#HELPTITLE_TECHLIST Advances #HELPTITLE_IMPLIST City Improvements #HELPTITLE_UNIQUELIST State Improvements #HELPTITLE_WONDERLIST Wonders #HELPTITLE_SHIPPARTLIST Colony Ship Parts #HELPTITLE_TERLIST Terrain Types #HELPTITLE_JOBLIST Terrain Improvements #HELPTITLE_MODELLIST Special Units #HELPTITLE_FEATURELIST Unit Features #HELPTITLE_FEATURE1LIST Capacities #HELPTITLE_FEATURE2LIST Special Features #HELPTITLE_FEATURE3LIST Advances #HELPTITLE_GOVLIST Government Forms #HELPSPEC_TER (Terrain Type) #HELPSPEC_ADV (Advance) #HELPSPEC_FUTURE (Future Technology) #HELPSPEC_IMP (City Improvement) #HELPSPEC_NAT (State Improvement) #HELPSPEC_WONDER (Wonder) #HELPSPEC_SHIPPART (Colony Ship Part) #HELPSPEC_CAP (Unit Capacity) #HELPSPEC_FEATURE (Unit Special Feature) #HELPSPEC_STANDARD (Unit Advance) #TECHFORMULA %.2g*n*EXP(n/%.2g) #PREREQ Prerequisites #PREREQALT Prerequisites (2 of 3 required) #BASETECH (Key Technology) #STRENGTHUP %s: Strength multiplier +%d #COSTUP (Cost multiplier +%d) #COSTMIN (Cost multiplier increased to %d) #TRANSUP %s: Transport multiplier +%d #ADVEFFECT Conceptual Effect #EFFECT Effect #COSTS Costs #BUILDCOST Production cost: %d%%p #BUILDCOSTDIFF (%d at your difficulty level) #MAINTCOST Maintenance: %d%%c each turn #REPLACE Replacement #REPLACETEXT With the completion of this building, the following ones are obsolete and automatically being sold: #EXPIRATION Expiration #EXPWITH Effect expires with the invention of %s. #EXPSLAVE All slaves are freed and stop working. #REQUIRED %s required #RAREREQUIRED Production requires %s. #SEESHIP Winning the Game #RESFOOD Food: %d%%f #RESPROD Material: %d%%p #RESTRADE Trade: %d%%t #MOREIRR (+%d%%f with irrigation) #MOREMINE (+%d%%p with mine) #MOREROAD (+%d%%t with road) #SPECIAL Special Resources #SPECIALFOOD , +%d%%f #SPECIALPROD , +%d%%p #SPECIALTRADE , +%d%%t #TRAFO Transformation to %s #MOVEPLAIN Movement: Plain Terrain #MOVEHEAVY Movement: Heavy Terrain #DEFBONUS Defense Bonus: %d%% #JOBCOST -Construction cost: %d MP #JOBCOSTVAR -Construction cost: See terrain enhancement box. #HOSTILE This is hostile terrain. A unit staying here or moving through gets damaged proportional to the MP spent here. A full turn makes %d%% of damage. #DEADLANDS Dead lands can not have terrain improvements. #RARE On a random map, there are always 12 dead lands in total. Half of them are a special resource deposit, it's exactly two of each type. #STRENGTH Strength: %d/%d #SPEED Speed: %d #MODELNOTE (Units have different look and name for some nations.) #COSTBASE Production cost base value %s%%p #WEIGHT Weight %s%%w #BUILDALLOW Allows Construction Of #MODELALLOW Enables Special Unit #FEATALLOW Allows Use Of #FOLLOWADV Allows Research Of #GOVALLOW Enables New Government Form #UPGRADEALLOW Military Benefit #SEEALSO See Also: #FUTURETECHHELP This advance represents future development. A nation can make up to 50 advances in this category.\\ A future technology requires fourfold research cost. Unlike a normal advance, it can not be subject of technology exchange or be acquired from the Great Library. #CRED_CAPAI Artificial Intelligence #CRED_CAPLANG This Localization #AUTHOR English localization by Steffen Gerlach. #MAIN $Manual\ &LOGO\\ ;INTRO Introduction\ ;WHOCARES General Information\ ;:C Credits\\ !Don't Want to Read?\ ;QUICK1 Quickstart\ ;QUICK2 Quickstart for Civ Cracks\\ !!Game Basics\ ;BASICS Basics\ ;SCIENCE Science\ ;DIPLOMACY Diplomacy\ ;SHIP Winning the Game\\ !!Unit Concepts\ ;MOVEMENT Moving Units\ ;COMMANDS Unit Commands\ ;COMBAT Combat\ ;SPYMISSIONS Covert Operations\ ;CLASSES Unit Designs\\ !!City Concepts\ ;CITIES City Basics\ ;RESOURCES Resource Types\ ;PRODUCTION Production\ ;BUILDINGS Buildings\ ;SUPPORT Unit Support\\ !!Macro Management\ ;MACRO Macro Management\\ !!Reference\ ;:T Terrain Types\ ;:J Terrain Improvements\ ;:A Advances\ ;:S Special Units\ ;:F Unit Features\ ;:B City Improvements\ ;:B201 State Improvements\ ;:B202 Wonders\ ;:G Government Forms\\ ;HOTKEYS Mouse and Keyboard\ #WHOCARES $General Information\ !The Project\ C-evo is a non-commerical game project based on the famous "Sid Meier's Civilization" by Microprose. The ambition of C-evo is not, to compete with commercial games for the most exciting presentation. Instead, it aims at being a true, ageless strategy game that entertains by one thing above all: challenge. So the project focus is design of rules and AI. For more information, visit the project homepage:\ ::E2 c-evo.org\\ !License\ C-evo is a compilation of work by a number of authors. You are allowed to play the game and to distribute it without explicit permission. The compilation itself and all of its components except for the graphics are in the Public Domain. Means you can do with it whatever you want. This also includes the binary code and the sources, which are available from the project homepage. As for the graphics, you should ask the author of an item before using it for another purpose than to play.\\ !Modular AI\ The game has an open AI interface, means the player can replace the standard AI contained in the package by other AI algorithms, either for all or for single nations. C-evo allows playing with up to 8 different AIs in the same game. The documentation of the AI's DLL-interface is available from the project homepage. There is also an AI development kit, you can find it in the folder where you installed the game. Maybe competition will lead us to the first real good AI in modern strategy gaming.\ ::E1 AI development manual\\ !Other Information\ ;BUGS Reporting Bugs\ ;MAPEDIT Map Editor\ ;AIT AI Tournament\ ;SYSTEM Technical Information\ #SYSTEM $Technical Information\ !System Requirements\ -16 bit color depth or better\ -Font smoothing recommended\\ !Command Line Options\ --man ... Show manual only\\ !Uninstall\ Use the Application Wizard from the Control Panel. #BUGS $Reporting Bugs\ To support the progress of this project, please tell me about problems you have encountered. But before, you should\ -Look to the list of known lacks and problems on the project homepage. Don't report bugs which are already mentioned there.\ -Look if there is already a newer program version than yours. This might already fix your problem, particularly if it's a quite conspicuous one.\ -Read the corresponding manual part. Maybe your bug isn't one. (This game is not a Civilization II clone!)\ -Be sure it's not a problem with the installation or with some third party expansion such as alternative AI. If you're not sure, uninstall the game with the Windows Application Wizard, reinstall it with no expansion and then test again. In case of problems with an expansion, please contact its author.\\ Before reporting a problem, please try to find a way to reproduce it. A report of a reproducable bug is much more valuable. Maybe it's enough for reproduction to load the book in the turn before the problem and continue in the same way as before. This is even possible in case of a crash, because there's always an autosave from the last turn, it's the book with the name starting on "~".\\ Then, send us a detailed destription of the problem. Use the web form at\ ::E3 c-evo.org/_sg/contact\ If your book is necessary to reproduce the problem, please attach it. You can find the file in the subfolder "Saved" of C-evo. #CREDITS $Credits\ !Game Design\ Original "Sid Meier's Civilization" and "Civilization II" design by Sid Meier and Brian Reynolds.