Feature #2151 ยป 0053-helpdata.txt-Remove-double-spaces.patch
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; spaces in 'name' indicates nesting level for display.
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;
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; 'text' = the helptext for this node; can be an array of text, which
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; are then treated as paragraphs. (Rationale: easier to update
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; are then treated as paragraphs. (Rationale: easier to update
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; translations on paragraph level.)
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;
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; 'generate' = means replace this node with generated list of game
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;
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; Within the text, the help engine recognizes a few "generated table"s.
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; These are generated by the help engine, and inserted at the point of
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; reference. They are referenced by placing a $ in the first column
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; reference. They are referenced by placing a $ in the first column
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; of a separate paragraph, followed immediately with the name of the
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; generated table. See the code in helpdata.c for the names of tables
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; generated table. See the code in helpdata.c for the names of tables
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; which can be referenced.
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;
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; This file no longer has a max line length: strings are wrapped
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; internally. However to do non-wrapping formatting, make sure to
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; internally. However to do non-wrapping formatting, make sure to
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; insert hard newlines "\n" such that lines are less than 68 chars
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; long.
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; This marks 68 char limit -------------------------------------->|
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0. Choosing the first city site.\
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\n\n\
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Start the game by wandering around BRIEFLY to find a good place \
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to build the first city. Don't feel tempted to investigate any \
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to build the first city. Don't feel tempted to investigate any \
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yellow-roofed villages yet - they might contain barbarian \
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tribes. Build the city close to resources and perhaps close to \
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the sea. Keep in mind that the city you build first will be \
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your capital! The idea is to balance the quality of the site you \
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tribes. Build the city close to resources and perhaps close to \
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the sea. Keep in mind that the city you build first will be \
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your capital! The idea is to balance the quality of the site you \
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find against getting your first city established as early \
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as possible.\
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"), _("\
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1. Mapping the countryside.\
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\n\n\
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After the capital city has been founded, it will start producing \
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a warrior unit. These units can be used to rove around \
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exploring the countryside. Remember, it is risky to leave a \
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a warrior unit. These units can be used to rove around \
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exploring the countryside. Remember, it is risky to leave a \
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city undefended, so perhaps keep the first warrior in the city, \
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and use the following one to explore. If you started the game \
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and use the following one to explore. If you started the game \
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with an explorer unit, use that to explore, obviously!\
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"), _("\
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2. Defending the cities.\
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\n\n\
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At this point, defend your cities by always leaving a warrior \
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unit in them. As your civilization develops units with a \
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unit in them. As your civilization develops units with a \
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greater defense strength, replace the obsolete units with new \
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ones to ensure your cities have maximum defense. The units most \
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often used for defense are (in order of strength): Warrior, \
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ones to ensure your cities have maximum defense. The units most \
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often used for defense are (in order of strength): Warrior, \
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Phalanx, Pikemen, Musketeers, and Riflemen.\
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"), ; /* xgettext:no-c-format */
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_("\
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Keep in mind that with some types of government, military units \
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inside or outside cities can reduce or create unhappiness. \
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Also remember that when a land unit is inside a city, it gets a 50% \
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defensive bonus, as if fortified. When a new city is built, \
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defensive bonus, as if fortified. When a new city is built, \
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the city starts to build the best available defensive unit from \
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the above list.\
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"), _("\
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3. Deciding which units to build first.\
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\n\n\
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After building one or two Warrior units, start building Settlers. \
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After building one or two Warrior units, start building Settlers. \
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Settlers take city population, but if you picked a good city site, \
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your city should be big enough by now. Settlers are best put to use \
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your city should be big enough by now. Settlers are best put to use \
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founding new cities; while they can also build agricultural improvements \
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(see the next section), it is better to use Workers for this when \
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available, as unlike Settlers, Workers do not consume food from \
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their parent city. Keep in mind that a large population increases \
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their parent city. Keep in mind that a large population increases \
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both the amount of productivity and your civilization's research \
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rate, not to mention that cities secure land for your empire, \
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so founding new cities should be a high priority initially.\
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4. Improving the land.\
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\n\n\
