Some info about the ruleset
Posted: Mon Aug 26, 2019 2:45 pm
*** EDIT: This is not a description of the ruleset used for LT50. This was the intended ruleset but was not used because they game was 2.5 based instead of 2.6.
Look for the in-game help for more info about the ruleset. Or check the actual ruleset files form github:
https://github.com/longturn/games/tree/master/LT50
*** End of edit ***
Warciv Freeciv Ruleset
----------------------------------------------------------------------
The 'warciv' ruleset is based on the 'multiplayer' ruleset, modified
for a game pace similar to 2.0 warserver rulesets.
1. Changes compared to the multiplayer ruleset
---------------------------------------
The differences can be extracted by
#> diff -ur data/multiplayer data/warciv
Gameplay
--------
Trade routes are enabled, defaulting to logarithmic arrival bonuses
and simplified trade revenue formula.
Incite cost of cities is reduced.
Hill city tiles get +1 food even when mined.
City tiles always get a road.
Wonder changes
--------------
Almost all great wonders have been changed into small wonders; that
is, they are player-unique rather than world-unique. Each player may
build their own "Oracle", for example, or even move such small wonders
around by rebuilding them in other cities. For small wonders that
become obsolete, this happens only when the relevant technology is
discovered by the owning player (rather than by any player).
Unless otherwise noted, for these small wonders, all wonder effects
that affect all of a player's cities have been changed to affect only
cities on the same continent as the city with the small wonder.
The Palace is still the only Small Wonder that can be moved around
by rebuilding it to a new city. Other Small Wonders can be rebuilt
only if you have lost them with the city where they were.
Marco Polo, Statue of Liberty, Darwin, Internet, and Isaac Newton are removed.
For the Colossus, Copernicus' Observatory, Great Wall, Hoover Dam,
King Richard's Crusade, Oracle, Shakespeare's Theater, and
Sun Tzu's War Academy, these are the only changes. Other
now-small wonders have been adjusted or completely changed:
- Apollo Program: Does not reveal the map.
- A.Smith's Trading Co.: Costs 300 (was 400).
- Darwin's Voyage: Costs 400 (was 300). Gives only one advance.
- Eiffel Tower: You get one unit free of shield upkeep per city,
instead of "AI love".
- Great Library: Reduces city corruption by 50%, instead of the
tech-parasite effect. Costs 200 (was 300) and never obsoletes (used
to be "Electricity").
- Hanging Gardens: Just makes two citizens happy in each city on the
same continent. Costs 150 (was 200).
- J.S. Bach's Cathedral: Costs 300 (was 400).
- Leonardo's Workshop: Costs 300 (was 400). Upgrades two units per
turn (was one).
- Lighthouse: No longer makes sea units veteran (justs add +1 movement).
- Magellan's Expedition: Instead of the +2 move rate, it just makes
new sea units built on the same continent veteran.
- Michelangelo's Chapel: Costs 300 (was 400).
- Pyramids: Instead of giving the granary effect, it allows the city
where it is built to rapture grow.
- SETI Program: Renamed to "The Internet".
- Women's Suffrage: Costs 300 (was 600). Affects 2 and 4 citizens
under republic and democracy respectively (was 1 and 2).
As for the remaining great wonders:
- Cure For Cancer: Costs 400 (was 600), and makes two citizens happy
in every city owned by _any_ player who knows "Genetic Engineering".
- Manhattan Project: No change.
- United Nations: Instead of unit healing, gives the senate and
anarchy-from-disorder effects of Democracy to all nations,
regardless of government.
Building changes
----------------
- Colosseum: Renamed to "Amphitheater", and cost decreased to 60 (was 70).
- Supermarket: Increases farmland tile food output by 100% (was 50%).
- Police Station: Affects 2 and 4 unhappy citizens under Republic and
Democracy respectively (was 1 and 2).
Government changes
------------------
The Fundamentalism government is similar to 2.0 'nowonder':
- No unhappy cities.
- Minimal corruption.
Technology changes
------------------
- Philosophy gives a free tech to the first player to research it.
- Discovery of Environmentalism additionally knocks 50% off cities'
pollution from production.
- Added Fundamentalism from the civ2 ruleset.
Unit changes
------------
- Caravans and Freight both cost 50 and can make trade routes.
- Elephants, Crusaders, and Fanatics added from the civ2 ruleset.
Default settings
----------------
The ruleset suggests some server setting changes, although these can
be overridden. Notably, huts, barbarians, national borders, and
diplomacy are all disabled, more initial units are given, and "fairer"
map settings are used.
2. Use the new ruleset
-------------------
To play a game with the multiplayer rules, start the server with:
./fcser -r data/warciv.serv
or a single player game with
./freeciv-gtk3 -r data/warciv.serv
(and any other command-line arguments you normally use; depending on
how you have Freeciv installed you may have to give the installed
data directory path instead of "data")
Start the client normally. The client must be network-compatible
(usually meaning the same or similar version) but otherwise nothing
special is needed.
