without making any further changes. If you wish to take this tour again, you may do so at any time by selecting "Design Workshop Tour" from the Help Menu. #SOCWIN #xs 400 #button TOUR On the {Social Engineering Screen} you expound your vision of future utopia. The choices you make here have wide-ranging effects during the game. You can design your society to have great strength in a particular area--but beware of the weaknesses you may create. ^ If you would like a more detailed tour of this screen, click the {TOUR} button. #SOCTOURMAIN #xs 400 In the {Engineering Box} you make the value choices that will shape your society. Your choices fall into four categories: {Politics,} {Economics,} {Values,} and {Future Society.} At the beginning of the game you have few options; as your researchers make new breakthroughs in society-related technologies, your options will grow. You can click on any button in the box to make that society choice for your colony. #SOCTOURFACTION #xs 300 Your {Faction Bonuses} and {Penalties} are shown here. These represent the inherent strengths and weaknesses of your faction, and will stay with you throughout the game. #SOCTOUROVERVIEW #xs 300 The {Social Effects Box} shows the effects resulting from choices you have made. #SOCTOUREFFECTS #xs 300 The {Society Box} tallies the net social effect in each broad category. You can click on any of the buttons here to see the society choices which maximize the selected setting. #SOCTOUR0 #xs 300 {ECONOMY} shows the raw strength of your society's economy. Increasing this value will increase your energy flow. #SOCTOUR1 #xs 300 {EFFICIENCY} represents your society's ability to function without waste and mismanagement. If this value falls too low, your bases will begin to lose energy to inefficiency. #SOCTOUR2 #xs 300 {SUPPORT} affects the support costs of military units. The lower your score here, the more of your units you'll have to expend minerals to support. #SOCTOUR3 #xs 300 {MORALE} affects the training and determination of your military. A higher score here translates directly into morale upgrades for your units. #SOCTOUR4 #xs 300 {POLICE} shows your society's tolerance for police control and restrictions on personal freedom. A high score allows you to use military units as police to suppress drone riots. A low score will cause increasing tension when your military units are away from home. #SOCTOUR5 #xs 300 {GROWTH} affects your population growth rate. The higher your score, the fewer nutrients your bases will need to grow. #SOCTOUR6 #xs 300 {PLANET} shows your society's sensitivity to the ecology of Planet. A low score indicates that ecological damage will occur more quickly. #SOCTOUR7 #xs 300 {PROBE} affects your vulnerability (or strength) on security issues. A high score will help prevent enemy probe team attacks. #SOCTOUR8 #xs 300 {INDUSTRY} shows your manufacturing strength. A high score reduces the number of minerals required to build units and facilities. #SOCTOUR9 #xs 300 {RESEARCH} affects your technological progress. A higher score will increase the rate at which you make breakthroughs. #SOCTOURECON #xs 400 The {Economy Bar} allows you to determine the percentage of your energy flow which will be devoted to your economy, increasing your {energy reserves}. Click the left or right arrows to adjust this value. #SOCTOURPSYCH #xs 400 The {Psych Bar} allows you to divert a percentage of your energy flow to increasing the quality of life for your citizens. Energy spent here will help to increase the number of {Talents} in your society, thereby preventing {Drone Riots.} #SOCTOURLABS #xs 400 The {Labs Bar} controls the percentage of your energy flow directed toward research. Although you can increase your breakthrough rate by raising this value, it is important to note that your efficiency is highest when your {Labs} and {Economy} percentages are equal. When these two settings differ, your inefficiency will increase; the rate will depend on your {EFFICIENCY} score. #SOCTOURINFO #xs 400 The {Info Box} shows additional results of your social choices. Your technological {Breakthrough Rate} and your per-turn {Energy Income} are shown here. If your {Labs} and {Economy} settings are unequal, any resulting inefficiency will show up here. Also, if you attempt to change your society's values too rapidly, there may be an {Upheaval Cost}, which will likewise be displayed here. #SOCTOURCANCEL #xs 400 The {Cancel Button} restores the society settings you had before you came to the screen, and exits. #SOCTOURRESET #xs 400 The {Reset Button} restores the society settings you had before you came to the screen, but does not exit the screen. #SOCTOUROK #xs 400 Finally, the {OK Button} exits the screen, making the changes to your society which you specified. ^ You may take this tour again at any time by selecting {Social Engineering Tour} from the Help menu. #DRONERIOTS #xs 400 #button DETAILS $BASENAME0 is experiencing {drone riots}, which hurt productivity. The simplest way to end drone riots is to turn on your {Governor}, which will take the proper steps to suppress them. Click the DETAILS button for more information. #DRONETOUR1 #xs 400 {Drone Riots} occur when the number of red {Drones} at a base exceeds the number of green {Talents}. Other citizens, such as {Workers} and {Specialists} do not directly affect riots. Drones appear as the result of population pressure and cramped living conditions. We will show you several means of controlling drone riots. #DRONETOUR2 #xs 400 One direct method of controlling drone riots is to use military units as {police}. Military units will automatically function as police if you move them into your base. The number of police units you will be able to use depends on your society's tolerance for police, as represented by your {POLICE} rating on the Social Engineering screen. By changing your society to a {Police State}, for instance, you will enable more military units to work as police and suppress riots. #DRONETOUR3 #xs 400 One particularly draconian means of controlling drone riots is to {nerve staple} your citizens. Nerve stapling will prevent drone riots for at least ten turns, but it is considered an atrocity. #DRONETOUR4 #xs 400 A more humanitarian way to prevent drone riots is to build {facilities} which alleviate cramped and depressing living conditions. For instance, a {Recreation Commons} will satisfy the complaints of up to two Drones, turning them into regular Workers. Building facilities is an excellent long-term solution to drone problems. #DRONETOUR5 #xs 400 Creating {Doctors} (or later, {Telepaths} and {Transcendi}) is another, albeit short-term solution to the problem. Doctors, by increasing your {Psych} output, will create more Talents to balance the Drones. To change a citizen into a Doctor, click on him here in the population bar. #DRONETOUR6 #xs 400 If you have many large bases producing a great deal of energy, you can divert some of your energy to {Psych}, which will improve your citizens' quality of life. Every two units of energy diverted to Psych turns one of your Workers into a Talent. To divert a percentage of your energy production to Psych, go to the Social Engineering screen by selecting it from the HQ menu on the main display. #DRONETOUR7 #xs 400 You can use the {Psych} button to see the effects of Police, facilities, psych, and Secret Projects. #LOWNUTRIENT #xs 400 $BASENAME0 is not producing enough {nutrients} to feed its citizens! Click on the center (base) square of the Base Map to reallocate some of your specialists as Workers. #NEWTERRAFORMER #xs 400 #button TOUR $BASENAME0 has just built a $UNITNAME1 unit, which represents the Terraforming Engineers crucial to your expedition's survival. Formers can plant forests and farms; build roads, mines, and solar collectors; and later even raise up or tear down mountains. ^ Press SHIFT+A to automate these Formers and have them begin improving your colony automatically. Or, if you would like to learn how to begin terraforming yourself, click the {TOUR} button. #TERRAFORMER #xs 320 Your Terraforming Engineers ("FORMERS") are crucial to your expedition's survival. Formers can plant forests and farms; build roads, mines, and solar collectors; and even raise up or tear down mountains. #TERRAFARM #xs 400 #button Don't Show Again This square could produce additional nutrients if it had a Farm. Nutrients will help $BASENAME0 to grow and thrive. To build a Farm here, press the 'F' key. #TERRASURVEY2 #xs 300 This survey shows the best squares for planting crops. Squares with many icons are the most suitable. Use this screen as a guide for sending your Formers on planting expeditions. To turn this view off, simply click anywhere on the map. #TERRAROAD #xs 400 #button Don't Show Again Formers can also build roads, which speed movement. To build a road here, press the 'R' key or select "Construct Road" from the Orders Menu. #TERRARAISE #xs 400 #button Don't Show Again The solar collector in this square would collect more energy if the square were higher. Your Formers will raise the altitude of this square if you press the "]]" key or select "Terraform Up" from the Orders Menu. ##TERRARAISE2 ##xs 300 ##button Don't Show Again #$BASENAME0 isn't producing very much energy. To increase its #energy output, you must build solar collectors on nearby high altitude #squares. Since $BASENAME0 doesn't have many high altitude squares, #you may wish to raise the level of this square by pressing #the "]]" key or selecting "Terraform Up" from the Orders Menu. #TERRAMINE #xs 400 #button Don't Show Again To produce new Formers and Military Units, your colony needs to accumulate minerals. Press the 'M' key to build a mine, which will improve mineral production here. #TERRASOLAR #xs 400 #button Don't Show Again Solar Collectors trap {energy} for