IDS_CAMPAIGN_NAME,"Tutorial",
IDS_CAMPAIGN_TEXT,"The tutorial scenarios will show you how to play. You can play through them as often as you like.~~The first scenario explains the basic functions of the game.~~The others will illustrate some of the interactions between common troop types.",
IDS_END_CAMPAIGN_MSG, "You can play any of the tutorial scenarios again if you wish.~~Otherwise, we suggest you next try a Stand-Alone Battle, setting the scenario type as Open Battle, ~the force size as Small or Very Small and allowing the computer to choose the armies (Pot Luck). ~As you gain experience in the game mechanics, try playing with larger armies, or other scenario types, ~until you feel ready to tackle the Thirty Years War campaign. ~~Feel free to adjust the difficulty as needed in the Options screen.~~You can turn tutorial messages off (or on again) using the i button on any of the popup windows.",
IDS_M1_INTRO_Tutorial1_TEXT0,"Each pre-built scenario has a briefing map like this one, where you will be given information about the tactical situation.",
IDS_M1_INTRO_Tutorial1_TEXT1,"Fortunately, in this first encounter our forces are more numerous than those of the enemy, and of superior quality.",
IDS_M1_INTRO_Tutorial1_TEXT2,"This is just as well, as it is rumoured that our Lord General is a favourite of the King and has never set foot on a battlefield before.",
IDS_M1_INTRO_Tutorial1_TEXT3,"We have a balanced force of horse and foot and a battery of artillery. Provided that our Lord General does not issue any bizarre orders, victory should be assured.",
IDS_M1_INTRO_Tutorial1_TEXT4,"The next screen (Force Selection Screen) details the forces available to us. In this scenario, we have no choice of which forces to bring, but in some scenarios a proportion of the units are optional and can be selected from those available using points. The points available will vary according to the Difficulty Setting you have set.",
IDS_M2_INTRO_Tutorial2_TEXT0,"The Transylvanian Haiduk musketeers are fierce fighters, whose swordsmanship gives them a major advantage against disordered foot. However, their units lack pikemen, and are very vulnerable to cavalry charges in open terrain. This is probably why they have deployed behind field fortifications.",
IDS_M2_INTRO_Tutorial2_TEXT1,"Our tercios are large and resilient. However, attacking the field fortifications frontally would be dangerous, as the enemy would benefit from cover against our shooting, and if they assaulted the fortifications our troops would be disordered and at a major combat disadvantage.",
IDS_M2_INTRO_Tutorial2_TEXT2,"However, although the enemy has plenty of cavalry, ours is more than a match for them. Their Hussars are lightly equipped and rely on shooting at a distance with carbines to disrupt the enemy prior to close combat. Our Kurassiers reserve their pistols for close combat, which gives them the advantage at impact, and their heavy armour gives them the advantage in melee. Even the Transylvanian Boyars, though as brave and well armoured as our Kurassiers, are still charging with lances like the gendarmes of bygone days. Experience has shown that this is not as effective as firing pistols at the moment of impact.",
IDS_M2_INTRO_Tutorial2_TEXT3,"If we can sweep away their cavalry we can roll up their infantry from the flank, where their fortifications will not protect them.",
IDS_M2_INTRO_Tutorial2_TEXT4,"But first we must pick our forces...",
IDS_M3_INTRO_Tutorial3_TEXT0,"The Swedish foot are deadly in the attack, because their shot and regimental guns are trained to fire a devastating salvo just before contact, giving them a huge advantage at impact. However, if we can survive their initial onset intact, our troops are on more even terms in melee.",
IDS_M3_INTRO_Tutorial3_TEXT1,"Better still, if we can bring our superior firepower to bear, we may be able to stop them before they even make it into contact. Alternatively, we could attempt to charge them in flank or rear.",
IDS_M3_INTRO_Tutorial3_TEXT2,"Our Kurassiers are on even terms against the Swedish horse at impact, but have an advantage against them in melee because of our heavier armour.",
IDS_M3_INTRO_Tutorial3_TEXT3,"Our Arkebusiers, on the other hand, are no match for the Swedish horse in close combat.",
IDS_M3_INTRO_Tutorial3_TEXT4,"If we can get our left wing horse on to the hill before the enemy moves his, we may be able to gain the advantage of higher ground against them.",
