<para>Normally, when a movement
function has been specified, the piece will continue moving according to
that function until one of the following happen:</para>
-<variablelist>
- <varlistentry>
- <term><emphasis remap='B'>*</emphasis></term>
+<itemizedlist>
<listitem>
<para>An enemy piece or unowned city appears next to the piece. In this case
the piece will be completely awoken, unless its movement function has
cities will not be awoken if the enemy piece is gone by the time it is
their turn to move.</para>
</listitem>
- </varlistentry>
- <varlistentry>
- <term><emphasis remap='B'>*</emphasis></term>
<listitem>
<para>You explicitly awaken the piece.</para>
</listitem>
- </varlistentry>
- <varlistentry>
- <term><emphasis remap='B'>*</emphasis></term>
<listitem>
<para>The piece can no longer move in accordance with its programmed function.
In this case, the piece will awaken <emphasis remap='I'>temporarily</emphasis>. You will be asked
to move the piece at which time you may awaken it.</para>
</listitem>
- </varlistentry>
- <varlistentry>
- <term><emphasis remap='B'>*</emphasis></term>
<listitem>
<para>The piece is a fighter which has just enough fuel (plus a small reserve)
to get to the nearest city.
been set to a specific destination, or its movement function has been
set to <emphasis remap='I'>land</emphasis>.</para>
</listitem>
- </varlistentry>
-</variablelist>
+</itemizedlist>
<para>The rationale behind this complexity is that fighters must be awoken
completely before they are out of range of a city
to prevent one from accidentally forgetting to waken the
<para>After you have played this game for a while, you will probably
find that the computer is immensely easy to beat. Here are some
ideas you can try that may make the game more interesting.</para>
-<variablelist>
- <varlistentry>
- <term><emphasis remap='B'>*</emphasis></term>
+
+<itemizedlist>
<listitem>
-<para>Give the computer one or more extra cities before starting the game.</para>
+ <para>Give the computer one or more extra cities before starting
+ the game.</para>
</listitem>
- </varlistentry>
- <varlistentry>
- <term><emphasis remap='B'>*</emphasis></term>
<listitem>
-<para>Try playing the game with a low smoothness value (try using the
--s2 or even -s0 option).</para>
+ <para>Try playing the game with a low smoothness value (try using the
+ -s2 or even -s0 option).</para>
</listitem>
- </varlistentry>
- <varlistentry>
- <term><emphasis remap='B'>*</emphasis></term>
<listitem>
-<para>When starting the game, the program will ask you what difficulty
-level you want. Here "difficulty level" is a misnomer. To compute
-a difficulty level, the program looks at each continent and counts
-the number of cities on the continents. A high "difficulty level"
-gives the computer a large continent with many cities, while the
-user gets a small continent with few cities. A low "difficulty level"
-has the opposite effect. It may be the case that the computer will
-play better when the "difficulty level" is low. The reason for this
-is that the computer is forced to move armies to multiple continents
-early in the game.</para>
+ <para>When starting the game, the program will ask you what difficulty
+ level you want. Here "difficulty level" is a misnomer. To compute
+ a difficulty level, the program looks at each continent and counts
+ the number of cities on the continents. A high "difficulty level"
+ gives the computer a large continent with many cities, while the
+ user gets a small continent with few cities. A low "difficulty level"
+ has the opposite effect. It may be the case that the computer will
+ play better when the "difficulty level" is low. The reason for this
+ is that the computer is forced to move armies to multiple continents
+ early in the game.</para>
</listitem>
- </varlistentry>
-</variablelist>
+</itemizedlist>
</refsect1>
<refsect1 id='history'><title>HISTORY</title>