your colony, which helps your economy and speeds scientific research. Press 'S' to build a solar collector here. #TERRAFOREST #xs 300 #button Don't Show Again Planting {forests} is an excellent way of increasing resources. Forests squares provide a limited supply of nutrients, minerals, and energy in any square; this well-rounded resource output can be quite useful, especially in squares which are less suitable for traditional production. #TERRASENSOR #xs 300 #button Don't Show Again {Sensors} detect mind worms and enemy units within two spaces. Even better, they provide a +25% defensive bonus to any of your land units within two spaces. Press 'O' to build a Sensor here. #NEWUNIT #xs 400 $BASENAME0 has just produced a new $UNITNAME1 unit. Units can be used to explore the planet, attack enemies, and defend your colony. #FASTUNIT #xs 400 This fast $UNITTYPE0 ($UNITSTATS1) unit gets to move twice each turn unless it enters a rocky or fungus square (note that its move value, the third number, is two). Mobile units receive combat bonuses when attacking in open terrain, and can often disengage from a stronger but slower enemy. #BIGUNIT #xs 400 This more heavily-armed $UNITTYPE0 unit ($UNITSTATS1) will prove useful for attacking enemies and defending your territory. Note its high {weapon} value (the first number). Infantry units are particularly good at attacking enemy bases, gaining a +25% attack modifier when they do so. #ARTYUNIT #xs 400 This $UNITTYPE0 unit can fire at enemies up to two spaces away. Select "Long Range Fire" from the Action Menu when you wish to shoot. #NEWSHIP #xs 400 Use foils and other {ships} to explore Planet's seas, guard your bases from naval attack, and transport ground units from continent to continent. #NEWAIR #xs 400 {Air} units can move quickly over both land and sea, but they must occasionally return to base for {fuel.} #DEFENDIT #xs 400 #button Don't Show Again Perhaps this $UNITTYPE1 unit should "stay home" to {defend} $BASENAME0 from potential danger. Press the 'H' key to tell it to "HOLD" here. #DEFENDIT2 #xs 400 #button Don't Show Again This $UNITTYPE1 ($UNITSTATS2) unit would make an excellent garrison unit. Note that its {armor} (middle #) is strong, and its weapon (first #) is weak. Perhaps it should "stay home" to {defend} $BASENAME0 from potential danger. Press the 'H' key to tell it to "HOLD" here. #ENEMYBASE #xs 400 This base, $BASENAME0, belongs to another player, $TITLE1 $NAME2 of the $FACTION3. You can attack an enemy base by attempting to move into it. #ENEMYVEH #xs 400 This unit belongs to another player, $TITLE1 $NAME2 of the $FACTION3. Other factions can be useful allies or dangerous enemies. You can attack an enemy unit by attempting to move into its square. #ENEMYTERR #xs 400 This colored line marks the boundary of another faction leader's {territory}--$TITLE1 $NAME2 of the $FACTION3. Faction leaders may become angry if you enter their territory. #NEWUNITS #xs 400 #caption Some General Hints Units with thick {armor} and high defensive ratings are useful for defending important areas; use the 'H' or "Hold" command to entrench them in your your bases. ^ Fast-moving {Speeder} units are excellent for exploration and mobile attack. Use them to explore the planet and search for enemies. ^ Should you decide to attack an enemy, design a unit with a powerful {weapon} and perhaps good armor or a high movement rate. ^ {Colony Pods} allow your colony to spread by building new bases. The more bases you build, the faster your colony will grow. ^ {Former} units will speed the process of building farms and roads as well as other infrastructure. Don't neglect to build Formers once your colony begins to expand. #NEWCOLONIST #xs 400 #button Don't Show Again $BASENAME0 has produced a new {Colony Pod}, which represents the equipment and manpower to found a new base! Move it to an appropriate spot, such as the one indicated by the second line, then press the 'B' key to construct a base. #BUILDHERE #xs 400 #button Don't Show Again Because of its proximity to fertile land and other resources, this would be an excellent location to build a {base.} To build a base here, press the 'B' key or select "Construct Base" from the Orders Menu. #FUNGUSAMUNGUS #xs 300 {Xenofungus} is a plant form native to Planet, and you will find it growing wild in many areas of the planet. Earth plants cannot grow in squares containing fungus unless you clear the fungus first. #FUNGUSSEA #xs 300 Sea fungus slows the movement of surface ships. #TECHNOLOGY #xs 400 #caption About Research {Energy} powers your research {labs} and helps your researchers discover and exploit new {technologies}. You guide their research by controlling the fields in which they study. #TERRAFORM #xs 400 Events which cause {mountains} to be raised or torn down (earthquakes, the actions of Former units, etc.) can also cause {climactic changes}. Mountains 2000m above sea