1=================================
2Civ2Civ3 Ruleset for Freeciv v2.6
3=================================
4
5
6OBJECTIVES:
7-----------
8
9- The main purpose is to get a gameplay more similar to civ3, keeping
10  the combat system from civ2.
11
12- Reduced micromanagement as much as possible. Don't be afraid by the
13  amount of changes, I think this ruleset is easier to learn than
14  classic rules, and it is designed so there is not a big disadvantage
15  when you do not play optimally. I hope both rookies and experienced
16  players can enjoy it.
17
18- Removed the rules that allowed a sudden boost: mainly rapture growth,
19  national trade routes, and the big bonuses from some governments.
20
21  The result should be a simpler and more linear development of your
22  cities, and a slower paced gameplay. With governments that keep a
23  similar balance along the different ages, and smoother effects of
24  terrains, units, buildings and wonders.
25
26- All the new rules have been adapted so AI can play with them, and to
27  avoid possible exploits by human players.
28
29I wish to keep it updated and to improve it with the comments from the
30players.
31
32
33INFO:
34-----
35
36- Help texts have been updated (mainly Buildings and Wonders), so the
37  info showed ingame already takes into account the changed rules. Note
38  that some graphical tables from the Manual will not match (mainly
39  Terrains and Governments), so better use the tables in this ReadMe as
40  reference.
41
42- I suggest new players to start a game with 6 players or so, AI skill
43  level Normal, and default ruleset options (Small continental map with
44  100 land tiles per player).
45
46- For challenging games, you may place several AI players in the same
47  team. For example, one team with 5 AIs together against you.
48
49- Cheating AI level was adjusted for these rules, I suggest experienced
50  players to use it.
51  CHEATING AI: +40% Science, Luxury, Gold and Production, +40 AI love,
52  +40% Veteran chance, +40% Bribe and Incite costs, -20% Pollution,
53  +1 Content per city, no food penalty from units.
54
55The following is a full list of changes compared to classic ruleset...
56
57
58CORE CHANGES:
59-------------
60
61- No Rapture Growth (Celebration only causes additional Trade per tile,
62  same as civ3). Foodbox readjusted to keep a constant city growth.
63
64- Settlers cost 2 population (as in civ3). This way, the number of tiles
65  worked in the original city are reduced by 2, equal to the number of
66  tiles worked in the newly created city.
67
68- Disabled national Trade Routes: it is still possible to create Trade
69  Routes, but only to foreign cities that you are not at war with
70  (trade routes are canceled when war breaks out). Each city can
71  support a maximum of 2 trade routes. Removed the one time revenues.
72
73- Every unit (except Settlers/Migrants, which cost population to build)
74  pays some kind of Upkeep cost. Under some governments, this upkeep is
75  changed from Shields to Gold (similar to civ3).
76
77- A city can support as many military and Settler/Migrant units as its
78  population size (min 4, max 20). Additional units cause waste of Food.
79  If the city shrinks due to starvation, one of those extra units will
80  be disbanded.
81
82- Units lose one Veteran level when upgraded.
83
84- Enabled tired attack: units that attack with less than a single move
85  point will have their attack power reduced accordingly.
86  If they have 2/3 movement points, they will attack with 2/3 strength.
87  If they have 1/3 movement points, they will attack with 1/3 strength.
88
89- Unlimited movement on rails delayed to maglev (available with
90  Superconductors). Movement bonus on Railroads x6, on Roads x3, on
91  Rivers x3 (non diagonal).
92
93- The 'restrictinfra' server setting applies to rivers as well as to
94  roads/railroads.
95
96- Added Fort and Airstrip bases, required before you can build Fortress
97  or Airbase, respectively. It prevents the construction of full bases
98  in one single turn. The bases no longer protect full stacks from being
99  killed when one unit is defeated.
100
101- Specialists output reduced to 2 (same as civ2). There are wonders that
102  increase it to 3 for all players.
103
104- Enabled Tech Leakage: technologies are cheaper if already discovered
105  by other nations you have Embassy with.
106
107- The cost of each Tech is equal to the number of steps needed to get
108  the tech (Tech Cost = Base Cost * Number of Parents). It is a linear
109  formula more similar to civ2, and it fits better the new reduced
110  bonuses from Trade and Science.
111
112- Tech Upkeep assigned to Cities: some science is required from each
113  city to maintain a given technological level. The upkeep grows from 0
114  during the middle ages, up to 10 Bulbs per city when the whole tech
115  tree was researched. If the global balance of Bulbs ends negative, one
116  technology is lost, and half of its value is restored to the count of
117  Bulbs.
118
119- No holes allowed in tech tree. To acquire a tech you must know its
120  prerequisites, and you cannot lose a tech that another depends on.
121
122- Some buildings, and all wonders, generate culture points in your
123  cities; certain achievements such as mapping the world also generate
124  culture points. By default, this only affects score; it also affects
125  migration (which is not enabled by default), and a cultural victory
126  can optionally be enabled.
127
128- Enabled risk of Plague at cities with population greater than 4. Chances
129  reduced by the buildings Aqueduct and Sewer System, the tech Medicine,
130  and the wonder Cure for Cancer.
