diff --git a/android/assets/jsons/Tutorials.json b/android/assets/jsons/Tutorials.json index d8bfc80933..ab55fa14f9 100644 --- a/android/assets/jsons/Tutorials.json +++ b/android/assets/jsons/Tutorials.json @@ -168,5 +168,59 @@ "ⓨ: By the way, here's how an empire border looks like - it's in the national colours of the nation owning the territory.", "ⓩ: And this is the red targeting circle that led to the attack pane back under ⑬.", "What you don't see: The phone/tablet's back button will pop the question whether you wish to leave Unciv and go back to Real Life. On desktop versions, you can use the ESC key." - ] + ], + "Faith": [ + "After building a shrine, your civilization will start generating Faith☮.", + "When enough Faith☮ has been generated, you will be able to found a pantheon.", + "A pantheon will provide a small bonus for your civilization that will apply to all your cities.", + "Each civilization can only choose a single pantheon belief, and each pantheon can only be chosen once.", + "Generating more faith will allow you to found a religion." + ], + "Religion": [ + "Keep generating Faith☮, and eventually a great prophet will be born in one of your cities.", + "This great prophet can be used for multiple things: Constructing a holy site, founding a religion and spreading your religion.", + "When founding your religion, you may choose another two beliefs. The founder belief will only apply to you, while the follower belief will apply to all cities following your religion.", + "Additionally, the city where you used your great prophet will become the holy city of that religion.", + "Once you have founded a religion, great prophets will keep being born every so often, though the amount of Faith☮ you have to save up will be higher.", + "One of these great prophets can then be used to enhance your religion.", + "This will allow you to choose another follower belief, as well as an enhancer belief, that only applies to you.", + "Do take care founding a religion soon, only about half the players in the game are able to found a religion!" + ], + "Beliefs": [ + "There are four types of beliefs: Pantheon, Founder, Follower and Enhancer beliefs.", + "Pantheon and Follower beliefs apply to each city following your religion, while Founder and Enhancer beliefs only apply to the founder of a religion." + ], + "Religion_inside_cities": [ + "When founding a city, it won't follow a religion immediately.", + "The religion a city follows depends on the total pressure each religion has within the city.", + "Followers are allocated in the same proportions as these pressures, and these followers can be viewed in the city screen.", + "Based on this, you can get a feel for which religions have a lot of pressure built up in the city, and which have almost none.", + "The city follows a religion if a majority of its population follows that religion, and will only then receive the effects of Follower and Pantheon beliefs of that religion.", + ], + "Spreading_Religion": [ + "Spreading religion happens naturally, but can be sped up using missionaries or great prophets.", + "Missionaries can be bought in cities following a major religion, and will take the religion of that city.", + "So do take care where you are buying them! If another civilization has converted one of your cities to their religion, missionaries bought there will follow their religion.", + "Great prophets always have your religion when they appear, even if they are bought in cities following other religions, but captured great prophets do retain their original religion.", + "Both great prophets and missionaries are able to spread religion to cities when they are inside its borders, even cities of other civilizations.", + "These two units can even enter tiles of civilizations with whom you don't have an open borders agreement!", + "But do take care, missionaries will lose 250 religious strength each turn they end while in foreign lands.", + "This diminishes their effectiveness when spreading religion, and if their religious strength ever reaches 0, they have lost their faith and disappear.", + "When you do spread your religion, the religious strength of the unit is added as pressure for that religion.", + "", + "Cities also passively add pressure of their majority religion to nearby cities.", + "Each city provides +6 pressure per turn to all cities within 10 tiles, though the exact amount of pressure depends on the game speed.", + "This pressure can also be seen in the city screen, and gives you an idea of how religions in your cities will evolve if you don't do anything.", + "Holy cities also provide +30 pressure of the religion founded there to themselves, making it very difficult to effectively convert a holy city.", + "Lastly, before founding a religion, new cities you settle will start with 200 pressure for your pantheon.", + "This way, all your cities will starting following your pantheon as long as you haven't founded a religion yet.", + + ], + "Inquisitors": [ + "Inquisitors are the last religious unit, and their strength is removing other religions.", + "They can remove all other religions from one of your own cities, removing any pressures built up.", + "Great prophets also have this ability, and remove all other religions in the city when spreading their religion.", + "Often this results in the city immediately converting to their religion", + "Additionally, when an inquisitor is stationed in or directly next to a city center, units of other religions cannot spread their faith there, though natural spread is uneffected." + ] } diff --git a/core/src/com/unciv/models/Tutorial.kt b/core/src/com/unciv/models/Tutorial.kt index 7fb4c88b67..07bc13dd89 100644 --- a/core/src/com/unciv/models/Tutorial.kt +++ b/core/src/com/unciv/models/Tutorial.kt @@ -36,6 +36,12 @@ enum class Tutorial(val value: String, val isCivilopedia: Boolean = !value.start RemovingTerrainFeatures("Removing_Terrain_Features"), Keyboard("Keyboard"), WorldScreen("World_Screen"), + Faith("Faith"), + Religion("Religion"), + Religion_inside_cities("Religion_inside_cities"), + Beliefs("Beliefs"), + SpreadingReligion("Spreading_Religion"), + Inquisitors("Inquisitors"), ; companion object {