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Each city has an area of land around it that can be used \
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for growing food, producing goods, and generating trade. This output \
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for growing food, producing goods, and generating trade. This output \
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can be increased by using Workers (or Settlers) to improve the land \
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close to your cities. The land can be improved with irrigation \
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close to your cities. The land can be improved with irrigation \
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(increasing food), roads (allowing units to move faster and \
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increasing trade), and mines (increasing production), among other \
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improvements.\
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"), _("\
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5. Deciding where to build cities.\
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\n\n\
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The best location for a city is a matter of taste. A city which \
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The best location for a city is a matter of taste. A city which \
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is placed near the sea is easier to spot by opponents, but can \
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also serve as a port for sea-going units. (They also usually \
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need a coastal defense later on.) The best strategy is to build \
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also serve as a port for sea-going units. (They also usually \
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need a coastal defense later on.) The best strategy is to build \
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a few of both, but keep in mind that your opponents will find it \
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harder to locate your city if you don't build it by the sea.\
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"), _("\
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6. Taking care of the cities.\
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\n\n\
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Every city has a band of citizens. The number of citizens \
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depends on the city's population. When you click on a city, you \
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can see how the land around the city is being used. You can \
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Every city has a band of citizens. The number of citizens \
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depends on the city's population. When you click on a city, you \
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can see how the land around the city is being used. You can \
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assign your citizens to the land, or they can be specialists that \
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contribute to your civilization in other ways. Especially at the \
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contribute to your civilization in other ways. Especially at the \
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start of the game, care should be taken to ensure that the citizens \
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are employed so that they maximize growth, trade and production.\
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"), _("\
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If too much food is being generated, a citizen can be taken off \
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the land by clicking on the occupied land tile. This \
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the land by clicking on the occupied land tile. This \
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citizen can then be transferred to the other duties mentioned \
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previously.\
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"), _("\
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; Above: probably some other AI maximization choice now --dwp
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_("\
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The golden rule of taking care of a city is that there should be \
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at least as many happy citizens as unhappy citizens. A city \
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at least as many happy citizens as unhappy citizens. A city \
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where this is not so falls into disorder; such cities are labeled \
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with a raised fist or a lightning bolt (depending on the tileset). \
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with a raised fist or a lightning bolt (depending on the tileset). \
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Take care not to let this happen to any of your cities, as cities in \
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disorder produce nothing, and are prone to revolt.\
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"), _("\
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\n\n\
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When one of your units first meets a unit of another nation, or \
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finds one of their cities (or equally if they find you), a basic \
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contact is established between the two nations. This provides each \
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contact is established between the two nations. This provides each \
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with basic intelligence about the other, which can be accessed from \
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the 'Nations' report.\
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"), _("\
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This communication will lapse after a set number of turns with \
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no contact. Establishing an embassy will give a more permanent \
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no contact. Establishing an embassy will give a more permanent \
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communication channel, as well as more advanced intelligence such \
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as details of technology. Embassies are one-way - the nation \
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as details of technology. Embassies are one-way - the nation \
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hosting the embassy receives no benefit - and once established, \
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cannot be revoked.\
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"), _("\
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If you are in contact with another player, then you can arrange \
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a diplomatic meeting. From the 'Nations' report, this is done by \
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a diplomatic meeting. From the 'Nations' report, this is done by \
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clicking on the nation with whom you wish to meet and selecting \
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'Meet'. If the entry under the embassy column is not blank and the \
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'Meet'. If the entry under the embassy column is not blank and the \
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other player is connected (or is a server AI) then a treaty dialog \
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will pop up.\
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"), _("\
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In this dialog you can negotiate an exchange of assets (maps, \
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vision, advances, cities, or gold), embassies, or binding pacts \
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such as a cease-fire or peace. There is no need to trade like for \
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such as a cease-fire or peace. There is no need to trade like for \
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like; you can trade, say, an advance or city for gold - you can \
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consider this buying and selling. Each player builds a list of offered \
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items. To remove an item from the list, double-click on it. \
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consider this buying and selling. Each player builds a list of offered \
