Update tutorials (#12192)

* AI behaviour changes

* Update Automation.kt

* Update Automation.kt

* Update Automation.kt

* Update Automation.kt

* Update Automation.kt

* Update ConstructionAutomation.kt

* Update Automation.kt

* Reverting some changes

* Changes

* revert changes

* revert changes

* revert changes

* revert changes

* Update CityLocationTileRanker.kt

* Citizen assignment for stat conversion

* Update CityLocationTileRanker.kt

* Reduce AI settling

* Avoid AI building units when in negative Supply

* Update CityLocationTileRanker.kt

* Update CityLocationTileRanker.kt

* Update CityLocationTileRanker.kt

* Update ConstructionAutomation.kt

* Update build.gradle.kts

* Update gradle-wrapper.properties

* Update CityLocationTileRanker.kt

* Update CityLocationTileRanker.kt

* Update ConstructionAutomation.kt

* Update CityLocationTileRanker.kt

* AI changes for humans

* Fix puppet focus

* Update Automation.kt

* Puppet focus

* Update Automation.kt

* Update Automation.kt

* Update Automation.kt

* Update Automation.kt

* Update Automation.kt

* Update Automation.kt

* Update Automation.kt

* Update Automation.kt

* Update Automation.kt

* Update Stats.kt

* Update CityTurnManager.kt

* Remove specialist science modifier

* Update ReligionAutomation.kt

* Update ReligionAutomation.kt

* Update ReligionAutomation.kt

* Update CivilianUnitAutomation.kt

* Update ReligionAutomation.kt

* Worker prioritization

Workers are valuable in expand cities.

* Update ConstructionAutomation.kt

Food always important, it's rarely good to skip e.g. granary if we're on 6 pop.

* Update ConstructionAutomation.kt

Should achieve about the same with less lines of code.