IDS_M4_INTRO_Tutorial4_TEXT0,"The enemy foot are more numerous than ours and organised in large tercios with pike supporting their shot. It would not be wise to charge them with our horse - except in the rear or if they are already at least Disrupted. Their formations will, however, be disordered if they enter the woods.",
IDS_M4_INTRO_Tutorial4_TEXT1," Our musketeers are in dispersed formation, ideal for skirmishing from cover. Moreover, if charged, they can attempt to evade the charge. If they outdistance the charge, they will come to no harm.",
IDS_M4_INTRO_Tutorial4_TEXT2,"Our light horse are also able to evade charges, which is just as well as they are of little value in close combat unless the enemy are already Fragmented. We should try to keep them at maximum range from the enemy horse, to minimise their chance of being caught by a charge. They are able to turn, move a short distance and turn back again.",
IDS_M4_INTRO_Tutorial4_TEXT3,"Our boyars, who are still using the obsolete lance, are almost, but not quite, a match for the enemy Kurassiers in close combat, but our non-skirmishing Hussars are not. They can, however, shoot, and flank/rear charges are nearly always a winner.",
IDS_M4_INTRO_Tutorial4_TEXT4,"We need to soften the enemy up by skirmishing before attempting to engage them in close combat.",
IDS_PHASE_HOUSEKEEPING_SHOOTING1, "All units with shooting capability can shoot in both their own turn and (in response to enemy movement or shooting) in the enemy turn. Any shots not used in either side's turn are used in the residual shooting phase that follows the turn - the unit will shoot at its most obvious target.",
IDS_PHASE_MELEE1, "Units in close combat continue fighting until one side routs or falls back. Continuing close combats are adjudicated in the Melee phase. Also in this phase, Routers and Pursuers move and Pursuers may charge fresh enemy in their path.",
IDS_SCENARIO_DESC_TUTORIAL1, "The religious war between Catholics and Protestants has already being going on for 22 years, since the Protestant Bohemian nobility rejected the election of the militantly Catholic Ferdinand of Austria as Crown Prince of Bohemia and threw his representatives out of an upstairs window.~~Over the intervening years, war has been continuous, with foreign intervention by Danes, Swedes, Spanish and French adding to the turmoil. Much of Germany has been devastated by the depredations of the warring armies.~~This scenario will show you the basic functions of the game. Select units to see what their abilities are. Move your troops to shoot at or charge the enemy.",
IDS_SCENARIO_DESC_TUTORIAL2, "Bethlen Gábor, Protestant Prince of Transylvania, has revolted against the Emperor and declared himself King of Hungary.~~An Imperial army has been sent to put him in his place. A Transylvanian force has been brought to bay, but is deployed behind field defences.~~This scenario will illustrate some important troop interactions.~~Before the battle begins, the Force Selection screen will allow you to select some of the forces you have brought to this engagement. You can select available units by using the right and left arrows, or by left or right clicking on the unit icon.",
IDS_SCENARIO_DESC_TUTORIAL3, "The Imperial army was defeated at Lützen last year. The war has spread all over Germany.~~A small Imperial force has blocked the advance of one of the Swedish columns. There has been time only to hastily raise redoubts for the artillery.~~Our army is somewhat larger than theirs, but their salvo foot has proved almost invincible so far in the campaign.~~Will our numbers be sufficient to compensate?",
IDS_SCENARIO_DESC_TUTORIAL4, "Since Bethlen Gábor, Prince of Transylvania, declared himself King of Hungary, the Imperial army has been attempting to oust all Transylvanian forces from Royal Hungary.~~A mostly mounted Transylvanian force with some skirmishing musketeers is attempting to blocked the advance of one of the Imperial columns.~~The Imperial army is well-suited to an open battlefield, but the terrain is favourable to guerilla tactics.~~Can our skirmishers inflict sufficient damage on the enemy to crumble their morale before our heavy horse deliver the coup de grace?",
IDS_SCENARIO_TUTORIAL1, "Tutorial 1~Somewhere in Germany, 1640",
IDS_SCENARIO_TUTORIAL2, "Tutorial 2~Somewhere in Hungary, 1621",
IDS_SCENARIO_TUTORIAL3, "Tutorial 3~Somewhere in Germany, 1633",
IDS_SCENARIO_TUTORIAL4, "Tutorial 4~Somewhere in Hungary, 1621",
IDS_SCENUI_VC_TUTORIAL, "Object - Rout the enemy army~by routing 60% of their troops.",