131
132- Added other random disasters: Earthquake, Fire, Flood, Industrial
133  Accident, and Nuclear Accident.
134
135- Increased AI_love for AI players, in order to reduce the amount of
136  wars between them.
137
138OPTIONAL RULES:
139
140- Every player starts with 1 free Tech, 1 Settler, 1 Worker,
141  1 Explorer, and 1 Diplomat. ('startunits', 'techlevel')
142
143- Minimum Distance between cities set to 3. ('citymindist')
144
145- Initial National Border equal to city radius (2 tiles). ('borders')
146
147- Restricted the use of infrastructure (roads, railroads, and rivers)
148  for enemy units. ('restrictinfra')
149
150- Unreachable units do not protect reachable ones. ('unreachableprotects')
151
152- Set Occupy Chance to 100%: Units automatically move to the target tile
153  if the attack is successful and ZoC rules allow the movement.
154  ('occupychance')
155
156- Halved change of building loss when city is conquered. ('razechance')
157
158- Revolutions become quicker the more times any player has changed to
159  the target government. ('revolentype')
160
161
162FOODBOX:
163--------
164
165- City FoodBox Size uniformed to even the population wasted when you
166  build Settlers at larger cities (similar to civ3).
167
168- Granary size is fixed to 10 Food for every city size.
169
170- Cities with Pop <= 4 receive this granary effect for free, so they can
171  create Settlers at best rate even without Granary. (This free granary
172  helps the AI to build Settlers optimally).
173
174CITY   FOODBOX   SETTLER    FOODBOX   SETTLER
175SIZE    NEW       NEW        OLD       OLD
1761      20        -          20        -
1772      20(10)#   -          30(15)    20(5-15)
1783      20(10)#   20(20)     40(20)    30(10-20)
1794      20(10)#   20(20)     50(25)    40(15-25)
1805      20(10)    30(20)     60(30)    50(20-30)
1816      30(10)    40(20)     70(35)    60(25-35)
1827      30(10)    50(30)     80(40)    70(30-40)
1838      40(10)    60(40)     90(45)    80(35-45)
1849      40(10)    70(50)     100(50)   90(40-50)
18510     40(10)    80(60)     110(55)   100(45-55)
18611     40(10)    80(60)     120(60)   110(50-60)
18712     40(10)    80(60)     130(65)   120(55-65)
18813     40(10)    80(60)     140(70)   130(60-70)
18914     40(10)    80(60)     150(75)   140(65-75)
19015     ...       ...        ...       ...
191
192# Granary effect for free when city grows to this city level.
193FOODBOX = Foodbox size at that city level. (In brackets = Granary size).
194SETTLER = Food needed to recover the population if you create a Settler
195          at that city size. (In brackets = The same but with Granary).
196NEW = This ruleset. OLD = Classic ruleset
197
198TIP: In order to keep max growth, you should build the Granary before
199     city grows larger than Pop 4 (same as Aqueduct at Pop 8, and
200     Sewer System at Pop 16).
201TIP: Optimal production of Settlers occurs at any city with Pop <= 4, or
202     cities with Granary and Pop <= 6.
203
204
205TERRAIN:
206--------
207
208- Jungles receive +1 Shield (1/1/0). Swamps can be irrigated for +1 Food
209  (to 2/0/0). Tundras can be mined for +1 Shield (instead of irrigated)
210  and receive +1 Trade when roaded (up to 1/1/1).
211
212- Deserts with a river receive 1 extra Food from irrigation (total 2),
213  unless they have an Oasis; this simulates a growth boost like Nile
214  floods.
215
216- Reduced Food bonus by 1 to Swamp/Spice; the original bonus can be
217  obtained by irrigating the Swamp.
218
219- Hills receive 1 Shield for free, and +2 from mines, same as civ3,
220  (was 0 and +3). Mountains receive +2 Shields from mines too (was +1).
221
222- Mountains give extra vision range. Cities can not be placed over
223  Mountains. Land units starting the turn on unroaded Mountains receive a -1
224  penalty to movement (this way it is not so good for cavalry to end the
225  turn on Mountains).
226
227- The discovery of Refining allows to upgrade the mines placed on
228  Deserts and Glaciers to Oil Wells (+2 Shields in total).
229
230- Lake tiles receive for free +1 Food (2/0/2), but Harbours do not affect
231  them. Lakes do not enable wonders that needs a coastal city.
232
233- Deep ocean tiles must be mined (resulting in an Oil Platform) in order to
234  take advantage of the shield bonus from Offshore Platforms.
235
236- Pollution may appear in Ocean tiles, and Transports can clean it
237  without the need of Workers/Engineers. Jungles and Forests are less
238  affected by global warming.
239
240- Cities on rivers always get roads, even before Bridge Building
241  is known.
242
243- No minimum city output (was 1/1/0). City central tile simply gets
244  +1 Shield.
245  This way, no matter the tile where you place your city, you never
246  waste any resource (for example, with classic rules, a city placed
247  over bonused Grassland was wasting the Shield bonus).