\ Changes base on suggestions by Civ fans.\\ !Programming\ Main programming by Steffen Gerlach.\ PNG support by Edmund H. Hand\\ !Testing\ Numerous testers. Thanks to all of them!\\ !Other Contributions\ City lists by Charles Nadolski.\\ !Graphics\ Most graphics are taken from free Civ II modpacks. Some of the authors are unknown or could not be contacted. If you notice stuff that is under commercial copyright, if you're missing your name in the credit list or if you do not agree in using your work with this project, please contact us. #QUICK1 $Quickstart\ !!Quickstart\ Basic hints for those who don't want to read the manual before playing:\\ -This game is not a movie. You can not sit back and watch things happen. Nothing is going to be built, explored or researched if you don't explicitely order it.\ -In contrast to most commercial empire building games, this one is turn based. As long as a player doesn't end his turn, the game does not continue. This applies as well to you! If the game seems to have frozen, maybe you just have to press "End Turn". Your turns never end automatically if you'd be passed over by this.\ -The four buttons at the bottom left of the screen provide you with most of the essential functions.\ -There can be two or more units located at the same place. You only see the strongest of them then.\ -You can select any of your units by clicking on it. The unit starts to blink then. The button with the exclamation mark opens a unit command menu, the commands from which always apply to the selected unit.\ -Move units using the right mouse button or with the cursor keys.\ -Click one of your cities to zoom to it. Most important to know about is the city production project. Click the project display at the bottom and choose a new project, for example new settlers in order to found new cities.\ -How fast your cities produce, how fast they grow and how much they contribute to money funds and research depends on your management.\ -Shift+Click on an item pops up a help screen about it in many situations. #QUICK2 $Quickstart for Civ Cracks\ !!Quickstart for Civ Cracks\ If you played Sid Meier's Civilization or Civilization II, you won't have big problems getting on with this game even without having read the manual. The basics of the games are quite the same.\\ But C-evo is not a clone. At least, to avoid confusion, you should know about the following differences:\\ -C-evo is completely deterministic. You can predict everything except of the world map and, of course, except of what the other players are going to do.\ -AI doesn't have systematic advantages over you, not even information. It plays by the same rules.\ -The unit movement concept is more sophisticated, for example the railroad is not infinitely fast.\ -Cities work a bit different. The city tile itself takes one citizen to exploit, and it does not produce trade. Also, the citizen structure is simplified. There are no entertainers, tax collectors etc.\ -Irrigation does not require nearby sea or river. -You can't immediately apply advances that you traded from other nations. You need to do some reduced research before in order to understand the new technology.\ -Military units do not automatically become available with certain advances, you need to research them.\ -Some terrain types are hostile, dealing damage to ground units.\\ Additionally, you'll notice a lot of minor modifications that cover the whole game. For example, although the wonders of the world are almost the same as in Civilization, their effects are often completely different. There is virtually no field in which C-evo is an exact copy of Civ II. It's recommendable to read the reference part of this manual completely.\\ Shift+Click on an item pops up a help screen about it in many situations. #INTRO $Introduction\ !!Welcome to C-evo\ C-evo is a game about the origination of the human civilization. To play this game means to lead the nation of your choice through six millenia, from the first settlement until the colonization of space. Your way is full of difficulties. Resources are limited, wild areas take centuries for cultivation. Famine and disorder will be a constant threat for your growing cities.\\ Your foresight is in demand. Expand your empire and improve your cities. Build barracks, universities and power plants, or even some of the famous wonders of the world. Discover new technologies and weapons. Carry on with exploration in order to search for fertile lands and to complete your world maps. Build sails to discover far continents.\\ Naturally, your nation is not the only one on earth. Nations on every continent have started to develop their specific culture. Be aware that there's no right to existence. Every empire might fall, including yours.\\ Your first contact to a foreign nation might not be pleasant, but diplomacy offers a lot of possibilities. Buy, sell or exchange any kind of knowledge. Defend your borders or protect them by treaties. It's even possibly to form alliances with other nations. But don't rely too much on your pacts, nations are contestants in this game! Finally, they are all heading for a goal that only one of them can achieve: to win. #BASICS $Basics\ !!Basics\ Your nation is formed by units and cities. While units are good for exploration, conquest and defense, cities are the source of growth, production and research.\\ The world map is divided into quadratical tiles (which appear rhombical but, due to the perspective). Each tile has a certain terrain type, which defines its properties: resource production, defense bonus and cost of movement for units which move onto it. One tile can not contain more than one city, but an unlimited number of units of one tribe. Get help about a tile by clicking on it while holding the shift key.\ ::T Terrain Types\\ The game works turn-based, means your opponents will not make moves until you have completed your turn. By default, your turn ends automatically after all units have moved. If there are no units to move or if you turned on "Wait at End of Turn", you must use the "End Turn" button from the control panel (see below).\\ !Main Control\ The central control element is the panel at the bottom of the screen, which is divided into three parts. On the left, you have some buttons and information about science and money funds state of your nation. On the right, there is a small overview map. Click on a position to view it in the main window. Holding down the mouse button you can track the viewed frame. In the middle of the panel, you see information about the currently selected unit and other units, which are located on the same tile.\\ @PanelShot\ Legend:\ -1: Year\ -2: Money funds and income per turn\ -3: End turn\ -4: Movement points left\ -5: Selected unit\ -6: General menu\ -7: Report menu\ -8: Science state (see below)\ -9: Unit command menu\ -10: Experience level\ -11: Unit name\ -12: Home city\ -13: Attack strength\ -14: Defense strength\\ The right number in the science state display tells the number of turns you need to research for an advance. The left number is the number of %r already collected for the current research project, expressed in turns. The difference between the two numbers is the number of turns remaining until the advance will be discovered. #SCIENCE $Science\ !!Science\ A nation can discover several advances. Most of them make special buildings, unit features, unit designs and/or government forms available. To pursue a particular advance, the knowledge of its prerequisites is required.