; ; CIVILIZATION EDITOR HELP DATA ; Copyright (c) 1997 by MicroProse Software ; ; Altering the contents of this file may cause the ; game to malfunction. ; @ADVANCES @width=600 @title=Advances Editor Help ^The AI VALUE determines the importance of the advance to ^the computer-controlled tribes. ^ ^The MODIFIER increments or decrements the AI Value. ^Civilized tribes prefer the positive modifiers. ^Militaristic tribes prefer the negative modifiers. ^We recommend you keep values between -5 and 5. ^ ^EPOCH and CATEGORY combine to select the icon shown in window. ^Note it is perfectly ok for several (or all) of the advances ^to have the same icon. ^ ^Put NO in both prerequisite windows to remove an advance from ^play; use NIL to signify that a prerequisite is not needed. (Two NILs ^make an advance available at the start.) ^ ^Do not disconnect FUTURE TECHNOLOGY from the other advances. If a ^tribe can't research FUTURE TECHNOLOGY, the game will crash. @CITIES @width=600 @title=Cities Editor Help ^Cities with a population of 1-3 use the Small city icon (except capital cities, which are never Small). Population of 4-5 makes a Medium city, 6-7 is Large, and 8 or more is Extra-large. @IMPROVEMENTS @width=600 @title=Improvements Editor Help ^EDIT MISC ^^Explosions ^These icons appear in rapid succession (from 1 to 8) ^whenever a battle is fought. ^ ^^Cursor ^Right click anywhere on the map to see the tile cursor. @TERRAIN @width=600 @title=Terrain Editor Help ^The DEFENSE VALUE of a terrain type improves the defense strength ^of any occupant according to the following formula: ^ ^ New Defense = Unit Defense x Terrain Defense x 50%% ^ ^So, for example, a Phalanx in a Forest will defend at 3: ^ 2 (unit) x 3 (forest) x .50 = 3 ^ ^No matter what the MOVE COST of the terrain to be entered, ^a unit is always able to move at least one square per turn. ^ ^GOVERNMENT FOR AI indicates the lowest level of government at ^which a computer-controlled tribe will use the particular order. ^ ^To alter the ocean icons at the zoom levels displaying coastlines, you must work with Coasts 1, 2, 3, and 4. To alter the ocean icons at higher zoom levels where the coastlines disappear, you need to work with the ocean icon. @UNITS @width=600 @title=Units Editor Help ^A unit's BUILD COST equals ten times the number in the window in shields. Never ^set a build cost higher than 18. ^ ^HOLDS ON SHIP indicates the maximum number of units a vessel can carry at sea. ^ ^RANGE indicates the # of turns an air unit may remain airborne. ^They must return to base at the end of the last turn to avoid crashing. ^ ^ATTACK FACTOR measures the chance to score a hit attacking. ^(An attack strength of 99 makes any unit Nuclear, which has many ramifications.) ^ ^DEFENSE FACTOR measures the chance to score a hit defending. ^ ^HIT POINTS indicates the damage (x10) that the unit can absorb and survive. ^ ^FIREPOWER indicates the # of damage points caused per hit scored on an enemy. ^ ^Because all battles are to the death, there may be many hits taken by both ^sides before a combat ends. The loser is the first unit to take damage sufficient ^to match or exceed its hit points. @TRIBES @width=600 @title=Tribes Editor Help^ ^CHANGING the CITY STYLE here affects only computer-controlled tribes. ^Human-controlled tribes always use the city style selected by the ^player or the default Bronze/Stone Age style. ^YOU can change the NAME of a tribe, the names of its LEADERS, and those ^leaders attitudes, but NOT the tribe's COLOR. There must always be three ^tribes of each color, and only one of those three can be active at any ^one time in a scenario. The other two can appear as replacements when ^the active tribe is destroyed. ^A TRIBE has one of three ATTACK attitudes: ^ Aggressive - more likely to attack ^ Rational - prefer to negotiate, ^ Neutral - somewhere in between ^A TRIBE has one of three EXPAND attitudes: ^ Expansionist - send out settlers and attempt to capture cities ^ Perfectionist - prefer a few prosperous cities to many mediocre ones ^ Normal - somewhere in between ^A TRIBE has one of three CIVILIZE attitudes: ^ Civilized - prefer to research non-militaristic technologies ^ Militaristic - prefer the militaristic advances ^ Normal - somewhere in between @EFFECTS @width=600 @title=Universal Effects Editor Help ^=IMPORTANT!