level and higher significantly affect cloud formation and rainfall by trapping the moisture being carried by the prevailing wind. Basically this means that areas "downwind" (in this game, "east", or "right") of a mountain will be dryer, and areas "upwind" of a mountain ("west", or "left") will be wetter as moisture is trapped to their benefit. You can take advantage of this phenomenon by having your Formers raise mountains to "dry out" your downwind opponents or to increase rainfall for your upwind bases. #SLOWFUNGUS #xs 300 The thick {Xenofungus} obstructs your unit. It sometimes takes several turns to enter a Xenofungus square. #FRACTIONALMOVE #xs 300 A unit with insufficient moves left to enter a square may be forced to remain in its original square for an additional turn. #MADEFARM #xs 400 Your Formers have planted a {farm} here. This square will now produce additional {nutrients.} Nutrients help to increase your population. #MADESOIL #xs 400 Your Formers have built a {soil enricher} here, further improving the nutrient output of the square. #MADEMINE #xs 400 Your Formers have built a {mine} here, improving the {minerals} output of this square. Minerals allow your bases to build units and facilities. #MADESOLAR #xs 400 Your Formers have built a {solar collector} here, improving the {energy} output of this square. Energy speeds research and increases your wealth. #MADEFOREST #xs 400 Your Formers have planted a {forest} here. Forests provide a {balanced} supply of nutrients, minerals, and energy. They improve the local environment, and grow and expand into neighboring squares. #MADEROAD #xs 400 Your Formers are building a {road} here. Units move three times as fast when they move along a road. Roads also increase the output of mines. #MADETUBE #xs 400 Your Formers are building a {Mag Tube} here. Units can move quickly along Mag Tubes at no cost. #MADESENSOR #xs 400 Your Formers have built a {sensor} here. A sensor will detect any enemy unit which moves within two spaces. Sensors also provide a {+25% defensive benefit} to any of your units within two spaces. #MADEAQUIFER #xs 400 Your formers have tapped an underground {aquifer!} The resulting new river will increase your energy production and speed ground movement. #MADECONDENSER #xs 400 Your Formers have built a {condenser} here! A condenser increases rainfall (and therefore nutrient production) in all adjacent land squares. #MADEBOREHOLE #xs 400 Your Formers have built a {borehole} here! A borehole improves both mineral and energy production, but prevents nutrient production. #MADESEAMINE #xs 400 Your Sea Formers have built a {mining platform} here, which allows this square to produce minerals. #MADESEASOLAR #xs 400 Your Sea Formers have built a {tidal harness} here, which increases the energy production of this square. #MADESEAFARM #xs 400 Your Sea Formers have planted a {kelp farm} here, which increases the nutrient production of this square. #SOCIETY #xs 440 #caption Psych Chaplain Discovery of $TECH0 allows your colony to make a new social engineering choice, "{$SOC1}". Would you like to make social engineering choices now? No. Continue with current social model. Yes. Commence social engineering. #EXPLORATION #xs 400 Supply pods seeded by your starship, the Unity, are items of particular interest as you explore the Planet. You must enter the square containing the pod in order to find out what it contains. #BONUSNUTRIENT #xs 400 This symbol indicates abundant {nutrient} resources. If you have a base within two squares, it will be able to produce additional nutrients here. Nutrients allow you to increase your population. #BONUSMINERALS #xs 400 This symbol represents abundant {mineral} resources. If you have a base within two squares, it will be able to produce additional minerals, especially if you build a {mine} here. Minerals help you build new vehicles and facilities. #BONUSENERGY #xs 300 This symbol represents abundant {energy} resources. If you have a base within two squares, it will be able to produce additional energy. Energy speeds scientific research and increases your wealth. #SECONDBASE #xs 300 Your base at $BASE0 is now prospering nicely. Now might be a good time to expand to a second base. To do this, click on $BASE0 and use the "Change" button to instruct it to build a Colony Pod. #BUILDMORE #xs 300 Your colony grows by expanding to new bases; you can gain new bases either by building them yourself or by conquering enemy bases. Perhaps you should instruct one of your bases to build a new Colony Pod. #BUILDBASE #xs 300 It's time to expand your colony by building a new base--send this Colony Pod to a suitable location and then issue the 'B' command. #ARTIFACT #xs 300 Move this {Alien Artifact} back to one of your bases as quickly as you can. Later, when you've built a {Network Node}, your researchers can link it to the artifact and try to learn its secrets. #DAMAGED #xs 400 This