* Update Automation.kt

* Update ConstructionAutomation.kt

* Update Policies.json

* Update Policies.json

* Update Policies.json

* Update ConstructionAutomation.kt

* Update Policies.json

* Update ReligionAutomation.kt

* Update ReligionAutomation.kt

* Update ReligionAutomation.kt

* Update ReligionAutomation.kt

* Rename Crop Yield to Growth

* Update worker usage

* Update UnitAutomation.kt

* Tutorials update

* Update Tutorials.json

* Fix spelling error

* Update Tutorials.json

* Update Tutorials.json

* Update Tutorials.json

* Update Tutorials.json

* Update Tutorials.json

* Update Tutorials.json

* Update Tutorials.json

* Update Tutorials.json
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@ -10,13 +10,25 @@
// Civilopedia only, because players said this was too wall-of-text
{
"name": "New Game",
"steps": [
"Your first mission is to found your capital city.\nThis is actually an important task because your capital city will probably be your most prosperous.\nMany game bonuses apply only to your capital city and it will probably be the center of your empire.",
"How do you know a spot is appropriate?\nThats not an easy question to answer, but looking for and building next to luxury resources is a good rule of thumb.\nLuxury resources are tiles that have things like gems, cotton, or silk (indicated by a smiley next to the resource icon)\nThese resources make your civilization happy. You should also keep an eye out for resources needed to build units, such as iron. Cities cannot be built within 3 tiles of existing cities, which is another thing to watch out for!",
"However, cities dont have a set area that they can work - more on that later!\nThis means you dont have to settle cities right next to resources.\nLets say, for example, that you want access to some iron but the resource is right next to a desert.\nYou dont have to settle your city next to the desert. You can settle a few tiles away in more prosperous lands.\nYour city will grow and eventually gain access to the resource.\nYou only need to settle right next to resources if you need them immediately \n which might be the case now and then, but youll usually have the luxury of time." ,
"The first thing coming out of your city should be either a Scout or Warrior.\nI generally prefer the Warrior because it can be used for defense and because it can be upgraded\n to the Swordsman unit later in the game for a relatively modest sum of gold.\nScouts can be effective, however, if you seem to be located in an area of dense forest and hills.\nScouts dont suffer a movement penalty in this terrain.\nIf youre a veteran of the 4x strategy genre your first Warrior or Scout will be followed by a Settler.\nFast expanding is absolutely critical in most games of this type."
]
"name": "New Game",
"civilopediaText": [
{"text": "Welcome to Unciv!"},
{},
{"text": "Because this is a complex game, there are some tutorials to help familiarize you with it. These can be disbaled in the Options -> Display menu, but please hang on if you're new here!"},
{"separator": true },
{"text": "Your first mission is to found your capital city. This is actually an important task because your capital city will probably be your most prosperous. Many game bonuses apply only to your capital city, and it will be the center of your empire."},
{},
{"text": "How do you know a city location is appropriate? Luckily, the game has already chosen a good location for you. You can settle in this place, or maybe move a turn to found on a Hill (for Production and defence) or next to a Mountain (to gain access to the Observatory building later on)."},
{},
{"text": "You'll likely want more cities later on. For these cities, you must go and find a good place. Looking for and founding on or near Luxury resources is a good rule of thumb."},
{},
{"text": "Luxury resources are tiles that have things like Gems, Cotton, or Silk (indicated by a yellow background of the resource icon). These resources make your civilization happy. You should also keep an eye out for resources needed to build units, such as Iron. Cities cannot be built within 3 tiles of existing cities, which is another thing to keep in mind!"},
{},
{"text": "Cities will house Citizens, which can work tiles up to 3 tiles away from the city. This means you dont have to settle cities right on or next to good tiles. Lets say, for example, that you want access to some Iron but the resource is in a desert area. You dont have to settle your city in the desert. You can settle a few tiles away in more prosperous lands. Your city will grow and eventually gain access to the resource. You only need to settle right on top of resources if you need them immediately."},
{},
{"text": "The first thing coming out of your city depends on the strategy you want to follow, but the 'classic' build order is to build first two Scouts, then a Shrine, and three Settlers, and adopt Tradition, to explore the map quickly (Scouts ignore terrain cost), and to get an early Pantheon (if you're playing with religion enabled)."},
{"text": "But feel free to experiment with your own build orders!", "color": "#fa0"},
]
},
{
"name": "Slow Start",
@ -614,6 +626,41 @@
{"text":"External links","header":5,"color":"#fa0"},
{"text":"External links support right-click or long press to copy the link to the clipboard instead of launching the browser."},
{"text":"Example: The 'Open Github page' button on the Mod management screen."}
],
"name": "Differences from Civilization V",
"civilopediaText": [
{},
{"text":"Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept"},
{},
{"text":"Science Queueing\nIn Civilization V, Science yield is calculated after production, so if you finish an item and have Science (or Gold) queued as a perpetual construction, the Production overflow from item will be converted into Science (or Gold), but the Production is not consumed, as this will only happen again on the next turn. By immediately swapping out your perpetual construction for an item on the next turn, you'll get this Science (or Gold) for free. This doesn't apply to Unciv, so don't bother."},
{},
{"text":"Double Aqueducts\nIn Civilization V, the game sells existing copies of the building for you before providing a free copy of the building. So, if you build an aqueduct in a city, and then in the turn of adopting Tradition Complete you sell a cheap building (e.g a shrine) beforehand, the game is unable to sell more than 1 building per turn, and thus you'll keep your aqueduct, together with the new free aqueduct. Not applicable to Unciv."},
{},
{"text":"Legalism Oxford\nIn Civilization V, national wonders such as Oxford University are considered culture buildings, so you can get them for free with Legalism. Not applicable to Unciv."},
{},
{"text":"Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents"},
{},
{"text":"Citizen Conversion\nIn Civilization V, a citizen is born religious if the parent city is already converted. This is not the case in Unciv, which can lead to temporary deconversion of a city when it grows."},
{},
{"text":"Unassigned Citizens\nIn Civilization V, unassigned citizens are considered specialists, and subject to the same type of bonuses (e.g. Korea's ability). It can be worthwhile to leave citizens unassigned, instead of being assigned to a tile. Not applicable to Unciv."},
{},
{"text":"Settler Construction\nIn Civilization V, cities can't starve when constructing settlers, so you can assign all citizens to production tiles and none to food tiles. In Unciv, citizens keep consuming two food per turn."},
{},
{"text":"Water Melee Attack\nAs result of a Discord poll, Water Melee units can attack military land units on the shore, unlike in Civilization V."},
{},
{"text":"Tile improvements\nIn Civilzation V, workers start working on an improvement-under-construction at the beginning of movement. Unciv changes this, to allow players to assign workers to tiles, and then reconsider and change improvement or move them elsewhere."},
{},
{"text":"Forest and Jungle Visibility\nIn Unciv, forests and jungles are visible 1 tile outside visibility range. In Civilization V, this is the behaviour of hills and mountains, but not of forests and jungles, yet jungle and forest can block hills, and hill + forest can block mountain, indicating they're on the same elevation. This is considered to be a bug in the otherwise well-structured visibility logic in Civilization V."},
]
},
{
"name": "Settler",
"civilopediaText": [
{"text": "Founding Cities\nThe Settler is a unit that can found a new city. You can build a Settler unit in a city with at least 2 population, and then move them to a good location to found a new city. This will usually be your main way of acquiring more cities."},
{},
{"text": "Food conversion to Production\nDuring the construction of a Settler, the city will not grow. Instead, the 1st, 2nd, 4th, and from there on every 4th, excess Food (Growth) is converted into Production, with the rest of the excess Food being lost."},
]
}
]