IDS_TT_CHARGE, "Your unit's chances of success (in the impact combat and subsequent melee combats) if it charges this enemy unit are indicated below. Right-click the Charge icon again if you want to initiate a charge. Do you",
IDS_TT_HILL, "This is a hill. Units on a hill have a close combat advantage against any enemy on lower ground. If the height difference is 75 or less, the advantage is only slight, but if it is more than 75 it is substantial. Squares for which no height is shown on the tooltip are height 0.",
IDS_TT_UNIT_MORALE0, "This unit's morale and cohesion are intact. This means that (unless it is Disordered by terrain or other circumstances) it is in good order (Steady). Its combat strength may have been reduced by casualties, but the survivors will fight on to the fullest extent of their abilities.",
IDS_TT_UNIT_MORALE1, "This unit is Disrupted. This means that its morale and cohesion are impaired. It will fight at somewhat reduced effect. The casualties it has suffered will further reduce its fighting ability. There is a chance each turn that it will Rally and recover one morale level.",
IDS_TT_UNIT_MORALE2, "This unit is Fragmented. This means that its morale and cohesion are severely impaired and it is close to breaking. It will fight at severely reduced effect. The casualties it has suffered will further reduce its fighting ability.  There is a chance each turn that it will Rally and recover one morale level.",
IDS_TT_UNIT_MORALE3, "This unit is Broken (Routing). This means that its morale and cohesion are broken and the men are fleeing for their lives. The unit may possibly Rally if it outdistances pursuit, but until then it cannot fight.",
IDS_TT_UNIT_UPHILL, "This unit is on a hill. While it is on the hill it will have a close combat advantage against any enemy on lower ground. If the height difference is 75 or less, the advantage will only be slight, but if it is more than 75 it will be substantial.",
IDS_TUTORIAL_CHARGE, "This unit has potential charge targets. To charge, mouse over the target unit, then right-click the Charge icon (twice).", 
IDS_TUTORIAL_CLOSECOMBAT, "You cannot issue orders to this unit because it is already engaged in close combat:",
IDS_TUTORIAL_HEAVY_FORTIFICATIONS, "Foot defending heavy fortifications have 75% cover and a huge close combat advantage. Attackers suffer disorder as if in Difficult terrain.",   
IDS_TUTORIAL_INTRO0_1, "Welcome to the Pike & Shot tutorial. You are in command of a Protestant German army in the later Thirty Years War, and will be fighting a small battle against a Catholic German Imperial army.",
IDS_TUTORIAL_INTRO0_2, "Welcome to the Pike & Shot tutorial - Episode 2. You are in command of an Imperial army in the early Thirty Years War, and will be fighting a small battle against a Transylvanian army.",
IDS_TUTORIAL_INTRO0_3, "Welcome to the Pike & Shot tutorial - Episode 3. You are in command of an Imperial army in the mid Thirty Years War, and will be fighting a small battle against a Swedish army.",
IDS_TUTORIAL_INTRO0_4, "Welcome to the Pike & Shot tutorial - Episode 4. You are in command of a Transylvanian army in the early Thirty Years War, and will be fighting a small battle against an Imperial army.",
IDS_TUTORIAL_INTRO1, "~~You can move around the battlefield by moving the mouse. Push the mouse to the edge of the screen to move the map. Roll back the mouse wheel to zoom out.~~Take some time to move round the battlefield. Select your own units or mouse over enemy units for further information about their capabilities.~~Click on the End Turn button at the bottom of the screen when you have completed all the actions you want to make this turn. The enemy will then have their turn.~~The battle will continue until one army breaks and flees. This will occur if it has 60% or more of its original units broken.~~Click on the tick button or press the SPACE bar when you have read each message.",
IDS_TUTORIAL_LIGHT_FORTIFICATIONS, "Foot defending light fortifications have 33% cover and a significant close combat advantage.",
IDS_TUTORIAL_MEDIUM_FORTIFICATIONS, "Foot defending medium fortifications have 66% cover and a significant close combat advantage. Attackers suffer disorder as if in Difficult terrain.",
IDS_TUTORIAL_MODERATE_DISORDER, "This unit is in unsuitable terrain and is Moderately Disordered. Its fighting ability is moderately impaired. It will recover immediately when it leaves the terrain.",