= You won't see the effects of changes to effect values ^right away. You must save the game (as a saved game or a scenario) ^and re-load it to activate the changes. Until then, the number in ^parentheses notes the intended value, the other its current value. ^ ^Most of the effects are self-explanatory, but some are a bit obscure: ^ ^The CITY SIZE set here (7) causes 1 citizen to be unhappy at Chieftan ^level. At every step up in level, the size limit is one less (6 for ^Warlord, 2 for Diety, etc.). If you change the size, you change it for ^all levels. ^ ^RIOT FACTOR sets the maximum number of cities you can control before ^the size of your empire starts to cause unhappiness. ^ ^We recommend you alter the TECH PARADIGM at the Cheat Menu, not here. ^ ^TRANSFORM TERRAIN is actually double the number of turns needed for ^an engineer to complete a transformation. @HELPUNITKILLED @width=600 @title=Events Editor Help ^UNITKILLED ^ ^Initiates the event when three conditions are met: ^ 1. A unit of the type named is killed in battle. ^ 2. The attacker is the tribe named ^ 3. The defender is the tribe named ^ ^If you prefer to encompass all tribes, you may use 'Anybody' ^in place of either (or both) tribe names. @HELPNEGOTIATION @width=600 @title=Events Editor Help ^NEGOTIATION ^ ^This prevents the 'talker' tribe from meeting with the 'listener'. ^You may restrict tribes based on whether thay are controlled by a ^human or computer, or avoid restriction by using 'humanorcomputer'. ^ ^If you intend to prevent negotiation between the two tribes, you must ^repeat the event with the roles (talker & listener) switched. ^ ^=IMPORTANT= ^There is an unwritten action that stops the two tribes ^from talking to each other. This is useful in historical scenarios when ^two particular governments would not have met. When using this trigger, ^realize that many things trigger negotiations, especially between AI ^tribes. Though it might be tempting to add a text popup when two tribes ^try to meet, this can happen so often as to make the game unplayable. @HELPCITYTAKEN @width=600 @title=Events Editor Help ^CITYTAKEN ^ ^Initiates the event when three conditions are met: ^ 1. The named city changes ownership. ^ 2. The city attacker is the tribe named. ^ 3. The city defender is the tribe named. ^ ^If you prefer to encompass all tribes, you may use 'Anybody' ^in place of either (or both) tribe names. ^ ^This trigger is excellent for reacting to key cities being captured. ^A good combination is to trigger on a capital city being captured, ^and use MOVEUNIT to tell units in a rectangle around the capital to ^move back to the capital, trying to recapture it. @HELPTURN @width=600 @title=Events Editor Help ^TURN ^ ^Activates the event at the commencement of the selected number turn. ^If you prefer the event to occur every turn, choose 'Every'. Note that ^the turn number is NOT the same as the game year. Check 'Set Game Year' ^on the Cheat Menu for the current turn number. This trigger can be ^useful for bringing in reinforcements on specific dates in historical ^scenarios, reenacting troop movements, etc. @HELPTURNINTERVAL @width=600 @title=Events Editor Help ^TURNINTERVAL ^ ^This is a repeating trigger. The turn number indicates the number ^of turns between triggers. A trigger of 'turn=4' will trigger every ^fourth turn. This is a great way to 'nudge' units to continue to go ^after specific goals. @HELPRANDOMTURN @width=600 @title=Events Editor Help ^RANDOMTURN ^ ^Activates the event at random intervals. A random number is generated at ^the start of each turn. It is then divided by the denominator amount. If ^the resulting remainder is 0 then the event is triggered. Simply stated, ^there is a one in X chance that this event will trigger each turn, where ^X is the numbner you enter. For example, if the denominator is 30, there ^is a 1 in 30 chance every turn that this event will trigger. Adding ^JUSTONCE is a great way to add a random, one-time-only event. @HELPSCENARIOLOADED @width=600 @title=Events Editor Help ^SCENARIOLOADED ^ ^This trigger was designed to activate two special events at the start of ^the scenario: 'PlayCDTrack' and 'DontPlayWonders'. Any other use will ^cause unpredictable results. We strongly recommend that you add ^'DontPlayWonders' to every scenario. @HELPNOSCHISM @width=600 @title=Events Editor Help ^NO SCHISM ^ ^Prohibits a tribe from splitting into two different tribes whenever its ^capital city is captured. You may choose one particular tribe as the ^subject (defender) or encompass all tribes with 'anybody'. @HELPCREATEUNIT @width=600 @title=Events Editor Help ^CREATEUNIT ^ ^Creates a new unit. The computer generates a new unit, no charge, and ^tries to put it on the map at the first location specified in the locations ^list. If it can't, it will try each subsequent location. Multiple locations ^are needed in case a location is occupiedby an enemy unit or is illegal in ^some other way (trying to put a land unit in the ocean, for instance). ^ ^Triggerattacker tells the macro to use the attacker that triggered this ^event, (the tribe that killed the unit in a UN...
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