diff --git a/info/Commands/anti.t b/info/Commands/anti.t index 4a2bb01a..58c2a191 100644 --- a/info/Commands/anti.t +++ b/info/Commands/anti.t @@ -9,7 +9,7 @@ The command take the following form: .s1 Once issued, the strength of the che is compared to the number of mil in the sector. The maximum number of mil -allowed to fight is equal to the mobility in the sector. Che recieve a +allowed to fight is equal to the mobility in the sector. Che receive a combat multiplier which may or may not make them tougher to kill. There are only three outcomes for this command. diff --git a/info/Commands/arm.t b/info/Commands/arm.t index 684892ae..db8693ff 100644 --- a/info/Commands/arm.t +++ b/info/Commands/arm.t @@ -12,10 +12,10 @@ are considered invulnerable to attack (buried inside of mountains), and cannot be used by any potential conqueror (they don't know the fail-safe codes). .s1 -You decide whether the warhead will airburst or groundburst at the -time you arm it. If you'd like to change airburst/groundburst later +You decide whether the warhead will air-burst or ground-burst at the +time you arm it. If you'd like to change air-burst/ground-burst later on, just arm the plane/missile again (in this case, the second -argument will be ignored). You can see whether a nuke will air or -ground burst using the "plane" command. +argument will be ignored). You can see whether a nuke will air- or +ground-burst using the "plane" command. .s1 .SA "disarm, plane, build, transport, launch, Damage, Planes" diff --git a/info/Commands/assault.t b/info/Commands/assault.t index 4137147a..d687508c 100644 --- a/info/Commands/assault.t +++ b/info/Commands/assault.t @@ -56,7 +56,7 @@ not included on the command line, number of brave troops to disembark, land units to use). .s1 The offensive value of assaulting units is cut in half to represent -the difficulty of getting to shore, except for "marine" units whihc +the difficulty of getting to shore, except for "marine" units which assault at full strength. .s1 Units may not retreat from an assault, and will take extra casualties diff --git a/info/Commands/attack.t b/info/Commands/attack.t index 841d4cc9..04f6fdcb 100644 --- a/info/Commands/attack.t +++ b/info/Commands/attack.t @@ -1,9 +1,9 @@ .TH Command ATTACK -.NA attack "Sector vs sector combat" +.NA attack "Sector vs. sector combat" .LV Basic .SY "attack [ ]" .s1 -The attack command is used to attack a sector from neighbouring sectors. +The attack command is used to attack a sector from neighboring sectors. For more details, see "info Attack". .s1 .SA "Attack, Combat, LandUnits" diff --git a/info/Commands/bomb.t b/info/Commands/bomb.t index a5f8ad34..1f93461c 100644 --- a/info/Commands/bomb.t +++ b/info/Commands/bomb.t @@ -1,5 +1,5 @@ .TH Command BOMB -.NA bomb "Dispose of inconvenient enemy assets with airpower." +.NA bomb "Dispose of inconvenient enemy assets with air power." .LV Basic .SY "bomb mission-type route|destination" The \*Qbomb\*U command is used to rain destruction upon helpless @@ -108,7 +108,7 @@ When you pin-bomb a land unit, it will fire flak at the plane bombing it, unless it is an 'flak' unit (in which case it fired earlier), or it has an AA fire rating of 0. .s1 -In the case of pinbombing, see \*Qinfo Hitchance\*U for the formula +In the case of pinpoint bombing, see \*Qinfo Hitchance\*U for the formula determining whether a plane hits its target. .s1 Note that a plane must be at least 40% efficient before it can leave diff --git a/info/Commands/budget.t b/info/Commands/budget.t index ce0572b0..e78e1414 100644 --- a/info/Commands/budget.t +++ b/info/Commands/budget.t @@ -67,7 +67,7 @@ Costs for each sector type include costs for building efficiency in sectors of that type. (This is true even if the sector will change to a different type as a result of that work. For example, costs for libraries will include all costs for work done in library sectors, even if one of the sectors is -being turned into an aggie) +being turned into an agribusiness) .s1 Estimated Delta .s1 @@ -80,8 +80,8 @@ only show you how much you'll pay for work that will actually get done in cases where your headquarters/airports/harbors will not have enough avail to work on all units/planes/ships. .s1 -If a cost is in [ brackets ], then that means that you will not pay it -because you will not have enough money. If a cost is in ( brakets ), +If a cost is in [brackets], then that means that you will not pay it +because you will not have enough money. If a cost is in (parenthesises), then that means that you will not pay it because you have chosen not to pay that cost (i.e. you have set the priority of that item to 0). .s1 diff --git a/info/Commands/bye.t b/info/Commands/bye.t index f1be03a8..226fd2a2 100644 --- a/info/Commands/bye.t +++ b/info/Commands/bye.t @@ -4,7 +4,7 @@ .SY "bye" The bye command is how you go \*Qbye-bye\*Q to log out of the game. .s1 -This command costs zero BTU's. You can use it often. +This command costs zero BTUs. You can use it often. .s1 If, for some obscure reason, you would like to end an Empire session diff --git a/info/Commands/cede.t b/info/Commands/cede.t index c3a83d5f..bfc1ab31 100644 --- a/info/Commands/cede.t +++ b/info/Commands/cede.t @@ -5,8 +5,8 @@ This command gives a sector or sectors to the country of your choice, or a ship or ships. A sector to be ceded must have mobility, and must be adjacent to a -sector with mobility owned by the country you are cedeing it to, \*QOR\*U -contain a ship owned by the country you are cedeing it to, \*QOR\*U a +sector with mobility owned by the country you are ceding it to, \*QOR\*U +contain a ship owned by the country you are ceding it to, \*QOR\*U a sector owned by the recipient that contains a land unit with mobility. .s1 A ship to be ceded must either be in a sector owned by the recipient, or diff --git a/info/Concepts/BTU.t b/info/Concepts/BTU.t index 23bd06f4..7f3fdc09 100644 --- a/info/Concepts/BTU.t +++ b/info/Concepts/BTU.t @@ -1,4 +1,4 @@ -.TH Concept "Beurocratic Time Units" +.TH Concept "Buerocratic Time Units" .NA BTU "How BTUs are generated" .LV Expert .s1