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Feature #2151 ยป 0053-helpdata.txt-Remove-double-spaces.patch

Marko Lindqvist, 08/18/2026 06:20 PM

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