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items. To remove an item from the list, double-click on it. \
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When both players indicate satisfaction, the pact is concluded.\
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"), _("\
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Pacts affect where your units can go and what they can do, \
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and a pact with one nation can affect your relations with others. \
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and a pact with one nation can affect your relations with others. \
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Under authoritarian governments such as Monarchy you can break a \
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pact at any time, but the representative governments (Republic and \
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Democracy) have a senate which will block the unprovoked \
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cancellation of a treaty; unless a foreign Diplomat or Spy sparks \
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a diplomatic incident, the only way to dissolve a pact in this \
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situation is to dissolve your government. The details of pacts are \
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situation is to dissolve your government. The details of pacts are \
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described in the Diplomacy section.\
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"), _("\
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A couple of notes:\
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"), _("\
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- You can only request property that you know about; so you \
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can't request technology unless you have an embassy, and if \
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you can't see a city on your map, then you can't request it. \
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you can't see a city on your map, then you can't request it. \
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Of course, the owner of that city can still offer it to \
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you, in which case the area around the city is shown \
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on your map before you accept the treaty.\
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"), _("\
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- One important thing to note: when a city is transferred, \
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any units in the field and supported by that city are also \
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transferred (but not those sitting in other cities). So make \
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transferred (but not those sitting in other cities). So make \
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sure the other player isn't getting a better deal than you expect.\
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"), _("\
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8. Exploring the world.\
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\n\n\
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After you have fortified your cities with troops, build Triremes \
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in the cities near the sea. Use the Triremes to map the world \
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in search of opponents and new lands. If you are on an island, \
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you should spend less on military and more on expansion. Or if \
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in the cities near the sea. Use the Triremes to map the world \
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in search of opponents and new lands. If you are on an island, \
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you should spend less on military and more on expansion. Or if \
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you are located close to an opponent, it is truly a good idea to \
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make a peace treaty and share the advances you have made. \
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Diplomatic units are very useful here, and WILL pay off later.\
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10. Making your own strategy for the game.\
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\n\n\
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These basic concepts will allow you to play the game pretty \
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well, especially in the beginning of the game. But to improve, \
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well, especially in the beginning of the game. But to improve, \
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you need to study the various units and advances, and PRACTICE, \
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PRACTICE, PRACTICE! Freeciv has many twists, so if you haven't \
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PRACTICE, PRACTICE! Freeciv has many twists, so if you haven't \
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played a similar game before, try consulting the Freeciv WWW \
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pages at:\
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"), "\
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equal to the defender's firepower. The first unit to reach 0 hit \
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points (or negative hit points) loses.\
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"),
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; /* Actually, that's a little white lie. The random number is really
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; from 0 to (A+D-1), and the comparison is ">=D", not ">D". The
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; /* Actually, that's a little white lie. The random number is really
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; from 0 to (A+D-1), and the comparison is ">=D", not ">D". The
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; odds are the same both ways, but I think my explanation may be a
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; little simpler for non-programmers who may be reading this. */
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; /* xgettext:no-c-format */
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text = _("\
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Suppose a Cannon (A:8, D:1, HP:20, FP:1) attacks a Musketeer \
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(A:3, D:3, HP:20, FP:1) inside a city with City Walls built \
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on a Forest tile. Neither are veteran.\
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on a Forest tile. Neither are veteran.\
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"), _("\
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The defender's base strength is 3. Because it is on a Forest tile, \
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its strength becomes 4.5. It is behind City Walls, so its strength \
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is tripled, to 13.5. It is a ground unit inside a city, so its \
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The defender's base strength is 3. Because it is on a Forest tile, \
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its strength becomes 4.5. It is behind City Walls, so its strength \
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is tripled, to 13.5. It is a ground unit inside a city, so its \
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strength is increased to 20.25.\
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"), _("\
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Strength values inside the game are actually multiplied by 10, with \
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"), ; /* xgettext:no-c-format */
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_("\
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Each round of combat, a random number between 1 and 282 is \
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generated. If the number is greater than 202 (about a 28% chance), \
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the defender loses 1 hit point. Otherwise (about a 72% chance), the \
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generated. If the number is greater than 202 (about a 28% chance), \
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the defender loses 1 hit point. Otherwise (about a 72% chance), the \
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attacker loses 1 point.\
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"),
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; /* Double-check my calculations.... Consider 28 rounds of combat.
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; /* Double-check my calculations.... Consider 28 rounds of combat.
