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Most of the shortcut keys in the game (shown as blue and {{key|u}}nderlined) are also buttons you can click with your mouse. Additionally, you can:
 
Most of the shortcut keys in the game (shown as blue and {{key|u}}nderlined) are also buttons you can click with your mouse. Additionally, you can:
  
*'''Left click anywhere on the map:''' moves your text mode cursor ▒ to wherever you clicked.
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*'''Click anywhere on the map:''' moves your text mode cursor ▒ to wherever you clicked.
*'''Left click & drag the map:''' moves your view of the map.
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*'''Click & drag the map:''' moves your view of the map.
*'''Right click & drag a unit:''' moves the unit to wherever you drag it to.
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*'''Click & drag a unit:''' moves the unit to wherever you drag it to.
*'''Middle click:''' cancel unit movement or action.
 
 
*'''Hold''' {{syskey|Shift}} '''then click & drag over the map:''' selects multiple units for you to move all at once.
 
*'''Hold''' {{syskey|Shift}} '''then click & drag over the map:''' selects multiple units for you to move all at once.
 
*'''Scroll the mouse wheel:''' zooms in and out of the map.
 
*'''Scroll the mouse wheel:''' zooms in and out of the map.
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One of the first things you should do in a new game is to build your first city hall with one of your workers. You will only be given a few months to build your first city hall, so do not delay for too long. City halls are the core of every city and the means by which you levy taxes on the residents and industries of your empire.
 
One of the first things you should do in a new game is to build your first city hall with one of your workers. You will only be given a few months to build your first city hall, so do not delay for too long. City halls are the core of every city and the means by which you levy taxes on the residents and industries of your empire.
  
Let's build your first city hall. First, select a worker by moving your text cursor on to it, if it's not already selected. At the bottom of the screen a series of actions should be visible. You should see the action {{item|Create bldg.}} at the bottom of the screen. Press {{key|h}} or click it with your mouse to activate it. You will then be asked which building you would like the worker to produce. Use the arrow keys to select the {{item|City Hall}} entry and press {{syskey|Enter}} to confirm (or use your mouse to click the {{item|City Hall}} entry). Now the game will ask you to choose where you will place the building -- you can change the location by:
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Let's build your first city hall. First, select a worker by moving your text cursor on to it, if it's not already selected. At the bottom of the screen a series of actions should be visible. You should see the action {{item|Create bldg.}} at the bottom of the screen. Press {{key|h}} or click it with your mouse to do so. You will then be asked which building you would like the worker to produce. Use the arrow keys to select the {{item|City Hall}} entry and press {{syskey|Enter}} to confirm (or use your mouse to click the {{item|City Hall}} entry). Now the game will ask you to choose where you will place the building -- you can change the location by:
  
 
*using the arrow keys (or the directional keys {{key|a}}, {{key|s}}, {{key|d}}, {{key|w}}, {{key|x}}, as described above). Press {{syskey|Enter}} to confirm the location.
 
*using the arrow keys (or the directional keys {{key|a}}, {{key|s}}, {{key|d}}, {{key|w}}, {{key|x}}, as described above). Press {{syskey|Enter}} to confirm the location.
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Now that your first city hall is under construction, let's move your explorer to some undiscovered land. At the bottom of the screen, you can see the {{item|move}} action is available for this unit. Press {{key|v}}, or click it with your mouse, and then move your text cursor ▒ to where you would like the explorer to move to (either click & drag, or use {{key|a}}, {{key|s}}, {{key|d}}, or {{key|w}}). Again, check the bottom of your screen in the game for these directions when you're in {{item|move}} or any other mode.
 
Now that your first city hall is under construction, let's move your explorer to some undiscovered land. At the bottom of the screen, you can see the {{item|move}} action is available for this unit. Press {{key|v}}, or click it with your mouse, and then move your text cursor ▒ to where you would like the explorer to move to (either click & drag, or use {{key|a}}, {{key|s}}, {{key|d}}, or {{key|w}}). Again, check the bottom of your screen in the game for these directions when you're in {{item|move}} or any other mode.
  
Another convenient mode is to use the {{item|Move with cursor}} action -- you can see the keyboard shortcut/button to activate this mode also at the bottom of your screen once you've selected a unit. This will have the unit instantly follow the text cursor ▒ (again, you can either move the text cursor by the keys {{key|a}}, {{key|s}}, ... or by clicking & dragging with your mouse). While many actions are easier with the mouse, I believe it's a little easier to move the text cursor with the keyboard when using this movement mode.
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Another convenient mode is to use the {{item|Move with cursor}} action -- you can see the keyboard shortcut/button to activate this mode also at the bottom of your screen once you've selected a unit. This will have the unit instantly follow the text cursor around.
  