\ ::A Advances\\ When the game starts, you will be asked for the first advance to pursue. Get help about a particular advance in the list by clicking on it while holding the shift key. Advances with an empty beaker on the right are possible next research projects. The same counts for advances you have been introduced to by another nation, indicated by a scrolls symbol. If you activate the integrated research goal option, the list also contains other advances, see under\ :MACRO Macro Management\\ The speed of scientific progress depends on the number of science points (%r) your nation produces. If enough %r have been collected, the advance will be discovered, and you can choose the next scientific pursuit. The cost for a new advance rises with the number of advances your nation has discovered.\\ ;SCIENCECOST In detail: Cost of research #SCIENCECOST $Cost of Research\ !Cost of Research\ The cost for a new advance rises with the number of advances your nation has discovered. The exact formula for your difficulty level is:\ &TECHFORMULA\\ The number n starts with 4 and increases\ -by 2 when acquiring an advance from the Great Library\ -by 1 when receiving an advance from another nation\ -by 1 when discovering an advance received from another nation\ -not when doing military research\ -not when developing Computing Technology\ -by 2 in all other cases when discovering an advance, including future technologies #DIPLOMACY $Diplomacy\ !!Diplomacy\ Two nations do not know about each other before a ground unit of one nation discovers a city or a ground unit of the other. You can view all information you have about a foreign nation on the nation report screen:\\ @NatShot\ Legend:\ -1: Credibility of this nation\ -2: Your credibility\ -3: Your attitude to this nation\ -4: Treaty\ -5: Attitude of this nation\ -6: Show nation report\ -7: Contact this nation\ -8: Nation report\\ A state report about a nation includes government form, funds, a list of its technologies, its foreign relations and charts of this nation's Exploration, Population, Technology and Terraforming. A military report is a list of a nation's unit designs, including the number of active units for each of them. Also, this report includes the nation's military chart.\\ !Contact\ After two nations know about each other, they can get into contact for diplomatic negotiation, allowing them to trade or to sign treaties. A negotiation is a sequence of statements exchanged between the opponents. However, you can not enter any text. Instead, your statements are automatically being generated from the options you choose. These options include making offers, accepting offers and canceling treaties.\\ A negotiation ends when the opponents have nothing more to offer each other. Also, a negotiation can have an unagreed end if one nation breaks it.\\ !Offers\ Most diplomatic options arise from making and accepting offers. In general, an offer is a set of prices to deliver and prices to pay for them. Possible prices are:\ -A treaty\ -State report\ -Military report\ -Money\ -Tribute\ -Technology\ -Unit design\ -World map\ -Colony ship parts (when having a space port)\\ If an offer does not contain prices to pay, it's a present. Just like every other offer, a present has to be accepted to become effective. The other way round, if the offer does not contain prices to deliver, it's a demand.\\ Advances received from a deal with another nation are not immediately applicable. First your nation has to understand the new technology and to learn about its application. But this research takes only half of the effort of developing it yourself, and you don't need prerequisites.\\ !Treaties\ A treaty can only be canceled in a negotiation or when a nation refuses to receive the other one's emissaries. Possible treaties are:\\ -Peace Treaty: Units of the two nations are not allowed to attack each other or to enter the other nation's territory.\\ -Friendly Contact: Additionally to the effects of a Peace Treaty, the nations exchange state reports each turn.\\ -Alliance: An Alliance voids all unit movement restrictions caused by state borders or zones of control for the allied nations. Also, allied nations share all information (state, military, world maps) and they know about each other's unit movement.\\ Also, two nations with no treaty can agree on a ceasefire. Ceasefire is not a treaty, it's just an agreement to stop attacking each other. It ends when one party breaks it. All in all, the possible states of relationship between two nations are:\ &TREATIES\\ Cancelling a peace treaty with a nation automatically results in cancelling peace with all nations that it is in an alliance with, even if they were allies before.\\ Additionally to a treaty, a nation can pay tribute to another. Tribute is being paid in the beginning of each turn. Tribute becomes void when the peace treaty between the involved nations ends.\\ !Credibility\ You can judge other nations by their credibiliy. Each turn in peace increases the credibility of a nation by 1, until the maximum credibility is reached. Initially, the maximum credibiliy of all nations is 100. Breaking a peace treaty pushes credibility down by the half and reduces the maximum achievable by 10. Breaking an alliance pact decreases credibility by a quarter. The actual credibility of a nation is known to all other nations that know about this nation, even without direct diplomatic contact. #SHIP $Winning the Game\ !!Winning the Game\ There is only one way to win this game: Colonize the stars! Let your nation be the first to complete a transstellar colony ship, heading for a distant world suitable for life. A complete colony ship has to be assembled from 12 huge parts:\\ ::B67 6 Colony Ship Components\ ::B68 4 Power Modules\ ::B69 2 Habitation Modules\\ The production of each of these three types has a high demand for a special modern resource. Only a city which exploits a tile providing this resource can produce it. Speeding up the production by utilizing freight, rebuilding improvements or spending money is not possible. The modern resources are:\ &MODERN\\ A nation does not recognize these resources before the invention of\ ::A47 Mass Production #MOVEMENT $Moving Units\ !!Moving Units\ Units are the mobile part of your nation. All unit moves and commands you order apply to the currently selected unit. This one is blinking in the main window, and also indicated in the control panel. Move a unit using the cursor resp. numeric keys or by a right mouse click on the destination tile.\\ !Restrictions\ A unit can always move to an adjacent tile, except for the following situations:\ -The destination tile is occupied by units of another nation.\ -The unit has not enough movement points left. See below.\ -A ground unit is trying to move onto a sea tile or vice versa.