IDS_TUTORIAL_MOVE, "This unit can move to any of the highlighted squares. If you want to move it, mouse over the square you want it to move to, then right-click the Move icon.",
IDS_TUTORIAL_PURSUING, "You cannot issue orders to this unit because it is pursuing routing enemy troops.",
IDS_TUTORIAL_SELECT, "When you mouse over a unit, information about it will appear at the bottom right of the screen. The three numbers represent the close combat rating (sword), shooting rating (musket) and armour rating (helmet). These are only a general guide to the power of the unit - getting the right matchups is more important than having the more powerful unit.~~In order to issue orders, you must first select the unit you wish to command by left-clicking on it. Deselect it by left-clicking on another unit or an empty square (or hitting the SPACE bar). To issue orders, right-click on the order icon.~~When you select a unit, information about that unit appears in the same way at the bottom left of the screen.~~You can get more detailed information about a unit by holding the CTRL button down and left-clicking on the unit.",
IDS_TUTORIAL_SEVERE_DISORDER, "This unit is in unsuitable terrain and is Severely Disordered. Its fighting ability is severely impaired. It will recover immediately when it leaves the terrain.",
IDS_TUTORIAL_SHOOT, "This unit has potential shooting targets. When this window is closed these will be marked by the arc of fire icon. If this is only half width, you need to turn your unit to face the target to shoot at full effect. To shoot at them, mouse over the target unit, then right-click the Shoot icon.",  
IDS_TUTORIAL_SHOOT1, "This unit has potential shooting targets. These are marked by the arc of fire icon. If this is only half width, you need to turn your unit to face the target to shoot at full effect. To shoot at them, mouse over the target unit, then right-click the Shoot icon.",  
IDS_TUTORIAL_SLIGHT_DISORDER, "This unit is in unsuitable terrain and is Slightly Disordered. Its fighting ability is slightly impaired. It will recover immediately when it leaves the terrain.",
IDS_UNITINFO0, "Pike and Shot - This battalion is a mixed unit comprising one-third pikemen and two-thirds musketeers. Such units are the backbone of the army. They are able to put out significant firepower, but (so long as they remain Steady) can defend themselves well against frontal cavalry charges in open ground. They are not permitted to charge non-light mounted troops. Their muskets can shoot at enemy up to 4 squares away, but are more effective against targets within 2 squares. The battalion can shoot at full effect against targets within 22 degrees of straight ahead, and at half effect at targets between 22 and 45 degrees of straight ahead.",
IDS_UNITINFO10, "Commanded Shot - This is a small unit of detached musketeers. They are treated as light troops. They are not disordered in difficult terrain. They can evade enemy charges (with variable success). They are not permitted to charge non-light units in open terrain.",
IDS_UNITINFO100, "Hussars - Light Horse with Carbine. These are excellent skirmishers but are of little value in close combat against heavier troops unless these are already Fragmented. They can evade enemy charges. Their flank/rear charge is not very deadly, but may be worthwhile to take the pressure off their friends.",
IDS_UNITINFO105, "Arkebusiers. This squadron of horse are lightly equipped and are trained to rely on carbines fired at a distance. This allows them to soften up enemy foot, and can be effective where the ground is unsuitable for a cavalry charge, but in open terrain they are liable to be ridden down by horse trained to charge immediately and fire pistols just before contact.",
IDS_UNITINFO106, "Later Tercio - Large unit of Pike and Shot. Pike and Shot are the backbone of the army. Able to put out significant firepower, yet can defend themselves against cavalry charges in open ground. The deep formation of this unit is less efficient in terms of firepower than the shallower formations adopted later in the war, but makes the unit more resilient and renders it immune to the ill-effects of flank attacks (but not rear attacks).",
IDS_UNITINFO113, "Kurassiers. Superior quality heavily armoured horse with pistols. They charge at the trot in a deep formation, firing their pistols at point blank range. This gives them the advantage at impact against cavalry without an impact capability, such as Arkebusiers, and against lancers. They have a major advantage in open terrain against foot without pikes.",
