;
;   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 UNITKILLED trigger or the
^tribe that took the city in a CITYTAKEN trigger.)
^
^Triggerdefender is the same as above, but means the owner of the unit or
^city that was attacked.
^
^Triggerreceiver is the tribe that got the technology in a RECEIVEDTECHNOLOGY
^trigger. Triggerreceiver appears only when the trigger is RECEIVEDTECHNOLOGY.



@HELPCHANGEMONEY
@width=600
@title=Events Editor Help
^CHANGEMONEY
^
^Add or subtract money from a tribe. Put a minus sign (-) in front of the
^amount if you want to subtract. If the adjustment makes the tribe's money
^less than zero, Civ II forces it to zero.
^
^Triggerattacker tells the macro to use the attacker that triggered this
^event, (the tribe that killed the unit in a UNITKILLED trigger or the
^tribe that took the city in a CITYTAKEN trigger.)
^
^Triggerdefender is the same as above, but menas the owner of the unit or
^city that was attacked.
^
^Triggerreceiver is the tribe that got the technology in a RECEIVEDTECHNOLOGY
^trigger. Triggerreceiver appears only when the trigger is RECEIVEDTECHNOLOGY.


@HELPMAKEAGGRESSION
@width=600
@title=Events Editor Help
^MAKEAGGRESSION
^
^Causes two tribes to cancel their peace treaty, if one exists,
^and 'who' declares war on 'whom'.


@HELPJUSTONCE
@width=600
@title=Events Editor Help
^JUSTONCE
^
^This is a special flag that tells the program to execute this event
^only once.


@HELPDONTPLAYWONDERS
@width=600
@title=Events Editor Help
^DONTPLAYWONDERS
^
^Turns off the Wonder movies. Even though we no longer include the wonder
^movies on the CD, we still recommend you use this action for all of your
^scenarios. Better safe than sorry. This action can only be used with
^SCENARIOLOADED.


@HELPPLAYWAVEFILE
@width=600
@title=Events Editor Help
^PLAYWAVEFILE
^
^Plays the selected *.wav file. You need to know and type in the exact name
^of the file. The editor will first search your scenario sound folder for the
^named sound and, if it can't find it there, search the Civ 2 sound folder.
^It won't search any further to avoid possible name duplication issues. If you
^want to import a wave file for the scenario, we suggest you store it, preferably,
^in your scenario sound folder. Make sure that the files you import are 8-bit, 
mono, and sampled at 22050hz.
^In Windows 95, double-clicking on a wave file plays its sound. 


@HELPPLAYCDTRACK
@width=600
@title=Events Editor Help
^PLAYCDTRACK
^
^Tells the game to play an audio track. On all the Civ II CDs, the first
^track contains the program information, so Track 2 is the first audio
^track. Thus, you must pick a number equal to or greater than 2.
^
^Tracks 2-10 are the music from the original game:
^  (2) Funeral 0:41                (3) Ode To Joy 0:51
^  (4) Tenochtitlan Revealed 1:46  (5) Harvest of the Nile 2:11
^  (6) Aristotle's Pupil 2:09      (7) Augustus Rises 2:52
^  (8) Gautama Ponders 2:45        (9) Hammurabi's Code 1:54
^  (10) The Shining Path 2:32
^
^Tracks 11-18 are from Conflicts in Civilizaiton:
^  (11) Civil War 1:29     (12) Crusades 1:34   (13) WWI 1:50
^  (14) Independence 2:38  (15) Jihad 2:12      (16) Alien 1:53
^  (17) Mongol 2:39        (18) Apocalypse 3:24
^
^The final six tracks were composed for Fantastic Worlds:
^  (19) Primeval World 2:25        (20) New World 2:29
^  (21) Fantasy 2:40               (22) Mars 2:25
^  (23) World of Jules Verne 2:34  (24) X-COM 3:10


@HELPMOVEUNIT
@width=600
@title=Events Editor Help
^MOVEUNIT
^Tells a (1) given type of unit of (2) a particular tribe in (3) the 
^given map rectangle region to move to (4) a specific location within 
^(5) the number indicated. ANYUNIT may be used if type doesn't matter.
^Only units that aren't fortified, aren't sleeping (sentry duty), don't
^already have a destination, aren't building fortifications, and aren't
^Nuclear will move.specified (1) number of units of
^
^You cannot move units of a human-controlled tribe.
^
^=IMPORTANT= The 'maprect' coordinates must be in a specific order.
^The first coordinate must be the left corner; next is the upper right,
^follwoed by lower right, then lower left. Like this:
^
^                                     1---2
^                                     |   |
^                                     4---3
^
^Triggerattacker tells the macro to use the attacker that triggered this
^event, (the tribe that killed the unit in a UNITKILLED trigger or the
^tribe that took the city in a CITYTAKEN trigger.)
^
^Triggerdefender is the same as above, but menas the owner of the unit or
^city that was attacked.
^
^Triggerreceiver is the tribe that got the technology in a RECEIVEDTECHNOLOGY
^trigger. Triggerreceiver appears only when the trigger is RECEIVEDTECHNOLOGY.