248
249TILE      F/P/T  IRRIG(t)   MINE(t)    ROAD   MAX1   MAX2   TRANSFORM
250Deep      1/0/2  NO         NO         NO     2/0/2  2/1/2  No
251Ocean     1/0/2  NO         NO         NO     2/0/2  2/1/2 *Grass(36)
252Lake     *2/0/2  NO         NO         NO     2/0/2  2/1/2 *Grass(36)
253Swamp     1/0/0 *+1(5)     *NO         +0(4)  2/0/0  3/0/0 *Grass(24)
254Glacier   0/0/0  NO         +1(10)     +0(4)  0/1/0  0/3/0 *Lake(24)
255Tundra    1/0/0 *NO        *+1(5)     *+1(2)  1/1/1  1/1/1 *Plains(24)
256Desert    0/1/0  +1(5)      +1(5)      +1(2)  0/2/1  0/4/1  Plains(24)
257Plains    1/1/0  +1(5)      Forest(10) +1(2)  2/1/1  3/1/1 *Lake(36)
258Grassland 2/0/0  +1(5)      Forest(15) +1(2)  3/0/1  4/0/1 *Lake(36)
259Jungle   *1/1/0 *Swamp(10) *NO         +0(4)  1/1/0  1/1/0 *Forest(24)
260Forest    1/2/0  Plain(10) *Grass(15)  +0(4)  1/2/0  1/3/0 *Hills(24)
261Hills    *1/1/0  +1(10)    *+2(10)     +0(4)  1/3/0  1/4/0  Plains(24)
262Mountains 0/1/0  NO        *+2(10)     +0(6)  0/3/0  0/4/0  Hills(36)
263
264F/P/T = Food/Production/Trade; (t) = turns
265MAX1 = irrigated/mined/roaded/harbour; MAX2 = farmland/railroad/oil well.
266* = Changes compared to classic ruleset. Most affected are Jungles,
267    Swamps and Tundras.
268
269TIP: The optimal tiles to place your initial cities are those with MAX
270     output equal or greater than 2/1/1, mainly those with bonus
271     resources or rivers. Hills and Plains are always good places for
272     cities, as well as Flood Desert (desert with river), or bonused
273     Grassland. The best defense comes from cities placed on Hills with
274     river.
275
276
277DEFENSE:
278--------
279
280- Halved the terrain defense bonuses, now more similar to civ3 values:
281
282TERRAIN                  NEW      OLD
283Forest/Jungle/Swamp      +25%     +50%
284Hills                    +50%     +100%
285Mountains                +100%    +200%
286
287RIVER                    +25%     +50%
288
289VETERAN
290Veteran                  +50%     (=)
291Hardened                 +75%     (=)
292Elite                    +100%    (=)
293
294FORTIFIED                +50%     (=)
295(only Land and Big Land units can fortify; inside cities, they are
296always considered fortified)
297
298BASE             VS LAND  VS SEA   VS AIR   VS MISSILE
299Fort             +50%     +50%     +0%      +0%
300Fortress         +100%    +100%    +50%     +50%
301Airstrip         +0%      +0%      +50%     +50%
302Airbase          +50%     +50%     +100%    +100%
303
304CITY             VS LAND  VS SEA   VS AIR   VS MISSILE
305Town (Pop<=8)    +50%     +0%      +0%      +0%
306City (Pop>8)     +100%    +50%     +0%      +0%
307
308Buildings each add:
309Walls            +100%    +0%      +0%      +0%
310Great Wall(W)    +50%     +0%      +0%      +0%
311Coastal Defense  +0%      +100%    +0%      +0%
312SAM Battery      +0%      +0%      +100%    +0%
313SDI Defense      +0%      +0%      +0%      +100%
314
315- Every City of any size receives an inherent Defend_Bonus = +50%
316  against all kinds of land units.
317
318- Every City with Pop>8 receives an additional free Defend_Bonus = +50%
319  against both land and sea units.
320
321- Walls effect reduced from 200% to 100%, and cost reduced from 60
322  to 30.
323
324- Great Wall gives additional Defend_Bonus = +50% against Land units,
325  and prevents population loss in any city when a defending unit loses.
326
327Total Defense = (UNIT DEFENSE) * (100+TERRAIN)/100 * (100+RIVER)/100
328 * (100+CITY+BASE)/100 * (100+FORTIFIED)/100 * (100+VETERAN)/100
329(Same as classic rules).
330
331EXAMPLE: Riflemen fortified in a fortress, on mountains, with a river,
332         will get a total defense of 30 against land attacks:
333
334         Riflemen: defense 4
335         Fortified (+50%): 4 + 2 = 6
336         In Fortress (+100%):      6 + 6 = 12
337         On Mountains (+100%):             12 + 12 = 24
338         With River (+25%):                          24 + 6 = 30.
339
340EXAMPLE: Riflemen in a size 9 city, with walls, on hills,
341         will get a total defense of 27 against land attacks:
342
343         Fortified (+50%): 4 + 2 = 6
344         On Hills (+50%):          6 + 3 = 9
345         In City with Walls (+200%):       9 + 18 = 27.
346
347
348GOVERNMENTS:
349------------
350                  Anarch   Tribal   Despot   Monarc   Fundam   Republ   Democr   Federat  Commun
351Tax/Lux/Sci Rate  0        60       60       70       70       80       90       90       80
352Output per tile # -1(if>2) -1(if>2) -1(if>2) 0        0        +1Trade  +1Trade  0        0
353Celebration Bonus (no -1)  (no -1)  (no -1) (+1Trade) 0       (+1Trade)(+1Trade)(+1Trade) 0
354
355Unit Upkeep       Shield   Shield   Gold     Gold     Gold(x2) Shield   Gold(x2) Gold(x2) Shield
356Free Units        2\2      2\2      2\2      3\3      2\2      1\1      1\1      2\2      3\3
357Mil Unhappiness   0        0        0       -1       -1       -1       -2       -1       -1
358Martial Law      +1        0       +1       +1        0        0        0        0       +2
359
360Civil war %       99       90       80       70       60       40       30       20       50
361Empire Size       0        /12      /10      /14      /20      /16      /32      /24      /28
362Special          +NoUpkeep +Veteran +75%Gold +50%Gold +Tithes  +Bribe  +Brib/Sub +Subvert +NoUpkeep
363                 -50%Lux  (Land/Mil)(Palace) (Palace) -50%Sci  -Revolt -Rev/Sen  -Senate  (Cost=1)
364                 -NoTaxes +Content                    +Fanatic         +Partisan +Luxury  +Partisan
365
366Base Corruption   0%       30%      20%      10%      15%      25%      5%       0%       30%
367Corrup by Dist *  1        1        1        1        1        1        1        0        0
368Base Waste        30%      0%       10%      20%      15%      5%       25%      30%      0%
369Waste by Dist **  1        1        1        1        1        1        1        0        0
370
371* Corruption by Distance is doubled until The Corporation is researched
372  by the player (or increased to 1 for Federation).
373** Waste by Distance is doubled until Trade is researched by the player.
374# This penalty is negated by The Pyramids wonder, or when Railroad is
375  researched by the player.
376+ Partisans appear in conquered cities (democratic or communist) if
377  Guerilla Warfare has been researched by any player.
378
379Added Fundamentalism (available with Theology), Tribal (available at
380start) and Federation (available with Economics).
381
382- "Base Corruption/Waste": Modern governments cause less Trade
383  Corruption, but more Wasted Production. The total % lost (Waste +
384  Corruption) is equal for all governments.
385
386- "Empire Size" (number of cities that start causing extra unhappiness):
387  Modern governments have double size limit than his ancient
388  counterpart. Empire Base Size is equal to Empire Step Size for every
389  government.
390
391- "Unit Upkeep": Tribal, Republic and Communism use the standard unit
392  upkeep by Shields, while the other governments use Gold upkeep (x2
393  Gold per unit for modern governments).
394
395- "Free Units": Means units free of Gold/Shield upkeep and also free of
396  Military Unhappiness. By default 2 free units per city.
397
398- "Mil Unhappiness": Most governments are affected by Military
399  Unhappiness due to units out of cities/fortresses (same as Republic
400  in classic ruleset).
401
402- "Martial Law": Max 3 units can apply Martial Law (was max 20 for
403  Despotism and Anarchy).
404
405- The bonus "+1 Trade" under Republic and Democracy does not affect
406  oceanic tiles. This way, oceanic tiles are more even to land tiles
407  under any government.
408
409- Republic receives Revolution_When_Unhappy and has unbribable units,
410  Federation receives Has_senate and has unincitable cities (Democracy
411  receives all them).
412
413- Spies built under Communism or Federation will start at the first
414  veteran level. Federation grants +2 Luxury per city.
415
416- Under Communism you do not pay upkeep for buildings that cost 1 Gold.
417  Communism cancels the bonus from Mysticism and Theology (to Temples
418  and Cathedrals).
419
420- Under Fundamentalism you receive extra Gold from Tithes, but -50% to
421  Science.
422
423- The Bonus to production at Palace (under Despotism and Monarchy)
424  switched from Shields to Gold.
425
426- Tribal government increases by half the chance of land units getting
427  the next veteran level after a battle. Every city gets 1 extra content
428  citizen, but units can't apply Martial Law.
429
430TIP: There is some hurry to get Monarchy or Republic (or to build
431     Pyramids), in order to avoid the initial penalty to output per
432     tile. However, the Corruption and Waste are evened for all
433     governments, so there are no big differences, and every government
434     could be used at any technological age. The choice depends on the
435     role of your civilization.
436
437
438TECHS:
439------
440
441- Added new wonders: Mausoleum of Mausolos (available with Ceremonial
442  Burial), and Statue of Zeus (available with Polytheism). Oracle of
443  Delphi renamed to Temple of Artemis (in order to allow all 7 wonders).
444
445- Moved Great Wall to Construction (was Masonry). Moved King Richard's
446  Crusade to Chivalry, so it requires Monarchy and Knights. Women's
447  Suffrage moved to Conscription, so it requires Democracy. Switched
448  Darwin's Voyage and Eiffel Tower (Darwin was earlier than Eiffel).
449  Shakespeare's Theatre available with Sanitation (was Medicine).
450
451- Diplomats available with Alphabet (was Writing), and Migrants with
452  Pottery, so every initial tech allows some unit or building.
453
454- Coastal Defense moved to Magnetism*. AI likes defense improvements and
455  this change encourages them to develop Frigates/Galleons early in
456  game.