While you can manually explore the map with your explorer, or any of your units, another option is to set your explorer to automatically explore. As is shown at the bottom of your screen when you've selected a unit, you can press {{key|l}} to automate exploration. Automated exploration is not as fast as manual exploration, so if there's an area of the map some of your explorers find of interest to you, you can switch over to the {{item|move with cursor}} mode to quickly explore that area, then automate them again when you're finished.
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While you can manually explore the map with your explorer, or any of your units, it can be more convenient to set your explorer to automatically explore. As is shown at the bottom of your screen when you've selected a unit, you can press {{key|l}} to automate exploration.
  
 
==A note on selecting units==
 
==A note on selecting units==
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[[File:Connecting_to_city_hall2.png|300px|thumb|center|Connecting to the City Hall.]]
 
[[File:Connecting_to_city_hall2.png|300px|thumb|center|Connecting to the City Hall.]]
  
Your cities are organized by four zones: {{color|#0C590C|residential}}, {{color|#583000|agricultural}}, {{color|#0C5959|business}}, and {{color|#999900|industrial}}. An ideal city will have some balance of all of these zones. The desirability for anyone to build on your zoned regions depends on many factors -- job availability and proximity, product availability (produced by agricultural, business, and industrial zones), and proximity to other zones.
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Your cities are organized by four zones: residential, agricultural, business, and industrial. An ideal city will have some balance of all of these zones. The desirability for anyone to build on your zoned regions depends on many factors -- job availability and proximity, product availability (produced by agricultural, business, and industrial zones), and proximity to other zones.
  
 
People can be fickle and do not like living too far from their jobs, but also do not want to live too close to things like industrial warehouses. The same for the businesses that will occupy your empire -- any business owner loves the availability of cheap labor, but doesn't like the surplus of other businesses. Business owners can also be scared away by too many other abandoned businesses -- if many others have failed, why would they think they have a better chance?
 
People can be fickle and do not like living too far from their jobs, but also do not want to live too close to things like industrial warehouses. The same for the businesses that will occupy your empire -- any business owner loves the availability of cheap labor, but doesn't like the surplus of other businesses. Business owners can also be scared away by too many other abandoned businesses -- if many others have failed, why would they think they have a better chance?
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==Military defense and conquest==
 
==Military defense and conquest==
[[File:Building_a_gate.png|thumb|right|Selecting a portion of a wall to replace with a gate.]]
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Regardless of the type of empire you are running, you will need some form of a military. One of the first threats you may face is from <span style='color:gray'>barbarians</span>. Keep an eye on these traitors, they may attack you at any time, unprovoked. Your city hall should never be left unprotected. Any barbarian, or any other civilization, that manages to attack it will immediately obtain control of your city and its surrounding land. A wise planning approach would be to build walls around your city with your workers. While walls can eventually be destroyed, they serve as a good slow-down for enemies and allow you to attack them before they can get through. If you do construct a wall around your city and leave no room for an exit, this is ok. You can insert a gate into any part of a wall:
Regardless of the type of empire you are running, you will need some form of a military. One of the first threats you may face is from <span style='color:gray'>barbarians</span>. Keep an eye on these traitors, they may attack you at any time, unprovoked. Your city hall should never be left unprotected. Any barbarian, or any other civilization, that manages to attack it will immediately obtain control of your city and its surrounding land. A wise planning approach would be to build walls around your city with your workers. While walls can eventually be destroyed, they serve as a good slow-down for enemies and allow you to attack them before they can get through. If you do construct a wall around your city and leave no room for an exit, this is ok. You can insert a gate into any part of a wall.
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img
  
 
Your military is trained and produced using boot camps. These buildings can be created by your workers, not unlike how you constructed a city hall. Once created, you can move your cursor onto the boot camp. As is shown at the bottom of your game screen, you can then press {{key|p}} to set the boot camp to begin producing a military unit. It may take months or years to produce a unit, so be prudent in preparing for threats before it is too late. Later in the game, other buildings, such as factories, may produce more sophisticated units.
 
Your military is trained and produced using boot camps. These buildings can be created by your workers, not unlike how you constructed a city hall. Once created, you can move your cursor onto the boot camp. As is shown at the bottom of your game screen, you can then press {{key|p}} to set the boot camp to begin producing a military unit. It may take months or years to produce a unit, so be prudent in preparing for threats before it is too late. Later in the game, other buildings, such as factories, may produce more sophisticated units.
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Note that automated workers will only build zones and walls. They won't build (or remove) government funded buildings like academies or theaters. You are the one in charge of the budget.
 
