1---------------------------------------------------------------------- 2 Experimental Freeciv Ruleset 3---------------------------------------------------------------------- 4 5This ruleset tries to use the new features available in freeciv that 6are not yet in use in default rulesets. It is based on the classic ruleset. 7The changes can be extracted by 8 9#> diff -ur data/classic/ data/experimental/ 10 11If the changes in this ruleset result in a working game (especially with 12regard to the AI) they could be included in the default ruleset for next 13major release. 14 15If you change the experimental ruleset, please include a short comment in 16this file. 17 18 19 201. Changes compared to the classic ruleset 21 --------------------------------------- 22 23- Plagues are activated. Temples, Aqueducts, Sewer Systems reduce the 24 chance of plague in a city, as do the new Hospital and Genetic Laboratory 25 buildings. The effect of Aqueducts is reduced after Industrialization 26 is discovered. Building the wonder 'Cure for Cancer' further reduces 27 the possibility of plague for your entire empire. 28 29- The Genetic Laboratory increases the food output by 25% if the city 30 size exceeds 20. 31 32- Migration is activated and locked by the ruleset. Migration effects for 33 the different governments are defined; cities belonging to more 34 representative governments are more attractive for cross-border migration. 35 36- After The Corporation is researched, the upkeep for most modern military 37 units (Riflemen onwards) is changed from shields to gold, and cities 38 no longer maintain any such units for free, regardless of government. 39 Gold upkeep for units is tallied empire-wide (unlike buildings), and if 40 funds run out, random units are disbanded. 41 42- A new unit class Big Land is introduced, comprising all "siege" units 43 (Catapult, Cannon etc) and Freight. Units of this type are restricted 44 to flat terrain and cannot move into difficult terrain such as hills 45 and forest, unless roads are built; nor can they ride maglevs (they 46 ride the railroad instead). 47 Freight does not obsolete Caravan so player does not lose ability 48 to build units to establish traderoutes to remote cities. 49 50- Triremes can move on rivers (but later ships cannot). 51 52- Mech. Inf. can carry up to 3 missile units (including while they 53 themselves are being transported on a boat). 54 55- Workers and Engineers (but not Settlers) have their own veteran system. 56 Every turn when they do useful work, there is a small chance that they 57 will be promoted. They will never be promoted through combat. 58 The levels and their effect on terrain alteration speed are: 59 apprentice (1x) -> journeyman (1.25x) -> master (1.5x) 60 61- Activate variable city radii: 62 radius 1 (radius_sq = 2): start 63 radius 2 (radius_sq = 5): city size 3 64 radius 3 (radius_sq = 10): city size 10 + Railroad 65 radius 4 (radius_sq = 17): city size 30 + Railroad + Mass Transit + 66 Super Highway 67 The vision range of the city is adapted accordingly. 68 The city graphics from the tileset change with the city radius. 69 70- The number of build slots for units is increased at radius 3 and 4. 71 72- (Add and) Activate tech upkeep. Beyond a certain technology level, some 73 bulbs are required to maintain your civilization's existing knowledge, 74 and if not supplied, some techs may be lost. (However, technology is not 75 lost in this way during periods of Anarchy.) 76 77- Activate server setting 'foggedborders': your view of foreign borders is 78 not updated if you can't currently see the territory. 79 80- Activated 'techlost_recv' and 'techlost_donor': whenever technologies are 81 transferred between civilizations, there is a small chance that each of 82 the parties will forget the technology in question. 83 84- Most technologies have "root_req" requirements. This means that it is 85 not possible to acquire the technology by any means unless you already 86 possess its "root_req". 87 88- Citizens of the nationality city owner is in war with are extra unhappy. 89 Under most governments all such citizens, under Communism 90 and Republic one in every two citizens, and under Democracy one in 91 every three citizen is unhappy because of the war against their homeland. 92 93- Custom policy "Personal Freedom". You can trade off a science bonus 94 against extra unhappiness from your aggressive military units. 95 96- There's only three disaster types: Earthquake and Fire, which can both 97 destroy a building in a city, and Industrial Accident (with Mfg. Plant), 98 which causes pollution and population loss. 99 100- Each movement point is divided to 9 fragments instead of 3. IgTer, road, 101 and river moves costs have similarly changed to 3 fragments, so they are 102 still 1/3 (3/9) of a move. Movement along Railroad costs 1 fragment 103 (1/9 movement point), and infinite movement is provided by Maglev (but 104 not to Big Land units). You can build Maglevs alongside your Railroads 105 once you know Superconductors. 106 107- Partisan appearance does not depend on original builder of the city, 108 but number of citizen nationality. If at least 75% of the citizens are of 109 old owner's nationality, partisans can appear. 110 111- Paratroopers may paradrop to Transports on any oceanic tile. 112 113- Several achievements are enabled. 114 115- Some buildings accumulate culture. Cultural victory is enabled by 116 default (can be changed with 'victories' setting). 117 118- An explorer can establish an embassy to another player 119 120- Workers and Engineers can fortify 121 122- AI players get their traits randomly assigned from a limited range 123 124- Being part of a unit stack won't protect against spy actions. 125 126 1272. Use the new ruleset 128 ------------------- 129 130To play a game with the experimental rules, start the server with: 131 ./fcser -r data/experimental.serv 132or a single player game with 133 ./freeciv-gtk3 -r data/experimental.serv 134(and any other command-line arguments you normally use) 135 136Start the client normally. The client must be network-compatible 137(usually meaning the same or similar version) but otherwise nothing 138special is needed. 139 140Note that the Freeciv AI might not play as well with rules other 141than standard Freeciv. The AI is supposed to understand and 142utilize all sane rules variations, so please report any AI 143failures so that they can be fixed. 144