unit has become damaged in combat. Damage is indicated by the colored bar along the left side of the status icon: Green represents light (or no) damage; Yellow and Red show increasing damage. ^ To repair a damaged unit, move it to one of your bases, then have it skip its entire turn (press the SPACE bar). You may have to repeat this for several turns. ^ You can also conduct "field repair" (i.e. not at a base), but this is much slower and only effective if your unit has sustained more than 20% damage. ^ A base with a Command Center can repair ground units in a single turn; similarly Naval Yards and Aerospace Complexes can quickly repair sea and air units. #TREETIME #xs 300 #caption Operations Director Now that our researchers have discovered $TECH0, our Formers can plant forests ('Shift+F' action key) in any square that is not arid or rocky. Forest squares produce two nutrients, one mineral, and one energy, so they are ideal for areas which are too hot or too cold for other uses. #ZOCMSG #xs 400 Ground units cannot move between squares adjacent to other players' units; they must first back up into a non-adjacent square. This is called the "zone of control" rule and represents the difficulty of maneuvering in the face of an enemy force. ^ ^There are limited exceptions to this rule: ^* Units may always enter squares containing friendly units. ^* Units may always move into and out of bases freely. ^* Units with the "$ABIL0" ability may ignore zones of control. #VENDETTA #xs 440 $TITLE0 $NAME1 of the $FACTION2 has pronounced Vendetta upon you and your faction! You should attend to your defenses; you may wish to switch at least some of your bases to "CONQUER" mode--click on the base, then click the CONQUER button. To attack an enemy unit or base, move one of your units into its square. #PSICOMBAT #xs 440 Some units (usually alien creatures such as Mind Worms) can engage in {PSI COMBAT}. In Psi Combat, weapon and armor strengths are ignored, and the attacker is given a 3 to 2 advantage on land (1 to 1 for sea combat). {MORALE} level becomes quite important in Psi Combat. #MINDWORMS #xs 440 Mind Worms, one of Planet's most feared life forms, can appear suddenly, especially near fungus squares. Mind worms viciously attack human settlements. #EMPTYBASE #xs 440 #button Don't Show Again This base, $BASENAME0, is completely undefended, and may fall prey to mind worms or enemy attack. Perhaps you should move one of your units here to defend it, or click on the base and tell it to build a new garrison unit. #INEFFICIENCY #xs 440 Notice the red tiles on the {energy} bar. That means this base is losing a lot of energy to {inefficiency}. Inefficiency increases when your social engineering choices are inadequate to the needs of a large colony and population. Consider building a {Children's Creche} to increase efficiency or switching to a more economically efficient social model (Democratic or Green, for instance), on the Social Engineering screen. #INEFFICIENCYHQ #xs 440 Since you lost possession of your original {Headquarters} base (the first base you built), your colony has no central HQ. Lacking a central, unifying force, your colony is suffering greatly from {inefficiency,} as represented by the red tiles on the {energy} bar. You should pick a relatively safe base and instruct it to build a new {Headquarters} facility. #SUPPORT #xs 400 $BASENAME0 is expending a great many {minerals} on {unit support.} Since it is supporting so many units, this base cannot build new facilities and units very quickly. You may wish to consider {disbanding} some units if you don't need so many, or switching to a more militaristic social model (Power or Police State, for instance), on the Social Engineering screen. #LOWMINERALS #xs 400 $BASENAME0 is not producing many {minerals}. That means it cannot build units and facilities very quickly. Perhaps we need some {Formers} to build some {Mines} or plant some {Forests} nearby. #LOWMINERALS2 #xs 400 $BASENAME0 is not producing many {minerals}. That means it cannot build units and facilities very quickly. Perhaps we need some {Sea Formers} build some {Mining Platforms} nearby. #COMMERCE #xs 400 Our new {Treaty} with the $FACTION0 opens the door for trade and {Commerce}. Each of our bases, if it is large enough, may now begin receiving bonus {energy} generated by trade. We can increase our commerce bonuses by signing more treaties with other factions, by making Pacts, and by researching more Economic and Industrial technologies. #PACT #xs 400 Our new {Pact} with the $FACTION0 allows us to work together with the $TITLE1 $NAME2 towards shared goals. We can now move through $ territory, stack with their units, and enter their bases. Likewise, the $FACTION0 can send units through our territory without military conflict. Perhaps even more importantly, {Commerce} between our factions is now doubled! # ; This line must remain at end of file