Note that automated workers will only build zones and walls. They won't build (or remove) government funded buildings like academies or theaters. You are the one in charge of the budget.
 
When you automate workers, they will automatically create a sector. A sector is an area of the map which you can go to quickly from the menu, or assign units actions to perform in it. The sector workers create will be large enough to contain the city that they are building. They don't use or need this sector definition and you can delete it or disable workers from creating it in your preferences if you don't find it useful. It is only for your convenience -- it can often be useful to set military units to patrol this sector for the sake of defending the city -- more on that below.
 
  
 
===Attacking/Defense===
 
===Attacking/Defense===
To automate a unit, select it and then click automate at the bottom of your screen. Automated military units perform their actions in the map sector that you define or choose. A map sector is simply an area of the map. It doesn't indicate ownership of the land. For example, defining a sector over enemy territory can be useful to direct units to attack everyone in it. Similarly, having a map sector contain your city in its entirety can be useful for defense. You can go to, define, or delete a sector from the {{item|Go}} menu at the top of your screen (a section further below describes more about using the menu).
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To automate a unit, select it and then click automate at the bottom of your screen. Automated military units perform their actions in the map sector that you define or choose. A map sector is simply an area of the map. It doesn't indicate ownership of the land. For example, defining a sector over enemy territory can be useful to direct units to attack everyone in it. Similarly, having a map sector contain your city in its entirety can be useful for defense.
  
 
Once you choose what sector to automate the unit in, you will be asked what action you want the unit to perform in it:
 
Once you choose what sector to automate the unit in, you will be asked what action you want the unit to perform in it:
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[[File:Sector_automation.png|thumb|center|What action should be performed when a foreign unit enters the sector?]]
 
[[File:Sector_automation.png|thumb|center|What action should be performed when a foreign unit enters the sector?]]
  
And what you'd like for it to do when it's idle:
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And what you'd like for it to do when its idle:
  
 
[[File:Sector_automation2.png|thumb|center|Choose an idle action.]]
 
[[File:Sector_automation2.png|thumb|center|Choose an idle action.]]
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Note that, when you automate workers, they will automatically create a sector which will be large enough to contain the city that they are building. They don't use or need this sector definition and you can delete it or disable workers from creating it in your preferences if you don't find it useful. It is only for your convenience -- it can often be useful to set military units to patrol this sector.
  
 
===Brigades (groupings of units)===
 
===Brigades (groupings of units)===
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A brigade in AF is any grouping of units you choose. It can contain workers, military units, or both -- although it's normally more useful to not mix the two in the same brigade.
 
A brigade in AF is any grouping of units you choose. It can contain workers, military units, or both -- although it's normally more useful to not mix the two in the same brigade.
  
There are three ways brigades are useful:
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There are two ways brigades are useful:
  
 
*They allow you to assign an action to all members in the brigade. For example telling all units to fortify (remain still and receive a defensive bonus), move to a location, or attack a location.
 
*They allow you to assign an action to all members in the brigade. For example telling all units to fortify (remain still and receive a defensive bonus), move to a location, or attack a location.
 
*They allow you to assign actions to a build list. Idle workers in the brigade will execute the actions in the build list. If you want to plan your city zoning and layout on your own (and not automate the workers), using a build list can be useful because you won't have to assign actions to individual workers and wait for them to finish before assigning the next action.
 
*They allow you to assign actions to a build list. Idle workers in the brigade will execute the actions in the build list. If you want to plan your city zoning and layout on your own (and not automate the workers), using a build list can be useful because you won't have to assign actions to individual workers and wait for them to finish before assigning the next action.
*They allow you to set an automatic repair behavior. Workers in the brigade will automatically repair any walls in the map sector of your choosing. You can create a sector using the top-level {{item|Go}} menu, or if you've automated a worker, you can use the city sector it will create.
 
  
 
==Technology==
 
==Technology==
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===A cautionary tale about falling behind in technology===
 
===A cautionary tale about falling behind in technology===
Other civilizations can be unstable in many ways -- especially when ICBM-loving civilizations technologically advance and acquire uranium. Here's a zoomed out view of what a late-stage world can look like:
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Other civilizations can be unstable in many ways -- especially when ICMB-loving civilizations technologically advance and acquire uranium. Here's a zoomed out view of what a late-stage world can look like:
  
 
[[File:Advanced_world.png|500px|thumb|center|Late-stage zoomed-out world view.]]
 