457  (*) The labels and icons for "Magnetism" and "Navigation" were
458  switched, because compass was already used by historical Caravels,
459  while sextants were not invented until the age of Galleons/Frigates.
460
461- Construction requires Iron Working instead of Currency. This way,
462  Iron Working is a prerequisite to build Frigates and Ironclads.
463
464- Bridge Building merged to old Engineering in the tech tree. Added
465  modern "Engineering" in the Industrial Ages that allows Destroyers
466  (was Electricity) and Transports (was Industrialization), and it is
467  required for Steel (Cruiser), Amphibious Warfare (Ports), and
468  Combustion (Submarines).
469
470- Battleship available with Mass Production instead of Automobile.
471  Mfg Plant available with Plastics (was Robotics).
472
473- Nuclear Fission requires Refrigeration, in order to delay the Atomic
474  age, and to force the AI to research farms. Communism requires
475  Theology (Fundamentalism) instead of Philosophy, to encourage AI to
476  research all governments.
477
478- Fusion Power allows Engineers to perform terrain transformations, that
479  were simplified so there is no need to chain more than one
480  transformation in the same terrain.
481
482Special effects:
483- Astronomy: Increases units vision when in fortresses.
484- Invention: Halves upgrade cost of your units.
485- Medicine: Reduces by 30% the chance of illness in your cities.
486- Electricity: Allows irrigation without adjacent water, increases city
487  vision radius, and the effect of Colosseums.
488- Trade: Decreases one-time the waste of Shields caused by distance to
489  capital.
490- The Corporation: Decreases one-time the corruption of Trade caused by
491  distance to capital.
492
493The Techs, Buildings, Wonders and Units are the same as civ2, but some
494requirements have been changed to improve a bit the historical accuracy,
495to encourage the use of every military unit, and to avoid units or
496wonders becoming obsolete too soon. The following is a list of some
497inaccuracies from classic tech tree that were addressed in the new tree:
498- It was possible to research Pikemen before Phalanxs; Musketeers before
499  Pikemen; Ironclads before Frigates; Destroyers before Ironclads;
500  Armors before Artillery; Mech Infantry without Barracks III.
501- Cathedrals did not require Construction nor Masonry. Ironclads and
502  Eiffel Tower were available without Iron Working. Chivalry and Pikemen
503  did not need Iron nor Bronze.
504- Pottery was not needed to research Trade, Economics, Explosives,
505  Invention, or Sanitation.
506- Chemistry was not related to Atomic theory, Refrigeration, Gunpowder,
507  Steam Engine, or Steel.
508- Theory of Gravity did not need Physics, Invention, or even The Wheel,
509  and it was not needed for Automobile, Robotics, or Miniaturization.
510- Offshore Platforms did not require Refining, Combustion or Explosives.
511  Miniaturization was not needed for Rocketry or Laser.
512
513In the new tree, you are forced to research most of the ancient techs
514before you can research the modern ones, but overall, researching paths
515are similar to classic tree.
516
517
518BUILDINGS:
519----------
520
521- Aqueduct is cheaper near rivers or lakes. Sewer System is needed to
522  grow larger than pop 16 (instead of 12). Each one reduces the chances
523  of illness by -30%.
524
525- Created a new building: Ecclesiastical Palace (available with
526  Theology), that acts as a second center of government that lowers
527  corruption and waste.
528
529- Courthouse: Make_Content = 1, and reduces to half any kind of waste
530  (Trade, Shields or Food).
531
532  Added new effect: Food wasted by distance to Palace = -1% Food each 2
533  tiles.
534  For example, cities at distance 20 of the Palace lose -10% Food
535  (-5% with courthouse), so they lose -1 Food when their production
536  reaches 10 Food per turn (20 Food per turn with courthouse),
537  noticeable when city reaches size 5 or so (around city size 10 with
538  courthouse).
539
540- Granary halves the waste of food caused by distance to Palace.
541  Together with a Courthouse, it eliminates completely the waste of
542  food.
543
544- Police Station: Make_Content = 2, and reduces unhappiness caused by 1
545  Military unit.
546
547- Science bonus by buildings (Library, University and Research Lab)
548  restored to civ2 values (+50%). There are wonders that double the
549  effect later.
550
551- Production bonus by Factory and Mfg Plant reduced to +25% each
552  (was +50%), so the Power Plants are as important as the Factories.
553  Mfg Plants allows the construction of 2 units per turn.
554
555- Super Highways double the effect of Stock Exchange (+50% to
556  Gold/Luxuries), and they produce extra Trade at tiles with roads but
557  without farmlands (the classic effect was overpowered under
558  Democracy/Republic). The city center tile can still have both farmland
559  and Super Highways bonuses.
560
561- Doubled costs of all Spaceship parts. All them require Library,
562  University, Research Lab and Factory present in the city in order to
563  be built.