\ -A ship is trying to move to the open sea without navigation capability.\ -A zone of control is violated, see below.\\ !Movement Points\ Each move takes "time", means it consumes movement points (MP). Ships and aircraft as well as ground units moving through plain terrain take 100 MP for moves, which go parallel to the tile grid (e.g. to the North-West) resp. 150 MP for transversal moves (e.g. directly to the North). In heavy terrain, these costs increase by 20% resp. 30% of the unit speed more than 150. To move into a mountain area, a ground unit needs its full movement and will not move the next turn.\ ::T Terrain Types\\ Example of MP needed for possible moves: @MoveShot\ -Left - A unit with initially 150 MP\ -Right - A unit with initially 300 MP\\ If a ground unit moves along a road, river or canal, the costs are 40 MP resp. 60 MP, no matter of terrain type. If it can take advantage of a railroad connection, moves cost only 8% resp. 12% of the unit speed.\\ The full MP of a unit, which are defined by the unit design, are being restored in the beginning of each turn. Damaged ships do not reach the full speed. Their MP are reduced proportionally to the damage, but never below 250 MP.\\ For longer moves you can use the go-to function. Just right-click on the destination tile.\\ !Zones of Control\ There are two types of units: such with a Zone of Control (ZoC) and such without. A ZoC unit can not move between land tiles which are both adjacent to enemy ZoC units, except the destination tile is a city or already occupied by an own ZoC unit. Ships, aircraft and special commandos have no Zone of Control. Units that are loaded to a transport also don't have a ZoC. Units without ZoC can't siege tiles.\\ !City Capture\ Ordinary ground units can move into an undefended enemy city. Then this city has been captured by your nation and is now one of yours. Enemy units which had their home in the captured city are being destroyed. A captured city remains in disorder for three turns. #COMMANDS $Unit Commands\ !!Unit Commands\ The command menu offers several commands for the currently selected unit, depending on its design and location.\\ !Common Commands\ -Pillage: destroy terrain improvement\ -Disband: disband unit\ -Utilize: utilize unit for the current project of the city it's located in\ -Wait: select next unit\ -No Orders: no orders and no more automatic selection for this turn\ -Stay Here: no orders and no more automatic selection\ -Recover: no orders and no more automatic selection until the unit has recovered to 100% health\ -Support From Here: make the city the unit is located in its home\ -Return to Nearest City: move unit to any own city as fast as possible\ -Center: center main window to unit location\\ !Settlers/Engineers Only Commands\ (Most of these are self-explaining)\ -Settle Down: the settlers start building a new city\ -Build ...: build terrain improvement, see below\ -Clear Forest: change forest tile to prairie\ -Drain Swamp: change swamp tile to grassland\ -Afforest\ -Transform: transform terrain type, see terrain types for transformation effects\ -Clean Up Pollution\\ !Terrain Improvements\ Settlers and engineers can build terrain improvements, which improve the properties of that tile. Building a terrain improvement takes a certain number of movement points. These MP can be collected over several turns, even by more than one working unit. But a unit needs 100 MP left in the current turn in order to start a job. Engineers MP do not have more effect than Settlers MP, but Engineers have more of them, that's why they work faster.\ ::J Terrain Improvements\ ::T Terrain Types #COMBAT $Combat\ !!Combat\ You can attack an enemy unit on an adjacent tile using keyboard or mouse, exactly as you'd move onto that tile. But not every attack is allowed. Normally, you can't attack a sea unit with a ground unit or vice versa. Ships can not attack from inside cities and from canals. Aircraft may only be attacked by other aircraft, except they're located in a city or military base.\\ The weaker unit will be destroyed in the battle, the stronger will be damaged - the more superiority, the less damage. If the defending unit is defeated and not located in a city, fortress or military base, all units on the same tile will be destroyed - even submarines and stealth aircraft.\\ The basic strength of a unit is equal to the appropriate property of its design (attack resp. defense strength). The strength may be modified by several factors:\ -Experience. Each level increases the strength of a unit by 25%. See below.\ -Terrain bonus (defender only). See terrain type list.\ -Special facilities (defender only), e.g. city wall or fortress.\ -Fortification (defender only). A ground unit that is not loaded to a transport and didn't move in the previous turn has fortified and thus gets an additional 50% strength bonus.\ -Aircraft in cities or bases have no defense strength, ships have their strength in cities and on canals reduced to the half.\ Note that these bonus values have accumulative effect, not multiplicative.\ ::T Terrain Types\\ If the attacking unit has less than 100 MP left, it doesn't have enough time for a well-organized attack. Its strength is reduced proportionally in that case.\\ !Attacking a Group of Units\ If two or more units are located at the same tile and being attacked, only one of them is going to defend the position. This is always the unit which was visible to the enemy before he attacked. Usually, the defender is the strongest unit present.\\ ;TILEDEF In detail: Tile defender\\ !Experience\ The experience of a unit increases with the damage it receives in combat: 100% make one experience level. The experience levels are:\ &EXPERIENCE\\ !Recovery\ A damaged unit regenerates proportionally to its movement points left at the end of a turn. If it has not moved within this turn, its health increases by 8 resp. by 20 if it's located in a city or military base, provided the city is not in disorder. However, the health of the unit can not increase by more than a factor of 2 per turn. Units do not recover on water. Airplanes only recover in cities and military bases.\\ !Bombardment\ Ships and aircraft with attack power can bombard adjacent undefended enemy cities, provided the unit has at least 100 MP left. The population of the bombarded city decreases by 1, as long as this would not lead to its complete destruction. The unit does not take damage and not gain experience. Order bombardment using mouse or keyboard in the same way as an attack.\\ !Expelling Units\ A nation can expel foreign units from its territory using an own unit. This must be a ground or naval unit with at least 100 MP left, which would be able to attack the foreign unit. Order this action using mouse or keyboard in the same way as an attack. Expelling units is allowed in two cases:\ -for units of allied nations\ -for special commandos of nations that signed a peace treaty #TILEDEF $Tile Defender\ !Tile Defender\ A group of units, when attacked, is usually defended by the strongest of these units. But under certain conditions not. The exact scheme for choosing the tile defender is as follows:\ -The supreme criterion considers the categories of the units. First choice are fanatic ground units, second are normal units with zone of control, third are normal units with no zone of control, fourth are submarines and stealth aircraft. Units loaded to a transport ship or plane never defend.