---------------------------------------------------------------------- Experimental Freeciv Ruleset ---------------------------------------------------------------------- This ruleset tries to use the new features available in freeciv that are not yet in use in default rulesets. It is based on the default ruleset. The changes can be extracted by #> diff -ur data/default/ data/experimental/ If the changes in this ruleset result in a working game (especially with regard to the AI) they could be included in the default ruleset for next major release. If you change the experimental ruleset, please include a short comment in this file. 1. Changes compared to the default ruleset --------------------------------------- - Plagues are activated. Temples, Aqueducts, Sewer Systems reduce the chance of plague in a city, as do the new Hospital and Genetic Laboratory buildings. The effect of Aqueducts is reduced after Industrialization is discovered. Building the wonder 'Cure for Cancer' further reduces the possibility of plague for your entire empire. - The Genetic Laboratory increases the food output by 25% if the city size exceeds 20. - Migration is activated and locked by the ruleset. Migration effects for the different governments are defined; cities belonging to more representative governments are more attractive for cross-border migration. - Tracking of the nationality of citizens is enabled. At the moment, this affects the cost of inciting a city to revolt and the chance of migration. - After The Corporation is researched, the upkeep for most modern military units (Riflemen onwards) is changed from shields to gold, and cities no longer maintain any such units for free, regardless of government. Gold upkeep for units is tallied empire-wide (unlike buildings), and if funds run out, random units are disbanded. - A new unit class Big Land is introduced, comprising all "siege" units (Catapult, Cannon etc) and Freight. Units of this type are restricted to flat terrain and cannot move into difficult terrain such as hills and forest, unless roads are built. - Triremes can move on rivers (but later ships cannot). - Mech. Inf. can carry up to 3 missile units (including while they themselves are being transported on a boat). - Workers and Engineers (but not Settlers) have their own veteran system. Every turn when they do useful work, there is a small chance that they will be promoted. They will never be promoted through combat. The levels and their effect on terrain alteration speed are: apprentice (1x) -> journeyman (1.25x) -> master (1.5x) - Activate variable city radii: radius 1 (radius_sq = 2): start radius 2 (radius_sq = 5): city size 3 radius 3 (radius_sq = 10): city size 10 + Railroad radius 4 (radius_sq = 17): city size 30 + Railroad + Mass Transit + Super Highway The vision range of the city is adapted accordingly. The city graphics from the tileset change with the city radius. - The number of build slots for units is increased at radius 3 and 4. - (Add and) Activate tech upkeep. Beyond a certain technology level, some bulbs are required to maintain your civilization's existing knowledge, and if not supplied, some techs may be lost. (However, technology is not lost in this way during periods of Anarchy.) - Activate server setting 'foggedborders': your view of foreign borders is not updated if you can't currently see the territory. - Activated 'techlost_recv' and 'techlost_donor': whenever technologies are transferred between civilizations, there is a small chance that each of the parties will forget the technology in question. 2. Use the new ruleset ------------------- To play a game with the experimental rules, start the server with: ./fcser -r data/experimental.serv or a single player game with ./freeciv-gtk2 -r data/experimental.serv (and any other command-line arguments you normally use) 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.