@HELPRECEIVEDTECHNOLOGY
@width=600
@title=Events Editor Help
^RECEIVEDTECHNOLOGY
^
^Activates the turn after the named receiver gains the named technology (by
^any method). If you prefer to encompass all tribes, you may choose 'Anybody'
^in place of a tribe name.


@HELPGIVETECHNOLOGY
@width=600
@title=Events Editor Help
^GIVETECHNOLOGY
^
^Awards the technology named to the receiver named.
^
^Triggerattacker tells the macro to use the attacker that triggered this
^event, (the tribe that killed the unit in a UNITKILLED trigger or the
^tribe that took the city in a CITYTAKEN trigger.)
^
^Triggerdefender is the same as above, but menas the owner of the unit or
^city that was attacked.
^
^Triggerreceiver is the tribe that got the technology in a RECEIVEDTECHNOLOGY
^trigger. Triggerreceiver appears only when the trigger is RECEIVEDTECHNOLOGY.


@HELPDESTROYACIVILIZATION
@width=600
@title=Events Editor Help
^DESTROYACIVILIZATION
^
^Does what it says--deletes all of the cities and destroys all of the units
^of the tribe named; this basically wipes it off the map.
^
^Triggerattacker tells the macro to use the attacker that triggered this
^event, (the tribe that killed the unit in a UNITKILLED trigger or the
^tribe that took the city in a CITYTAKEN trigger.)
^
^Triggerdefender is the same as above, but menas the owner of the unit or
^city that was attacked.
^
^Triggerreceiver is the tribe that got the technology in a RECEIVEDTECHNOLOGY
^trigger. Triggerreceiver appears only when the trigger is RECEIVEDTECHNOLOGY.


@HELPCHANGETERRAIN
@width=600
@title=Events Editor Help
^CHANGETERRAIN
^
^this changes all of the terrain within the specified map rectangle to the
^type specified.
^
^=IMPORTANT= The 'maprect' coordinates must be in a specific order.
^The first coordinate must be the left corner; next is the upper right,
^follwoed by lower right, then lower left. Like this:
^
^                                     1---2
^                                     |   |
^                                     4---3


@HELPTEXT
@width=600
@title=Events Editor Help
^TEXT MESSAGE
^
^Write any message or announcement you want, and it will appear on screen
^when the event triggers.
^
^You are given great leeway as to the size of your message (to accomodate
^the various supported screen resolutions). We suggest that you check out
^your message in play to be sure that it comfortably fits your screen size.
^If there is overflow, you can either increase your resolution or return to
^this editor to shorten your statement.


@EVENTS
@width=600
@title=Events Editor Help
^GENERAL HELP
^
^In the Events Editor, help is organized by item. Highlight the trigger or
^action you're interested in reviewing and then click 'Help' for information.
^
^The manual warns that inserting outrageous numbers into the various editor values 
^can cause the game to break (often in surprising ways). Consider yourself warned
^here as well.


@HELPFOREST
@width=600
@title=Forest Help
^Forest, hill, and mountain icons each have 16 different orientations to
^enable the program to build visually consistent ranges. Which of these
^orientations the program decides to put in a particular map tile depends
^solely upon the number and locations of similar terrain in the adjacent tiles.
^The accompanying table presents the 16 possible configurations of adjacent
^terrain that influence tile placement. For example, Civ II would place #2
^Forest in a tile only if the only Forest tile adjacent to it was NE. If Forests
^are in the adjacent tiles to the NW and SE, you get #11. If the tile is
^surrounded by Forests, CIV II would use orientation #16.
^
^  1 - None       2 - NE            3 - SE            4 - NE & SE
^  5 - SW         6 - NE & SW       7 - SE & SW       8 - NE, SE, SW
^  9 - NW        10 - NW & NE      11 - NW & SE      12 - NW, NE, SE
^ 13 - NW & SW   14 - NW, NE, SW   15 - NW, SE, SW   16 - NE, SE, SW, NW
^
^The background art is the base on which the Forest, Hill, or Mountain rests.


