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