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Experimental Freeciv Rulesets
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This ruleset tries to use the new features available in freeciv 2.2 and
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the development version 2.2.99 (this will be 2.3 in the future). It is
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based on the default ruleset. The changes can be extracted by
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#> diff -ur data/default data/experimental/
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If the changes in this ruleset result in a working game (especially with
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regard to the AI) they could be included in the default ruleset for next
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If you change the experimental ruleset, please include a short comment in
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1. Changes compared to the default ruleset
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- Plagues are activated. Aqueducts and Sewer Systems reduce the chance
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of plague in a city, as do the new Hospital and Genetic Laboratory
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buildings. Building the wonder 'Cure for Cancer' further reduces the
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possibility of plague for your entire empire (in combination with the
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other buildings, plague can be eradicated in a city).
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- The Genetic Laboratory increases the food output by 25% if the city
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- Migration is activated and locked by the ruleset. Migration effects for
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the different governments are defined; cities belonging to more
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representative governments are more attractive for cross-border migration.
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- After The Corporation is researched, the upkeep for most modern military
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units (Riflemen onwards) is changed from shields to gold, and cities
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no longer maintain any such units for free, regardless of government.
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Gold upkeep for units is tallied empire-wide (unlike buildings), and if
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funds run out, random units are disbanded.
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- An new unit class Big Land is introduced, comprising all "siege" units
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(Catapult, Cannon etc) and Freight. Units of this type are restricted
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to flat terrain and cannot move into difficult terrain such as hills
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and forest, unless roads are built.
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- Triremes can move on rivers (but later ships cannot).
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- Activate variable city radii:
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radius 1 (radius_sq = 2): start
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radius 2 (radius_sq = 5): city size 3
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radius 3 (radius_sq = 10): city size 10 + Railroad
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radius 4 (radius_sq = 17): city size 30 + Railroad + Mass Transit +
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The vision range of the city is adapted accordingly.
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- The number of build slots for units is increased at radius 3 and 4.
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- (Add and) Activate tech upkeep. Beyond a certain technology level, some
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bulbs are required to maintain your civilization's existing knowledge,
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and if not supplied, some techs may be lost. (However, technology is not
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lost in this way during periods of Anarchy.)
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- Activate server setting 'foggedborders': your view of foreign borders is
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not updated if you can't currently see the territory.
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- Activated 'techlost_recv' and 'techlost_donor': whenever technologies are
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transferred between civilizations, there is a small chance that each of
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the parties will forget the technology in question.
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2. Use the new ruleset
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To play a game with the experimental rules, start the server with:
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./ser -r data/experimental.serv
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or a single player game with
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./freeciv-gtk2 -r data/experimental.serv
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(and any other command-line arguments you normally use; depending on
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how you have Freeciv installed you may have to give the installed
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data directory path instead of "data")
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Start the client normally. The client must be network-compatible
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(usually meaning the same or similar version) but otherwise nothing
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special is needed. (However some third-party rulesets may
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potentially require special graphics to work properly, in which case
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the client should have those graphics available and be started with
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an appropriate '--tiles' argument.)
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Note that the Freeciv AI might not play as well with rules other
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than standard Freeciv. The AI is supposed to understand and
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utilize all sane rules variations, so please report any AI
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failures so that they can be fixed.