@HELPHILLS
@width=600
@title=Hills Help
^Forest, hill, and mountain icons each have 16 different orientations to
^enable the program to build visually consistent ranges. Which of these
^orientations the program decides to put in a particular map tile depends
^solely upon the number and locations of similar terrain in the adjacent tiles.
^The accompanying table presents the 16 possible configurations of adjacent
^terrain that influence tile placement. For example, Civ II would place #2
^Forest in a tile only if the only Forest tile adjacent to it was NE. If Forests
^are in the adjacent tiles to the NW and SE, you get #11. If the tile is
^surrounded by Forests, CIV II would use orientation #16.
^
^  1 - None       2 - NE            3 - SE            4 - NE & SE
^  5 - SW         6 - NE & SW       7 - SE & SW       8 - NE, SE, SW
^  9 - NW        10 - NW & NE      11 - NW & SE      12 - NW, NE, SE
^ 13 - NW & SW   14 - NW, NE, SW   15 - NW, SE, SW   16 - NE, SE, SW, NW
^
^The background art is the base on which the Forest, Hill, or Mountain rests.


@HELPMOUNTAINS
@width=600
@title=Mountains Help
^Forest, hill, and mountain icons each have 16 different orientations to
^enable the program to build visually consistent ranges. Which of these
^orientations the program decides to put in a particular map tile depends
^solely upon the number and locations of similar terrain in the adjacent tiles.
^The accompanying table presents the 16 possible configurations of adjacent
^terrain that influence tile placement. For example, Civ II would place #2
^Forest in a tile only if the only Forest tile adjacent to it was NE. If Forests
^are in the adjacent tiles to the NW and SE, you get #11. If the tile is
^surrounded by Forests, CIV II would use orientation #16.
^
^  1 - None       2 - NE            3 - SE            4 - NE & SE
^  5 - SW         6 - NE & SW       7 - SE & SW       8 - NE, SE, SW
^  9 - NW        10 - NW & NE      11 - NW & SE      12 - NW, NE, SE
^ 13 - NW & SW   14 - NW, NE, SW   15 - NW, SE, SW   16 - NE, SE, SW, NW
^
^The background art is the base on which the Forest, Hill, or Mountain rests.


@HELPRIVER
@width=600
@title=River Help
^River icons each have 16 different orientations to enable the program to 
^build smoothly connected waterways. Which of these orientations the 
^program decides to put in a particular map tile depends solely upon the 
^number and locations of similar terrain in the adjacent tiles. The 
^accompanying table presents the 16 possible configurations of adjacent
^terrain that influence tile placement. For example, Civ II would place #2
^River in a tile only if the only River  tile adjacent to it was NE. If Rivers
^are in the adjacent tiles to the NW and SE, you get #11. If the tile is
^surrounded by Forests, CIV II would use orientation #16.
^
^  1 - None       2 - NE            3 - SE            4 - NE & SE
^  5 - SW         6 - NE & SW       7 - SE & SW       8 - NE, SE, SW
^  9 - NW        10 - NW & NE      11 - NW & SE      12 - NW, NE, SE
^ 13 - NW & SW   14 - NW, NE, SW   15 - NW, SE, SW   16 - NE, SE, SW, NW
^
^There is a river mouth icon for each of the four directions:
^  1-NE   2-SE   3-SW   4-NW


@HELPCOAST
@width=600
@title=Coast Help
^A very large number of art pieces are needed to ensure smoothly integrated
^coastlines for any shaped landmass that might appear on the game map. You
^are free to change the color and composition of these coastal icons. However,
^we strongly recommend that you maintain some equivalent of the coastline in
^every one of the icons and that you carefully keep the points where your
^coastlines join the tile edges the same. By doing so, you guarantee smooth
^coastlines on your map. Also, for the sake of consistency, we suggest that
^any significant color or compositional changes made to some of the icons be
^extended to all of the icons. 
^
^To alter the ocean at the zoom levels displaying coastlines, you must work with 
^Coast 1. To alter the ocean at higher zoom levels where the coastlines disappear, 
^you need to work with the ocean icon.

@HELPTERRMISC
@width=600
@title=Misc Help
^The RESOURCE option allows you to edit the special shield-shaped symbol that
^appears to mark trade-rich Grassland squares.
^
^Both Roads and Railroads need a special icon for each of the eight possible
^connections to adjacent track and for isolated track (#1).

@WARNING
@width=100
@title=User Warning
^^=WARNING=
^Not for simpletons!

@;This line must remain at the end of this file!