564
565- Reduced by one the upkeep of Aqueduct, Colosseum (renamed to
566  Amphitheatre), University, Bank, Stock Exchange, Port Facility, SDI
567  Defense, and Factory; reduced by two for Mass Transit and Mfg. Plant.
568
569- Pollution caused by population is increased by buildings instead of by
570  techs:
571  Industrialization->Factory; Automobile->Highways; Plastics->Mfg Plant;
572  Mass Production->Offshore platforms.
573
574- Adjusted the Pollution of all Power Plants, and increased building
575  cost of Nuclear Plants:
576
577               Cost  Upkeep   Shields     Pollution(+Recycle)
578Power plant    130   4       +25%/+50%    100%(50%)
579Hydro plant    180   4       +25%/+50%    50% (25%)
580(+Hoover Dam)  (=)  (=)         (=)       25% (0%)
581Nuclear plant  240   2       +25%/+50%    50% (25%)
582Solar plant    320   4       +25%/+50%    25% (0%)
583
584
585UNITS:
586------
587
588- Settlers pop cost increased to 2 and removed the upkeep. New unit
589  Migrants available to work, or to migrate 1 pop, they can't create
590  cities and can be captured. Costs more similar to civ3:
591
592Settlers:  pop_cost = 2, cost = 30, upkeep = 0
593Migrants:  pop_cost = 1, cost = 10, upkeep = 0
594Workers:   pop_cost = 0, cost = 20, upkeep = 1
595
596- Non-military units now belongs to a new unit class ("Small Land") that
597  can not pillage, nor capture cities, and does not create Zones of
598  Control that would affect the movements of enemy units.
599
600- Created a new unit class for Caravans and Freights ("Merchant") that
601  doesn't get the unlimited movement from Maglev, and can be captured.
602  They can only establish Trade Routes to foreign cities.
603
604- Land units can capture enemy Migrants (as slaves) and
605  Caravans/Freights (as loot).
606
607- Wheeled units (new unit class "Big Land") can't move to Mountains,
608  Jungles and Swamps, unless they are travelling on a road. They do not
609  get defensive bonuses from the terrain, can not perform pillage, and
610  need Galleons or Transports to travel by sea.
611
612- Only "Big Land" units can cause population loss when attacking a city.
613
614- Units can establish embassies or investigate cities directly from boats
615  without disembarking. Explorers can also perform those two actions, same
616  as Diplomats. Increased vision range of Explorers and Partisans.
617
618- Added Elephants from civ2, available with Polytheism:
619  (at/def/mov-hp,cost) = (3/2/2-10,30). Obsolete by Dragoons.
620
621- Added Crusaders from civ2, available with Monotheism: (5/1/2-10,40).
622  Obsolete by Dragoons. They do not cause military unhappiness.
623
624- Added Fanatics from civ2, available with Guerrilla, under
625  Fundamentalism government: (5/5/1-20,20). They cost 1 population, but
626  do not cause unhappiness and do not need upkeep.
627
628- Archers defense reduced to 1 (was 2), and cost to 20 (was 30). Legion
629  cost reduced to 30 (was 40). This way the ratio Attack/Cost of ancient
630  units is more even to Catapults.
631
632- Pikemen changed to (2/3), cost to 30, and removed the doubled defense
633  vs horses. Attack of Chariots increased to 4 (was 3). Defense of
634  Knights increased to 3 (was 2). In order to encourage early use of
635  cavalry.
636
637- Alpine Troops changed to (7/4), and Partisan to (4/5). This way,
638  Riflemen do not become obsolete as city defenders until Partisan or
639  Marine are researched, and every modern infantry is somehow useful.
640
641- Given Marine ability to Legion, Musketeer, and Rifleman. This way,
642  one-tile islands can be assaulted early in game. Yet, the Marine unit
643  is still the best offensive/defensive infantry.
644
645- Triremes can navigate rivers. Caravel changed from (2/1) to (1/2), in
646  order to encourage peaceful exploration of the seas in the age of
647  discovery.
648
649- Removed transport capability from Frigates, to force the use of
650  Galleons. Reduced attack of Frigate and defense of Ironclad to 3
651  (was 4).
652
653- Battleship hit points reduced to 30 (was 40), Ironclad and Submarine
654  to 20 (was 30). Doubled the defense of Destroyers against Submarines.
655  Now there is a Rock-paper-scissors relation between
656  Destroyer-Cruiser-Submarine.
657
658- All units that had Firepower 2 now have Firepower 1, in order to even
659  the power of naval, air, and artillery units, and to simplify the
660  mental calculation to compare them.
661
662- Artillery and Howitzer receive the ability CityBuster, so their
663  firepower is 1 in open field, and 2 against cities. Removed Ignore
664  Walls for Howitzer (that would bypass the new city defense bonuses),
665  and reduced movement to 1.
666
667- Bombers and Helicopters receive the Bombarder ability: when they
668  attack land units, they can only damage (not kill) them, but damage
669  every unit in a stack or city; and are never damaged while attacking.
670  Note they have a normal attack against sea units (they still can kill
671  or die).
672  Halved the attack so it is harder to bombard land enemies
673  successfully. Increased hit points so it is still possible to kill
674  naval units.
675
676- Air units can perform pillage (representing bombardment of
677  infrastructure), and can be Airlifted from a city with an Airport to
678  another. Increased defense of all Air units, in order to discourage
679  the use of Land units to protect them.