[[File:Advanced_world.png|500px|thumb|center|Late-stage zoomed-out world view.]]
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</gallery></center>
 
</gallery></center>
  
The {{color|#781078|Osyna}} were apparently not well liked. Here's what's known about them:  
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The Osyna were apparently not well liked. Here's what's known about them:  
  
 
[[File:Intel.png|500px|thumb|center|Foreign intelligence.]]
 
[[File:Intel.png|500px|thumb|center|Foreign intelligence.]]
  
Maybe the {{color|#007E7E|Cluyn Sheau}} civilization was doing us a favor, as my civilization hid away in another corner of the world away from the war. Hopefully it stays that way.
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Maybe the Cluyn Sheau civilization was doing us a favor, as my civilization hid away in another corner of the world away from the war. Hopefully it stays that way.
  
 
==Resources==
 
==Resources==
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To use a resource, you need for your citizens to build near it. For example to use horses, your citizens need to build some form of farm or agricultural building near it. For other resources, such as logs, you need to have your citizens build some form of industrial building near it. Zoning over the resource with the appropriate zone is the first step to having this happen. The second step requires you to actually entice someone to develop and use the land -- this can be harder, depending on where the resource is, and ideas for doing it are described in the section below.
 
To use a resource, you need for your citizens to build near it. For example to use horses, your citizens need to build some form of farm or agricultural building near it. For other resources, such as logs, you need to have your citizens build some form of industrial building near it. Zoning over the resource with the appropriate zone is the first step to having this happen. The second step requires you to actually entice someone to develop and use the land -- this can be harder, depending on where the resource is, and ideas for doing it are described in the section below.
  
If you do not know the type of zoned buildings required to use a resource, simply move your text cursor over it and information will be shown at the bottom of your screen.
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If you do not know the type of zoned buildings required to use a resource, simply move your cursor over it and information will be shown at the bottom of your screen.
  
 
In any case, once you do have access to a resource, you can start producing the units, if any, which require it.
 
In any case, once you do have access to a resource, you can start producing the units, if any, which require it.
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===Notes about playing the game in a terminal===
 
===Notes about playing the game in a terminal===
 
Mouse support works best in the SDL version of the game. Chances are if you don't know which version of the game you're playing it's the SDL version (<code>arcane_fortune.bat</code>, <code>arcane_fortune_linux</code>, or <code>arcane_fortune_osx</code>, depending on platform). However, if you do wish to run the game in a terminal emulator directly, you can use the <code>*_ncurses</code> versions of the game also provided. On Linux, mouse support works best in Konsole. If you don't care about the mouse then the choice of terminal emulators doesn't seem to matter much.
 
Mouse support works best in the SDL version of the game. Chances are if you don't know which version of the game you're playing it's the SDL version (<code>arcane_fortune.bat</code>, <code>arcane_fortune_linux</code>, or <code>arcane_fortune_osx</code>, depending on platform). However, if you do wish to run the game in a terminal emulator directly, you can use the <code>*_ncurses</code> versions of the game also provided. On Linux, mouse support works best in Konsole. If you don't care about the mouse then the choice of terminal emulators doesn't seem to matter much.
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===Modding===
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Everything in <code>game/config/</code> can be altered. You can, for example, add or edit buildings, units, doctrines, technologies, or resources.
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It is recommend that you not remove the entries for the following units: Worker, Wood Clubber, Archer, ICBM, Explorer, Rioter.
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And the following buildings: City Hall, Boot Camp, Dock, Academy, Camp.
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Removing those entirely may cause unstable game behavior. However, you shouldn't have any problem altering the costs or other parameters, for those or other items.
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In the more distant future I'd like to add [https://en.wikipedia.org/wiki/Lua_(programming_language) Lua] scripting support, so if there's something in particular you want to mod with the game but can't, please let me know and I can try to design the Lua interface with it in mind.
  
 
==Going beyond the basics==
 
==Going beyond the basics==
[[Beyond_the_basics|Additional topics]] to learn about are doctrines, preventing your empire from spiraling into uncontrollable rioting, and modding the game.
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[[Beyond_the_basics|Additional topics]] to learn about are doctrines and preventing your empire from spiraling into uncontrollable rioting.
  
 
==Additional help==
 
==Additional help==
 
Visit us on the [https://arcanefortune.com/forums forums] if you need help with anything!
 
Visit us on the [https://arcanefortune.com/forums forums] if you need help with anything!

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