\ -If two or more units are in the highest category, the one with the best defense strength will do the job. The strength calculation considers experience, health and fortification. Not being considered are special features which are only effective against special enemies.\ -If two or more units have the same highest defense power (not very likely), the one with the least production cost will defend. #SPYMISSIONS $Covert Operations\ !!Covert Operations\ Only special commandos are able to perform covert operations. You can order such an operation by moving a commando into a foreign city. Choose from five mission types:\ -Sabotage production: City production will be paralysed next turn.\ -Steal maps.\ -Collect third nation knowledge: You acquire any knowledge this nation has about third nations.\ -Prepare state report. Call the nation screen, the science report and the charts for the report details. \ -Prepare military report.\\ A peace treaty between two nations forbids operations against each other. However, special commandos are able to infiltrate any territory, with no respect to treaties. #CLASSES $Unit Designs\ !!Unit Designs\ Your nation can only produce units of known design. Warriors and Settlers are known right from the start, some special units become available with a certain advance or wonder.\ ::S Special Units\\ All other unit designs you wish to produce must be developed by your scientists. After you have the needed base knowledge (e.g. Warrior Code for introducing new ground units), you can choose "Military Research" from the research selection, which brings you to the Military Research screen:\\ @DraftShot\ Legend:\ -1: Weight\ -2: Current modifiers\ -3: Select features and capacities here\ -4: Domain selection\ -5: Properties of the new unit\\ The properties of a unit design depend on two things: Firstly, on what technologies are available when you initiate it. Some scientific advances cause an upgrade in one or more weaponry branches, increasing the appropriate strength modifier - and the cost modifier, too. There are also transport modifiers, influencing the number of units a transport unit can carry.\\ Secondly, the new unit design depends on what capacities and special features you select for it. Increase resp. decrease single features by clicking the small buttons on the left. Most of the features increase cost (%p) and weight (%w) of your unit. The maximum weight depends on the weapon branch and the technologies you have discovered. Get help on a particular feature by clicking on it while holding the shift key.\ ::F Unit Features\\ In the end, attack strength, defense strength and transport capacity of the unit design are calculated with base value * modifier. If you play on the lower resp. higher difficulty level, the costs of a unit decrease by 1/4 resp. increase by 1/3. #CITIES $City Basics\ !!City Basics\ Your nation starts with a single city, your capital. There are two ways to get addional cities: settle down a settler or capture an enemy city. Each city has its own management screen, which pops up when you click on it.\\ The main function of a city is to collect resources from the surrounding area and to process them. Tiles from which the city collects resources count as exploited by the city. While a tile can not be exploited by more than one city, the maximum number of tiles a city can exploit is equal to its size.\\ Tiles make their resources once per turn. The output of a single tile depends on:\ ::T Terrain type\ ::J Terrain improvements\ ::G Government form\\ !Citizens\ The inhabitants of a city are represented by a row of faces in the top of the city screen. The minimum size of a city is 2. Any event which would reduce the number of citizens below 2 means disbandment of this city. The maximum city size is 30.\\Each citizen may exploit one tile in the city area. You can choose the exploited tiles by clicking on them in the city area view. (Note: If all the citizens are working, you must toggle one tile off, before you can toggle another one on.) Other citizens (the number that remains) are civil servants.\\ Citizens which are exploiting a tile may be happy or unhappy. Two citizens of a city are always happy, more citizens are unhappy by default. There are two general ways to make them happy:\ -Luxury. Each 2 luxury points (%l) make one unhappy citizen happy.\ -Special city improvements and wonders. For example, a temple makes one unhappy citizen happy.\\ If more than half of the citizens are unhappy, the city will fall to disorder and stop unit support, production, research and tax collection. #RESOURCES $Resource Types\ !!Resource Types\ A city collects resources from surrounding tiles. These resources are processed in different ways, depending on their type. There are three types:\\ !Material\ Material (symbol: %p) is an abstract resource type that stands for anything usable for production: wood, ore, oil etc. Some of the material is required to support units which have their home in the city. The rest of the material is being accumulated for production.\ :SUPPORT Unit Support\ :PRODUCTION Production\\ !Food\ The food resource (symbol: %f) represents all kind of food. It is necessary to supply the city population, since each citizen consumes 2%f per turn. There are also some unit types that take food support from their home city. Lacking food will be taken from the food storage of the city. If the storage is empty, the city will be stricken with famine: one citizen resp. one unit relying on food support will die. But usually, the city produces more food than necessary. If so, the surplus goes to the food storage. Exception: big cities (size 8 and bigger) with only a single surplus resource: they convert it to money. Whenever the storage is full, the city grows, means it's getting one additional citizen.\\ !Trade\ This resource type (symbol: %t) stands for resources having a value for trading. Some of the trade income is lost due to corruption, which depends on the government form and increases with the distance between a city and your nation's capital. The rest of the %t is being split into tax, science and luxury according to the rates you have adjusted in the Empire Management. Taxes (%c) go to the money funds, science points (%r) go to the current research project of your nation. Luxury (%l) increases the happiness of the city population. Note that collecting trade requires at least a\ ::B49 Town Hall.