IDS_UNITINFO115, "Hussars - Lightly equipped Cavalry with Carbine. These rely on softening up the enemy by shooting from a distance before charging. They are not effective in close combat unless they can Disrupt, or preferably Fragment, the enemy first, or catch them in the flank or rear.",
IDS_UNITINFO117, "Armoured Hussars - Drawn from the lesser gentry, these armoured Cavalry with Carbine are no match for Kurassiers in close combat, but are more than a match for Arkebusiers.",
IDS_UNITINFO122, "Veteran Later Tercio - Large unit of Pike and Shot. Pike and Shot are the backbone of the army. Able to put out significant firepower, yet can defend themselves against cavalry charges in open ground. The deep formation of this unit is less efficient in terms of firepower than the shallower formations adopted later in the war, but makes the unit more resilient and renders it immune to the ill-effects of flank attacks (but not rear attacks). This unit is a Veteran unit of Superior fighting quality.",
IDS_UNITINFO141, "Transylvanian Boyars. Heavily armoured lancers. Effective against cavalry without an impact capability, such as Arkebusiers, and against pikeless foot, the lance has been shown to be less effective in the charge than pistols fired just before impact, giving these Boyars an impact disadvantage against Kurassiers.",
IDS_UNITINFO142, "Haiduks. Fierce musketeers, able to fight effectively hand to hand with swords, which gives them an advantage in melee against disordered/disrupted foot. Lacking pikes, they are vulnerable to cavalry charges in open terrain.",
IDS_UNITINFO2, "Pike and Shot - the backbone of any army. Able to put out significant firepower, yet can defend themselves against cavalry charges in open ground.",
IDS_UNITINFO37, "Raw Pike and Shot - This enemy battalion is similar to our own pike and shot, but is newly raised and lacks experience and enthusiasm.",
IDS_UNITINFO4, "Medium Guns - This battery of cannons can engage the enemy at long range, inflicting casualties and denting morale. The morale effect is particularly deadly when the guns shoot at a unit that is also being shot at by musketeers. Medium guns cannot move, other than to pivot, and if they do so they cannot shoot until their next turn. The battery can shoot at full effect against targets within 22 degrees of straight ahead, and at half effect at targets between 22 and 45 degrees of straight ahead. Artillery cannot shoot if they move or turn.",
IDS_UNITINFO48, "Detached musketeers - these skirmishing musketeers are capable of fighting effectively in difficult terrain, and are able to evade enemy charges.",
IDS_UNITINFO5, "Medium Guns - This battery of cannons can engage the enemy at long range, inflicting casualties and denting morale. The morale effect is particularly deadly when the guns shoot at a unit that is also being shot at by musketeers. Medium guns cannot move, other than to pivot, and if they do so they cannot shoot until their next turn. The battery can shoot at full effect against targets within 22 degrees of straight ahead, and at half effect at targets between 22 and 45 degrees of straight ahead. Artillery cannot shoot if they move or turn.",
IDS_UNITINFO89, "Swedish Salvo Foot - Pike and Shot. The shot are trained to fire a devastating salvo just before the unit charges. This gives them a major advantage against enemy foot at impact. Their musketry at a distance is not especially effective, but this is compensated for by their regimental guns.",
IDS_UNITINFO90, "Horse. This squadron of armoured horse with pistols are trained to charge at the trot, firing their pistols at point blank range. This tactic is effective against enemy horse who are trained to shoot at a distance, but leaves them no real answer to steady pike and shot unless they can get behind their flank.",
IDS_UNITINFO91, "Veteran Horse. This squadron of armoured horse with pistols are trained to charge at the trot, firing their pistols at point blank range. This tactic is effective against enemy horse who are trained to shoot at a distance, but leaves them no real answer to steady pike and shot unless they can get behind their flank. This unit is a Veteran unit of Superior fighting quality.",
IDS_UNITINFO94, "Horse. This squadron of enemy horse is armoured and trained to charge to contact like ours. However, unlike our veterans, though fully trained, it lacks the confidence that comes from extensive battlefield experience.",