Note that the Freeciv AI might not play as well with rules other
than standard Freeciv. The AI is supposed to understand and
utilize all sane rules variations, so please report any AI
failures so that they can be fixed.
Look for the in-game help for more info about the ruleset. Or check the actual ruleset files form github:
https://github.com/longturn/games/tree/master/LT50
*** End of edit ***
Warciv Freeciv Ruleset
----------------------------------------------------------------------
The 'warciv' ruleset is based on the 'multiplayer' ruleset, modified
for a game pace similar to 2.0 warserver rulesets.
1. Changes compared to the multiplayer ruleset
---------------------------------------
The differences can be extracted by
#> diff -ur data/multiplayer data/warciv
Gameplay
--------
Trade routes are enabled, defaulting to logarithmic arrival bonuses
and simplified trade revenue formula.
Incite cost of cities is reduced.
Hill city tiles get +1 food even when mined.
City tiles always get a road.
Wonder changes
--------------
Almost all great wonders have been changed into small wonders; that
is, they are player-unique rather than world-unique. Each player may
build their own "Oracle", for example, or even move such small wonders
around by rebuilding them in other cities. For small wonders that
become obsolete, this happens only when the relevant technology is
discovered by the owning player (rather than by any player).
Unless otherwise noted, for these small wonders, all wonder effects
that affect all of a player's cities have been changed to affect only
cities on the same continent as the city with the small wonder.
The Palace is still the only Small Wonder that can be moved around
by rebuilding it to a new city. Other Small Wonders can be rebuilt
only if you have lost them with the city where they were.
Marco Polo, Statue of Liberty, Darwin, Internet, and Isaac Newton are removed.
For the Colossus, Copernicus' Observatory, Great Wall, Hoover Dam,
King Richard's Crusade, Oracle, Shakespeare's Theater, and
Sun Tzu's War Academy, these are the only changes. Other
now-small wonders have been adjusted or completely changed:
- Apollo Program: Does not reveal the map.
- A.Smith's Trading Co.: Costs 300 (was 400).
- Darwin's Voyage: Costs 400 (was 300). Gives only one advance.
- Eiffel Tower: You get one unit free of shield upkeep per city,
instead of "AI love".
- Great Library: Reduces city corruption by 50%, instead of the
tech-parasite effect. Costs 200 (was 300) and never obsoletes (used
to be "Electricity").
- Hanging Gardens: Just makes two citizens happy in each city on the
same continent. Costs 150 (was 200).
- J.S. Bach's Cathedral: Costs 300 (was 400).
- Leonardo's Workshop: Costs 300 (was 400). Upgrades two units per
turn (was one).
- Lighthouse: No longer makes sea units veteran (justs add +1 movement).
- Magellan's Expedition: Instead of the +2 move rate, it just makes
new sea units built on the same continent veteran.
- Michelangelo's Chapel: Costs 300 (was 400).
- Pyramids: Instead of giving the granary effect, it allows the city
where it is built to rapture grow.
- SETI Program: Renamed to "The Internet".
- Women's Suffrage: Costs 300 (was 600). Affects 2 and 4 citizens
under republic and democracy respectively (was 1 and 2).
As for the remaining great wonders:
- Cure For Cancer: Costs 400 (was 600), and makes two citizens happy
in every city owned by _any_ player who knows "Genetic Engineering".
- Manhattan Project: No change.
- United Nations: Instead of unit healing, gives the senate and
anarchy-from-disorder effects of Democracy to all nations,
regardless of government.
Building changes
----------------
- Colosseum: Renamed to "Amphitheater", and cost decreased to 60 (was 70).
- Supermarket: Increases farmland tile food output by 100% (was 50%).
- Police Station: Affects 2 and 4 unhappy citizens under Republic and
Democracy respectively (was 1 and 2).
Government changes
------------------
The Fundamentalism government is similar to 2.0 'nowonder':
- No unhappy cities.
- Minimal corruption.
Technology changes
------------------
- Philosophy gives a free tech to the first player to research it.
- Discovery of Environmentalism additionally knocks 50% off cities'
pollution from production.
- Added Fundamentalism from the civ2 ruleset.
Unit changes
------------
- Caravans and Freight both cost 50 and can make trade routes.
- Elephants, Crusaders, and Fanatics added from the civ2 ruleset.
Default settings
----------------
The ruleset suggests some server setting changes, although these can
be overridden. Notably, huts, barbarians, national borders, and
diplomacy are all disabled, more initial units are given, and "fairer"
map settings are used.
2. Use the new ruleset
-------------------
To play a game with the multiplayer rules, start the server with:
./fcser -r data/warciv.serv
or a single player game with
./freeciv-gtk3 -r data/warciv.serv
(and any other command-line arguments you normally use; depending on
how you have Freeciv installed you may have to give the installed
data directory path instead of "data")
Start the client normally. The client must be network-compatible
(usually meaning the same or similar version) but otherwise nothing
special is needed.
Note that the Freeciv AI might not play as well with rules other
than standard Freeciv. The AI is supposed to understand and
utilize all sane rules variations, so please report any AI
failures so that they can be fixed.