\\ ;CORRUPTION In detail: Corruption calculation #CORRUPTION $Corruption Calculation\ !Corruption Calculation\ The exact corruption of a city is calculated using this formula:\ @CORRUPTION\ -T - Trade produced by the city\ -C - Corruption factor of the government form\ -D - Distance between the city and the capital\ -Dmax - Maximum theoretical distance between two cities (the whole map height and the half map width away from each other) #PRODUCTION $Production\ !!Production\ After founding or capturing a city, its project is set to "Trade Goods", means the collected material is being converted to money. You can select another project by clicking on the project picture. The choice depends on the current knowledge level of your nation. Get help about a particular project in the list by clicking on it while holding the shift key. Choose from three categories of projects:\ -Units\ -City and state improvements\ -Wonders\\ If you change a city's project to another project of the same category, you will lose 1/3 of the collected material. If you change to a different category, the collected material will be sold. To speed up the production of a city improvement or state improvement, you can rebuild an existing building for it, which brings 2/3 of the production material of that building. To speed up the production of a unit (except of freight units), you can utilize a unit located in this city, which brings 2/3 of the production material of that unit.\ Settlers, Engineers, Slaves and Conscripts are formed from city population, thus the size of a city reduces when it produces a unit of these kinds. The production of Conscripts and Slaves means an emigration of one citizen, Settlers and Engineers take two citizens.\\ !Conscription\ You can produce any ground unit as conscripts. This reduces the city size by 1, additionally the unit needs food support. The production costs of the unit decrease by 3 times its cost multiplier, but not below the single multiplier. Conscript units can be added to cities. Calling up conscripts requires the knowledge of\ ::A18 Conscription\\ !Buying and Selling Projects\ You can speed up a production so that the project is complete the turn after. This costs fourfold the amount in money as %p are outstanding. You can also sell a project by changing it to "Trade Goods". The collected resources are converted to money then.\\ !Pollution\ Each exploited production resource causes one pollution point. Each citizen tolerates one pollution point, more pollution accumulates. If the accumulated pollution of a city exceeds 240, a tile in the city radius will be polluted, thus losing half of its resource output. Pollution can be cleaned up with settlers/engineers. #BUILDINGS $Buildings\ !!Buildings\ Each building has a special positive effect on the city it's built in, or on your whole nation. There are three types of buildings, which differ in how often they are allowed to be built:\ -City Improvements: Can be built once in each city.\ -State Improvements: Can only exist once in your nation. If a city builds a state improvement that already existed in another one of your cities, the older building is being sold.\ -Wonders: Can be built only once on earth. If a nation has built a wonder, the other nations can't produce this one anymore. If a wonder has been destroyed (because its city was destroyed), it's lost for all time. Additionally to its special effect, each wonder makes one citizen happy in the city it's built in.\\ ::B City Improvements\ ::B201 State Improvements\ ::B202 Wonders\\ Most city and state improvements cause maintenance costs, which are taken from your nation's money funds. If the funds are too low, a random building is being sold.\\ Click the button "Show Improvements" in the city screen to see the improvements built in the city. If you wish to sell or rebuild one of them, click on its picture. The proceeds of an improvement sale are equal to its production cost and go to the money funds. #SUPPORT $Unit Support\ !!Unit Support\ Each unit needs to be supported by its home city with one %p each turn. Ships with a weight of 6%w or more take double support. Initially, the home city of a unit is the city it was produced in. If you want to change the home city, move the unit to the desired city and choose the "Support From Here" command. Click the button "Show Support" in the city screen to see the units supported by the city.\\ A small number of free units do not need support, indicated by a grayed (%n) instead of the normal support symbol (%p). This number depends on the government form. If the city does not produce enough material to support all of its units, one unit will be lost. #MACRO $Macro Management\ !!Macro Management\ Playing this game should be fun, not a job. Macro management helps you to get rid of repeating tasks, so that you can concentrate on strategy. Macro management does not allow to do things that you couldn't do without, but it allows to play in a more efficient way. However, it is not recommendable to make use of macro management before you have understood the basics of what you want to have managed.\\ !Terrain Enhancement\ This allows to define a fixed order of terrain improvements for each terrain type. After you have defined a terrain enhancement, you can apply it with the Settler command "Enhance" - the Settler will build the chosen terrain improvements in the order defined. With a three-button mouse, you can even combine this with the go-to function, just click with the middle mouse button onto the tile to improve, and the Settler will automatically move there and work.\\ !City Types\ You can define improvement queues for four types of cities. Use drag&drop to arrange the building order. In order to switch a city to the building queue, choose the desired city type as its project. Changes in the city type building order will automatically apply to all cities. However, the current building project of a cities is never being abandoned. The city type will keep chosen even after all improvements are complete. #START $Manual\ !Starting a Game\ The start screen has three pages, switch them with the tabs at the top. To start a new game, go to the page "New Book". Choose the number of foreign nations there and your difficulty level. If you have alternative AIs installed, you can pick one of them instead of the standard AI by clicking the AI box. To start playing, press "Start".\\ !Free Player Setup\ When you check the box "Free Player Setup", you have much more freedom in defining competitors and difficulty levels. Only this mode allows to play multiplayer games in hotseat mode, to play against different AIs at the same time or to start AI-only games in supervisor or in tournament mode. Use the nine boxes to select how many human players and how many AI controlled nations are going to take part in the game. Just click the boxes and pick the competitor from a list.\\ Every competitor has its own difficulty level, you can adjust it at the left side of the box. One bar stands for the easiest level, three bars are the hardest one. For example, if you play against AI and wish to have your game as hard as possible, put your own difficulty (i.e. that of the Local Player) to the highest and all the difficulties for AI nations to the lowest.\\ !Loading a Game\ When you break a game and decide to save the book, it will apear in the list of old books. Select it and press "Open" to continue with playing. A book contains all turns of a game. If you'd like to open the game at another point than its end, use the textbox to specify the year before you open the book.\\ !Maps\ By default, you play on a random world map that is automatically generated at the beginning of the game. On the "Maps" page, you can adjust two parameters of this world: its size and the percentage of land.