1----------------------------------------------------------------------
2                   Experimental Freeciv Ruleset
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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