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Added tutorials and basic help ffor capturing enemy cities and for connecting your cities to the capital with roads
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@ -1,7 +1,7 @@
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[
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{
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name:"City",
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description: "Your cities are the basis of your empire. Each city has a certain amount of population and many tiles, and can work as many tiles as it has population.\nThe center tile of a city is always worked and does not require population.\nNew Cities can be constructed by building a Settler.\nEach city your empire has removes 3 Happiness from the emmpire, and each population - another 1 Happiness, so plan carefully!"
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description: "Your cities are the basis of your empire. Each city has a certain amount of population and many tiles, and can work as many tiles as it has population.\nThe center tile of a city is always worked and does not require population.\nNew Cities can be constructed by building a Settler.\nEach city your empire has removes 3 Happiness from the empire, and each population - another 1 Happiness, so plan carefully!"
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},
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{
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name:"Tile",
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@ -29,10 +29,14 @@
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},
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{
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name:"Gold",
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description: "A basic resource. Represents the wealth of your empire.\nMost buildings have mainainance costs, which require Gold per turn.\nEvery turn you are in a gold deficit, you will lose science points equal to your debt, which can halt your scientific advancement entirely!."
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description: "A basic resource. Represents the wealth of your empire.\nMost buildings have mainainance costs, which require Gold per turn.\nEvery turn you are in a gold deficit, you will lose science points equal to your debt, which can halt your scientific advancement entirely!\nCities connected to the capital by roads will generate gold from the trade route, so connect your larg cities to the capital!"
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},
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{
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name:"Happiness",
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description: "A basic resource.\nEach city decreases your empire's happiness by 3, and each population by 1.\nYou can increase your happiness by buildings, or by working Luxury resources.\nWhen in an unhappy state, your surplus food added is reduced to 1/4, dramatically slowing your city growth.\nWhen enough Happiness is accrued, your empire will enter a Golden Age!"
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},
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{
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name:"Capturing Cities",
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description: "Cities can be conquered by reducing their health to 1, and entering the city with a melee unit.\nSince cities heal each turn, it is best to attack with ranged units and use your melee units to defend them until the city has been defeated!"
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}
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]
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@ -1572,10 +1572,10 @@
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German:"Nachteil bei rauem Gelände"
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}
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"Bonus vs [unitType]":{
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German:"Vorteil gegen eine(n)" // Gender sensitive
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German:"Vorteil gegen eine(n) [unitType]" // Gender sensitive
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}
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"Penalty vs [unitType]":{
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German:"Nachteil gegen eine(n)" // Gender sensitive
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German:"Nachteil gegen eine(n) [unitType]" // Gender sensitive
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}
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"Must set up to ranged attack":{
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German:"Muss aufstellen um Fernattacken auszuführen"
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@ -205,4 +205,14 @@
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]
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]
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EnemyCity: [
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[
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"You have encoutered an enemy city!",
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"Cities can be conquered by reducing their health to 1,",
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" and entering the city with a melee unit.",
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"Since cities heal each turn, it is best to attack with ranged units"
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" and use your melee units to defend them until the city has been defeated!"
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]
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]
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}
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@ -160,6 +160,9 @@ class WorldScreen : CameraStageBaseScreen() {
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displayTutorials("NextTurn")
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if(civInfo.cities.size > 2)
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displayTutorials("SecondCity")
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if(civInfo.happiness<0)
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displayTutorials("Unhappiness")
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@ -169,6 +172,9 @@ class WorldScreen : CameraStageBaseScreen() {
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if(gameInfo.turns>=100)
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displayTutorials("ContactMe")
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if(civInfo.exploredTiles.map { gameInfo.tileMap[it] }.any { it.isCityCenter() && it.getOwner()!=civInfo })
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displayTutorials("EnemyCity")
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shouldUpdate=false
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}
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super.render(delta)
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