680
681- Increased fuel of all planes by one (giving them an extra turn in
682  the air), in order to allow battles for air control. All planes
683  lose 10% of HPs, like helicopters, when they end a turn outside a city,
684  airstrip, or airbase.
685
686- Helicopters can carry 1 military Land unit, and can only be attacked
687  by Fighters (with no extra attack bonuses), and by Missiles. Carriers
688  can also transport military Land units.
689
690- Cruise Missile no longer cause unhappiness, range increased to 16,
691  and allowed to attack Air units.
692
693- Nuclear weapons can be built with Nuclear Fission, but you need
694  Advanced Flight to move them, and Rocketry to get max movement.
695
696- Readjusted many costs so units with better stats are always more
697  expensive. At the same time, modern units always get better ratio
698  Att/Cost or Def/Cost.
699
700UNIT            Att  Def  Mov  FP   HP   Cost
701Warrior         1    1    1    1    10   10
702Phalanx         1    2    1    1    10   20
703Archers         3   *1    1    1    10  *20
704Legion          4    2    1    1    10  *30  *Marines
705Pikemen        *2   *3    1    1    10  *30  *(No bonus anti-horse)
706Musketeers      3    3    1    1    20  *40  *Marines
707Riflemen        5    4    1    1    20  *50  *Marines
708Alpine Troops  *7   *4    1    1    20  *60   IgTer
709Partisan        4   *5    1    1    20  *60   IgTer, IgZOC
710Fanatics       *5   *5    1    1    20   20  *1 Pop, No upkeep, No unhappy
711Marines         8    5    1    1    20   60   Marines
712Paratroopers    6    4    1    1    20   60   Paratroopers
713
714Horsemen        2    1    2    1    10   20
715Chariot        *4    1    2    1    10   30  *Wheeled
716Elephants      *3   *2    2    1    10  *30
717Crusaders       5    1    2    1    10   40  *No unhappy
718Knights         4   *3    2    1    10   40
719Dragoons        5    2    2    1    20   50
720Cavalry         8    3    2    1    20   60
721Mech. Inf.      6    6    3    1    30  *70  *Wheeled
722Armor           10   5    3    1    30  *90  *Wheeled
723
724Catapult        6    1    1    1    10   40  *Wheeled
725Cannon          8    1    1    1    20  *50  *Wheeled
726Artillery       10  *2    1   *1(2) 20  *60  *Wheeled,*CityBuster
727Howitzer        12   2   *1   *1(2) 30  *80  *Wheeled,*CityBuster
728
729Trireme         1    1    3    1    10  *20   Cargo 2, Coastal
730Caravel        *1   *2    3    1    10  *30   Cargo 3
731Galleon         0    2    4    1    20   40   Cargo 4
732Transport       0    3    5    1    30   50   Cargo 8
733Carrier        *0    9    5   *1    40  *150  Cargo 8
734
735Frigate        *3    2    4    1    20  *40  *No Cargo
736Ironclad        4   *3    4    1   *20  *50
737Destroyer       4    4    6    1    30   60  *(x2 def anti-submarine)
738Cruiser         6    6    5   *1    30   80
739AEGIS Cruiser   8    8    5   *1    30   100 *(x5 def anti-air/missile)
740Battleship      12   12   4   *1   *30   160
741Submarine       12  *5    5   *1   *20  *70   Cargo 8, Invis
742
743Fighter         4   *4    10  *1    20   60   Fuel 2
744Bomber         *6   *2    8   *1   *30  *100 *Bombard 3, Fuel 3, FieldUnit
745Helicopter     *5    3    6   *1   *30  *70  *Bombard 2,*Cargo 1
746Stealth Fighter 8   *8    14  *1    20   80   Fuel 2, Invis
747Stealth Bomber *9    5    12  *1   *30  *120 *Bombard 4, Fuel 3, FieldUnit, Invis
748
749Cruise Missile  18   0   *16  *1(2) 10  *50  *CityBuster,*No FieldUnit
750Nuclear         99   0    16   1    10   160  Nuclear, FieldUnit
751
752FP = Firepower, HP = Hit Points
753* = Changes compared to classic ruleset. Most affected are modern
754    infantry, air units, and all units that had 2 firepower.
755
756
757WONDERS:
758--------
759
760Readjusted effects for most wonders. Restored all civ2 costs.
761
762- Modified all effects that worked as if you had certain building in
763  every city.
764
765- Replaced every effect Make_Happy, Force_content, and No_unhappy, by
766  additional Luxury in the central city tile. Else they would allow a
767  possible exploit to avoid unhappiness caused by Military units.
768
769- Replaced effect that gives a percentage bonus to Science output, by
770  additional Science in the central city tile. This way, they do not
771  multiply the effect of other wonders like Colossus, and it is not an
772  advantage to build them all in the same city.
773
774- Your Caravans and Freight can help build allies' or team-mates'
775  wonders.
776
777- Wonders become obsolete by techs researched by the owner (not affected
778  by the researches of other players).
779
780- Some Wonders require certain building in the city to be built.