\\ Alternatively, it is possible to play on a special map that someone has designed for C-evo, e.g. a map of the real earth. The package does not contain maps, but there are several ones available from the project homepage. Move map files to the subfolder "Maps". You only need the map to start a game. The map is not necessary to open the book later, because the map is being saved within it. #MAPEDIT $Map Editor\ !!Map Editor\ There is a simple editor for maps contained in the game. To run it, switch to the page "Maps" on the start screen. Select the map you wish to edit and press the "Editor" button. If you'd like to create a new map, choose "Random Map", adjust size and land mass of the desired map, then start the editor.\\ The operation of the editor is very simple. Pick a terrain type or object from the list at the bottom of the screen, then paint it to the map using the mouse. The differentiation between ocean/coast and normal tiles/special resources happens automatically, you have no influence on that. Don't forget to add at least one deposit of each modern resource, otherwise it will be impossible for the players to complete the transstellar colony ship.\\ It's important to define nation starting positions. A map can not be played by more nations than it has starting positions. If no starting positions are defined, this map is not playable. If you'd like to have the human player start at a certain one of the positions, define this one as preferred.\\ Maps are not shown to the player on the start screen. Instead, you can make a theme picture for a map. This must be a BMP file with the same name as the map. Just put it to the maps folder. The maximum size of the picture is 192x96 pixels. #AIT $AI Tournament\ !!AI Tournament\ If you have different AIs installed, you can let them compete against each other in a tournament. Choose "AI Tournament" for the central player and press "Start". This will make the game reduce itself to a small dialog. After pressing the play button, C-evo will start to play an endless series of complete games (rounds). The result are simple statistics, which are updated after each round:\\ @AITShot\ -1: Number of rounds this AI has won, means either completed its colony ship first or erased all other nations.\ -2: Number of rounds in which the nation of this AI was erased. #HOTKEYS $Mouse and Keyboard\ !Mouse and Keyboard\ Mouse functions in main map:\ -Left mouse button on own unit - Select unit\ -Left mouse button on own city - Zoom to city\ -Left mouse button on foreign unit - Get info\ -Left mouse button on foreign city - See city defense\ -Left mouse button on unoccupied tile - Center view to clicked position\ -Right mouse button - Move selected unit to clicked position\ -Right mouse button (Supervisor) - Create unit\\ Keyboard functions in main map:\ -Cursor keys - Move selected unit\ -"+" key on numeric pad - End turn\ -1 thru 7 - shortcuts for the small buttons beside the overview map\ -Many menu shortcut keys, see menus #TRADINGGOODS $Trade Goods\ !!Trade Goods\ When a city produces trade goods, the material that would usually be used for production will directly be converted to money. #MILRES $Military Research\ !!Military Research\ Your nation needs to do military research in order to introduce new unit designs.\ :CLASSES Unit Designs #ADVHELP Maximum weight of air units rises to 7%w. * * * Maximum weight of ground units rises to 10%w. * * Makes building roads over rivers possible. * * * * * * * * * * Allows use of conscripts. Makes fort building possible. * * * * * * * * * +1%t on all plain terrain tiles with road. Makes canal building and terrain transformation possible. Allows development of air units. * * Maximum weight of ground units rises to 7%w. * * * * * * * * * * +1%t on all tiles with river.\Allows development of naval units. * Modern resources become available.\Key Technology: Other nations notice when a nation discovers mass production. * Makes building of military bases possible. * * * * * * * * * * * * * * Farmland terrain improvement becomes available. * * * * Makes building railroads possible. * Advanced special resources become available.\Key Technology: Other nations notice when a nation discovers science. * Maximum weight of naval units rises to 7%w. * * * Maximum weight of naval units rises to 9%w.\Increases maximum usage of armor by 1. * * * * * Key Technology: Other nations notice when a nation discovers transstellar colonization. * * Allows development of new ground units. * * * +30% science in cities with university\+60% science in cities with research lab +10% production in cities with factory\+20% production in cities with manufacturing plant\(does not increase pollution) * * #IMPHELP Enables special unit:\\::S7 Army of Slaves The nation steals full state information and an advance of choice from each city captured. Desert tiles can be changed to Plains/Grassland.\All units are resistant to terrain hostility. Building costs for wonders decrease by a quarter. All shore tiles gain one additional %p, and a special unit becomes available:\\::S8 Diver\\This wonder can only be built in coastal cities. The nation gets each technology that is already known to at least two other nations. The nation can recognize modern resources. Enables three special unit features: Triggers a free research breakthrough and another one in the next turn. Additionally, it enables a special unit:\\::S9 Glider Naval units get speed +200.\\This wonder can only be built in coastal cities. Each city has its own luxury rate which is just high enough to prevent civil disorder.\\Note that this wonder can not prevent disorder in a city producing so little trade that even 100% luxury are not enough. * Research doubled if government form is Monarchy. Cathedrals make one more citizen happy. * Unmoved units in cities do no longer need to be supported. Prevents the wonders of this nation from expiring. Already expired wonders get reactivated. Counts as hydroelectric dam in each city.\\This wonder can only be built in cities near rivers or mountains. No movement points taken along railroad. Starts the Cold War. In this period no diplomatic activities are possible. The Cold War lasts 40 turns. The whole world becomes visible for one turn. State and military information about all nations is obtained.\\In order to produce this wonder, a nation must have a\::B66 Space Port * * * * * * * * All ground units to build in this city are hardened. The health of ground units located in this city doubles in each turn. Storage remains half-filled after city grows. One unhappy citizen made happy. Tax and luxury +50%. Science +50%. Enables collecting trade with no limit and reduces corruption by 50%. 200% defense bonus for city defenders against ground units. City does not lose population when defenders are destroyed by ground units. Allows city to grow bigger than size 8. Tax and luxury +100%. Two unhappy citizens made happy. Science +100%. +1%f on shore tiles.\\This improvement can only be built in coastal cities. Two unhappy citizens made happy. Production +50%, pollution +50%. Production +50%, pollution +50%. Prevents pollution completely. Power plant, doubles effect of factory and manufacturing plant.\(More than one power plant is not effective in a city.)