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; The attacker should win about 8 of them, taking 8 HP off the
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; defender's 20 HP total. The defender should win the other 20,
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; defender's 20 HP total. The defender should win the other 20,
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; killing the attacker. */
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; /* xgettext:no-c-format */
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_("\
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Since both units have 20 hit points, the odds favor a victory for \
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the defender. The defender will probably lose somewhere around 40% \
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of its hit points during the fight. But the outcome is never \
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the defender. The defender will probably lose somewhere around 40% \
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of its hit points during the fight. But the outcome is never \
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certain as long as both units have non-zero strengths; the defender \
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might emerge untouched, or it might lose most of its hit points, or \
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it might even lose the battle.\
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status.\
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"), _("\
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The defender's strength is 5, raised to 7.5 due to veteran status. \
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The terrain's defense factor is 1 (no effect). The Coastal Defense \
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The terrain's defense factor is 1 (no effect). The Coastal Defense \
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doubles the defender's strength to 15. (The City Walls have no \
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effect against attacking sea units.) The defender is a ground \
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unit inside a city, so its total strength is 22.5.\
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The firepower of the Battleship is set from 2 to 1.\
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"), ; /* xgettext:no-c-format */
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_("\
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Each round, a random number from 1 to 405 is generated. If it is \
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Each round, a random number from 1 to 405 is generated. If it is \
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greater than 225 (about a 44% chance) the defender loses 1 hit \
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point. Otherwise, the attacker loses 1 hit point.\
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point. Otherwise, the attacker loses 1 hit point.\
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"),
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; /* Please, someone double-check my probability computations! :-(
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; Consider 44 rounds of combat: the Battleship should win 20 of
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; them, and the Alpine Troops 24. That's enough to kill the Alpine
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; them, and the Alpine Troops 24. That's enough to kill the Alpine
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; Troops (precisely to 0 hit points), and inflict 24 hit points on
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; the Battleship's 40 HP total. */
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; /* xgettext:no-c-format */
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_("\
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In this case, the odds greatly favor the attacker winning. The \
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In this case, the odds greatly favor the attacker winning. The \
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Battleship is 25% less likely to score a hit in any given round, \
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but the Battleship has twice as many hit points. The Battleship should \
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expect to lose about 60% of its hit points during the fight, and should \
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$DefaultMetaserver\
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", _("\
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The client can fetch this page, too: use the Metaserver button \
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in the connection dialog. If it never shows any results, check \
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in the connection dialog. If it never shows any results, check \
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whether your WWW browser is using a HTTP proxy; to make the client \
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use the same proxy, before starting the client, \
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set the $http_proxy environment variable to:\
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http://proxyhost:proxyportnumber/\
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", _("\
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When the game has started, everyone can connect as any player who \
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isn't already connected, including AI players. Merely connecting \
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isn't already connected, including AI players. Merely connecting \
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to an AI player doesn't make it human controlled; this is an \
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independent server setting. If you lose connection early in \
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independent server setting. If you lose connection early in \
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the game and reconnect, use the name you chose for your ruler, \
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not your original nickname! If the server is reporting on the \
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not your original nickname! If the server is reporting on the \
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metaserver, the player names can be found there.\
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")
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Featured text (GTK):\n\
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====================\n\
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\n\
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Since 2.2, the GTK client has featured text support. This feature allows \
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Since 2.2, the GTK client has featured text support. This feature allows \
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users to format the chat messages they are sending using boldface, italic, \
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colors, links, etc... Such changes are performed using escape sequences.\
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colors, links, etc... Such changes are performed using escape sequences.\
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"), _("\
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* Getting boldface:\n\
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Full name sequence: '[bold] ... [/bold]'\n\
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Full name sequence: '[link target=\"unit\"] ... [/link]'\n\
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||
|
Abbreviation sequence: '[l tgt=\"unit\"] ... [/l]'\n\
|
||
|
Short cut: Shift-Control-Alt-Right-click on a unit on the map.\n\
|
||
|
The 'id' parameter must be set to the id of the unit you are pointing to. \
|
||
|
The 'id' parameter must be set to the id of the unit you are pointing to. \
|
||
|
An optional 'name' parameter can be set to bind the unit name in the case \
|
||
|
the destination users don't know this unit on their map.\n\
|
||
|
This expression can also be started and finished within the same pair of \
|
||
| ... | ... | |
|
[help_languages]
|
||
|
name = _("Languages")
|
||
|
text = _("\
|
||
|
Freeciv supports several local languages. See the Native \
|
||
|
Freeciv supports several local languages. See the Native \
|
||
|
Language Support section of the README file for instructions \
|
||
|
on how to use one of these languages.\
|
||
|
\n\n\
|
||
| ... | ... | |
|
; Note: GPL text is _deliberately_ not i18n-marked.
|
||
|
; We may want to do something (eg, include FSF-authorised translations
|
||
|
; as well as English where appropriate?) but not simply bundle with
|
||
|
; other translations. Would be nicer to have means to just keep
|
||
|
; other translations. Would be nicer to have means to just keep
|
||
|
; COPYING itself in datadir, and slurp from there into help somehow...
|
||
|
name = _("Copying")
|
||
|
text = _("\
|
||
|
Freeciv is released under the GNU General Public License (version 2 \
|
||
|
or, at your option, any later version). In short, you may copy this \
|
||
|
or, at your option, any later version). In short, you may copy this \
|
||
|
program (including source) freely, but see the full license text \
|
||
|
below for full details.\
|
||
|
"), "\
|
||
| ... | ... | |
|
",
|
||
|
; /* TRANS: followed by a URL */
|
||
|
_("\
|
||
|
If you find any bugs, then please send us a bug report. This is \
|
||
|
If you find any bugs, then please send us a bug report. This is \
|
||
|
best done by visiting the Freeciv Bug Tracking System, at:\
|
||
|
"), "\
|
||
|
https://redmine.freeciv.org/projects/freeciv\
|
||