781
782FULL LIST OF WONDERS
783(#) = Global effect, "Name", Cost, Obsolete, Effect
784
785- "Pyramids" 200, Obsolete by Railroad (that increases even more the
786  Shield production):
787  +1 Shield per worked tile in the city (already producing Shields).
788  Disables tile penalty under Despotism/Tribal governments.
789- "Colossus" 200, Obsolete by Automobile (Super Highways):
790  +1 Trade per worked tile in the city (already producing Trade).
791- "Copernicus' Observatory" 300, Obsolete by Computers (Research Lab):
792  +1 Science per worked tile in the city.
793
794- "Hanging Gardens" 200, Obsolete by Electricity (that increases
795  Colosseum effect):
796  +1 Content in every city. +4 Luxury in the city where it is built.
797- "Mausoleum of Mausolos" 200, Obsolete by Sanitation (that enables
798  wonder with similar effect):
799  +1 Content in every city with Walls, and +1 extra content in every
800  city with Courthouse. Your cities cannot be incited to revolt.
801- "Temple of Artemis" 200, Requires Temple, Obsolete by Theology (that
802  enables wonder with similar effect):
803  +2 Content in every city with Temple.
804- "Michelangelo's Chapel" 400, Requires Cathedral:
805  +3 Content in every city with Cathedral.
806
807- "J.S. Bach's Cathedral" 400:
808  +2 Luxuries in every city.
809- "Cure For Cancer" 600:
810  +2 Luxuries in every city. -10% chance of illness.
811
812- (#)"Shakespeare's Theatre" 300:
813  Elvis Specialist_Output = 3 for Every Nation. +1 Luxury in every city,
814  +6 Luxury where it is built.
815- (#)"A.Smith's Trading Co" 400, Requires Stock Exchange:
816  Taxman Specialist_Output = 3 for Every Nation. Free upkeep for
817  buildings that cost 1 Gold, in every city with Stock Exchange.
818- (#)"Darwin's Voyage" 400:
819  Scientist Specialist_Output = 3 for Every Nation. +1 Science in every
820  city.
821
822- (#)"Great Library" 300, Requires Library:
823  Doubles the effect of Library for Every Nation. Gives an immediate
824  technology advance. +4 Science where it is built.
825- (#)"Isaac Newton's College" 400, Requires University:
826  Doubles the effect of University for Every Nation. Gives an immediate
827  technology advance. +6 Science where it is built.
828- (#)"Internet" 600, Requires Research Lab:
829  Doubles the effect of Research Lab for Every Nation. Gives an
830  immediate technology advance. Reveals all cities in the map for the
831  owner.
832
833- "Lighthouse" 200, Obsolete by Engineering (Destroyer):
834  +1 move, and Veteran built, for Trireme and Sea units.
835- "Magellan's Expedition" 400, Obsolete by Nuclear Power (that increases
836  even more movement of sea units):
837  +1 move, and +50% chance to become veteran, for Sea units (No
838  triremes).
839- "Sun Tzu's War Academy" 300, Obsolete by Mobile Warfare:
840  Veteran built, cumulative to barracks, for Military Land units.
841
842- "Statue of Zeus" 200, Obsolete by Conscription (that enables wonder
843  with similar effect):
844  +1 Military Content, +1 free Shield per city for upkeep of units.
845- "King Richard's Crusade" 300, Obsolete by Communism (Police Station):
846  +1 Military Content, +2 free Gold per city for upkeep of units.
847- "Women's Suffrage" 600:
848  +1 Military Content. Summed to Police Stations effect. Under Democracy
849  it halves the unhappiness caused by Military units.
850
851- "Marco Polo's Embassy" 200, Obsolete by Democracy:
852  Embassy with all players.
853- "Eiffel Tower" 300:
854  +10 to AI love for the owner. Reduces the pollution caused by the
855  population in all your cities (-25%).
856- "Statue of Liberty" 400:
857  Disables Has_Senate effect. Any government available. No Anarchy
858  periods when government changes.
859- (#)"United Nations" 600:
860  +10 to AI love for the owner. Revolution_When_Unhappy and Has_Senate
861  for every nation.
862
863- "Great Wall" 300, Obsolete by Machine Tools (Artillery):
864  +50% Defense bonus against Land units in every city, and cities do not
865  lose population due to attacks.
866- "Leonardo's Workshop" 400, Obsolete by Combustion:
867  Upgrades one obsolete unit per game turn.
868- "Hoover Dam" 600, Requires Factory:
869  Gives to every Hydro Plant the same effect than Solar Plants
870  (-25% pollution).
871- (#)"Manhattan Project" 600:
872  Enables nuclear units for Every Nation.
873- (#)"Apollo Program" 600:
874  Enables space race for Every Nation. Makes entire map permanently
875  visible for the owner.
876
877Special "Cold War" effect: if Manhattan Project and United Nations were
878built, every nation with nuclear power receives the Has_Senate effect,
879until the Apollo Program is finished.
880
881
882THANKS:
883-------
884
885To every people who collaborated to create this wonderful Freeciv game.
886Specially to those who programmed the Ruleset modding capabilities and
887the AI capable to play with them.
888Original developer David Fernandez (Bardo).
889