\Pollution +50%. Power plant, doubles effect of factory and manufacturing plant.\(More than one power plant is not effective in a city.)\Pollution -50%.\\This improvement can only be built in cities near rivers or mountains. Power plant, doubles effect of factory and manufacturing plant.\(More than one power plant is not effective in a city.)\Does not increase pollution. +1%p on shore tiles.\\This improvement can only be built in coastal cities. Enables collecting up to 3%t per tile. Allows city to grow bigger than size 12. Enables farmland benefits. Doubles trade benefit of the wheel. Science +150%. 100% defense bonus for city defenders against air units and protection from bombardment by such units. 100% defense bonus for city defenders against sea units and protection from bombardment by such units.\\This improvement can only be built in coastal cities. All air units to build in this city are hardened. The health of air units located in this city doubles in each turn. All naval units to build in this city are hardened. The health of sea units located in this city doubles in each turn.\\This improvement can only be built in coastal cities. Enables collecting trade with no limit and prevents corruption completely. Makes this city the capital, which affects corruption of all other cities, see under:\:RESOURCES Resource Types Counts as city wall in each city on the continent where it's built. (The poles do not count as continent connection.) Makes half of the city population happy. The science output of this city is totally doubled. All ground units to build in this city are elite. The health of ground units located in this city doubles in each turn. Defense of this city +100% vs. all units. +12%f for this city Doubles effect of all banks. Special resources +100%.\\Enables the production of a transstellar colony ship and gives control of it. Losing the space port results in losing the space ship. When the space port is captured by another nation which also has a space port, this nation captures the colony ship at the same time. * * * #FEATUREHELP Attack base value +1. Defense base value +1.\Note: This feature can only be used twice for ground units resp. three times for sea and air units. Speed +50. Troop transport base value +1. Aircraft transport base value +1.\Transport planes can not be transported by carriers.\Includes Radar / Sonar feature. Speed +200. Attack base value +2 for first attack to a ground or sea target after start from city, carrier or military base. Unit doesn't have to return to a city, carrier or military base for one more turn with each fuel point. Troop transport base value +1.\Transport planes can not be transported by carriers. Unit can move over the open sea. 2 tiles observation range. Locates submarines in adjacent tiles. Invisible for enemy units. Ground units ignore effect of city walls and can attack ships on adjacent coast tiles.\Ships can attack cities and targets on adjacent ground tiles. Move in each terrain as fast as on a road. Transported units recover immediately.\(However, the health of a unit can not increase by more than a factor of 2 per turn.) Attack and Defense base value each +1. Double support required. Unit can only move along road, river or canal with double movement cost or along railroad and can not be transported. Double defense strength against air units. Investigates adjacent cities and unit stacks (including stealth aircraft). Speed +100. Speed +100. Speed +400. Invisible for enemy units. When this unit is destroyed in combat, it deals twice the normal damage.\\Fanatic ground units defend a position even if stronger defenders are present. When this unit destroys another one with an attack, it takes only half the normal damage. Unit attacks with full strength even if less than 100 MP left. 2 tiles observation range. Unit fortifies if at least half of the initial MP left. Double production costs for first in city produced unit. Half production costs for immediately following ones. #GOVHELP -All cities are in disorder.\-No maintenance costs for city improvements.\-Maximum 3%f, 2%p and 2%t per tile.\-No unit support required.\-No pollution.\-Each settlers consume 1%f.\(Anarchy only occurs for three turns whenever a nation changes its government form.) -Maximum 3%f, 2%p and 2%t per tile.\-High corruption. (Factor 3)\-One support free unit per citizen.\-No pollution.\-Each settlers consume 1%f. -Low corruption. (Factor 1)\-One support free unit per two citizens.\-Each settlers consume 1%f. -All trade resources >0 increased by 1.\-Moderate corruption. (Factor 2)\-Each combat unit (attack >0) in enemy territory makes one happy citizen unhappy in home city.\-Each settlers consume 2%f. -Low corruption. (Factor 1)\-No unit support required.\-All citizens are happy.\-Science output reduced to the half.\-Each settlers consume 1%f. -All resources more than 1%p increased by 1.\-No corruption.\-One support free unit per two citizens.\-Each settlers consume 2%f. -All trade resources >0 increased by 1.\-No corruption.\-Each combat unit (attack >0) outside own or allied territory makes one happy citizen unhappy in home city.\-Each settlers consume 2%f. -All trade resources >0 increased by 1.\-Future technologies take only double research instead of fourfold.\-No corruption.\-Each combat unit (attack >0) in enemy territory makes one happy citizen unhappy in home city.\-Food surplus is converted to money.\-No population growth.\-Each settlers consume 2%f. #TECHAGE Early Advances Industrial Age Advances Modern Advances Future Technologies #SPECIALMODEL -Able to build terrain improvements and to found cities.\-Food support by home city is required. -Able to build terrain improvements and to found cities.\-Food support by home city is required. * -Defense +100% when defending a city.\-Always needs to be supported.\-In despotism, this unit suppresses unhappy population: When located in a city, it makes one unhappy citizen count happy. -2 tiles observation range.\-No zone of control.\-Investigates adjacent cities and unit stacks (including stealth aircraft).\:SPYMISSIONS Able to do covert operations. -Can be utilized for all city projects except colony ship parts with 2/3 of its production material. -Two units transport capacity. -Able to build terrain improvements. -An early submarine. -Counts as air unit during own turn and as ground unit during other nation's turns.\-Investigates adjacent cities and unit stacks.\-If this unit is not located on a land tile in the end of a turn, it will be lost. #JOBHELP :MOVEMENT Speeds up unit movement.\::A29 Trade benefit with The Wheel. :MOVEMENT Speeds up unit movement.\-Production +50%.\-Can only be built when a tile already has a road. -Allows ships to move onto this tile.\-Can not be built in mountains or arctic terrain. -Food resources increase depending on terrain type. ::B51 Food +50% for cities with a supermarket\-Can only be built when a tile already has an irrigation. -Production resources increase depending on terrain type. -Defense +100%.\-2 tiles observation range.\:COMBAT Other effects on combat. -2 tiles observation range.\:COMBAT Effects on combat and recovery.\::F6 Planes can load bombs here.\-Ships can only access a military base if there's a canal.