This manual is far from finished, so please if you have
the time to help, we will be more than glad to recive a mail from
you! Mail Martin
if you have the time, and wishes to get involved in this project.
Primary goal of this project is to make a good manual for
the server side of Freeciv, the things about the client should be
merged into the existing online help!
Server settings:
Q: What timeout should I set?
A: That depends upon the number of players. If there are
just two of you playing, you can usually get away with using timeout
0. If there are more than two, or if one of the two is going to be
away from his terminal at random intervals and you don't want to halt
play, a timeout of 60 seconds is usually sufficient. Later in the
game, however, as things get more complex, you may want to extend
the timeout to 240 seconds. In general, the more players you have,
the longer a timeout you will need. Feel free to set whatever
timeout seems comfortable, but remember that going above 300 will
tend to bother people.
Q: What size map should I use?
A: The map size depends upon how many players there are,
and how fast you want the game to end. The default map size (80x50)
is big enough for a fairly quick two player game, but will result in
a *very* fast game if any more than three people are participating.
Fast games tend to be frustrating for everyone but the winner,
as nobody has really had any time to develop any defense. If you
have more than three people playing, you should use an 80x80 map.
If you have five or more people, you probably want to consider one
that's 100x100.
Q: What is that "generator" option?
A: That alters the map generation process. If you play
freeciv a few times without this setting, you are sure to hear of
(or experience) the horrors of a tiny island. Tiny Island Syndrome
(TIS) is known to make people go insane. To fix this, our loving
and kind coders installed the generator option. When set to 1, it
does absolutely nothing. But when set to 2, and when the map is
80x50, it generates seven islands of equal size. This way, nobody
can whine about losing "on account of that damned island."
Q: Should I make the game easier by increasing the
starting gold?
A: If you are inexperienced, and are playing with
inexperienced people, probably no one will object to an increase in
the amount of gold they start with. This is, however, not a good
way to learn how to play. Starting out with lots of money makes
the game much easier, and makes it more difficult for you to learn
how to cope with the default amount. Most experienced players don't
increase this setting, and if they know how to cope with it and you
don't, you are going to go the way of Atlantis.
Note: The same thing applied to the "techlevel" and
"researchspeed" settings.
Q: What about those other settings?
A: The rest of them mainly have to do with what sort of
world will be generated and game mechanics. Increasing "specials"
gives you a high chance of resources/square, and huts determines
how many freebie huts there are. Increasing the amount of settlers
or explorers one starts with makes the game go faster, and allows
people to survive "those fscking barbarians" which sometimes live
in huts.
Increasing the rail**** determines how much more a square will
produce in food/trade/production with a railroad on it, and foodbox
determines how much food each person in a city has to have before a
new person can be added.
As for the rest, higher "mountains" means a more mountainous
map, higher "deserts" means more deserts, etc.
Technical Data:
Special thanks to Rudy Moore
Land Types
Type |
Extra |
Food,resource,trade |
Spec |
Move |
Defence |
Road |
Irrig, time |
Mine, time |
Arctic |
Seal pups |
0,0,0 |
2,0,0 |
2 |
10 |
3 |
None,0 |
None,0 |
Desert |
Oasis |
0,1,0 |
3,1,0 |
1 |
10 |
1 |
Desert,5 |
Desert,5 |
Forest |
Game |
1,2,0 |
3,2,0 |
2 |
15 |
3 |
Plains,5 |
None,0 |
Grassland |
Resources |
2,0,0 |
2,1,0 |
1 |
10 |
1 |
Grassland,5 |
Forest,10 |
Hills |
Coal |
1,0,0 |
1,2,0 |
2 |
20 |
3 |
Hills,10 |
Hills,10 |
Jungle |
Gems |
1,0,0 |
1,0,4 |
2 |
15 |
3 |
Grassland,15 |
Forest,15 |
Mountains |
Gold |
0,1,0 |
0,1,5 |
3 |
30 |
5 |
None,0 |
Mountains,10 |
Ocean |
Fish |
1,0,2 |
3,0,2 |
1 |
10 |
0 |
None,0 |
None,0 |
Plains |
Horses |
1,1,0 |
3,1,0 |
1 |
10 |
1 |
Plains,5 |
Forest,15 |
River |
Resources |
2,0,1 |
2,1,1 |
1 |
15 |
1 |
River,5 |
None,0 |
Swamp |
Oil |
1,0,0 |
1,4,0 |
2 |
15 |
3 |
Grassland,15 |
Forest,15 |
Tundra |
Game |
1,0,0 |
3,0,0 |
1 |
10 |
1 |
None,0 |
None,0 |
Production Units
Basic production units are as above with the following
modifictions.
These effects are done in this order. For example, pollution on
a square affects all the previously calculated modifications:
-
A city center always produces at least one shield.
-
Anything that can be mined will produce one extra
shield.
- Hills, in particular, if mined will produce three
extra shields.
-
Railroads increase shield production on a square by 50%
in the default configuration. This can be set by the
server to some other precentage...
-
King Richard's Crusade will add one shield to the total
production on every square in your city.
- An offshore platform adds one production unit to every
ocean tile.
- Despotism removes one shield from any tile that has more
than 2 shields.
- Pollution on a particular tile will divide its production
by half, rounded up.
After the number of shields is calculated, building bonuses
are added.
-
A Factory will add 50% more production capacity
-
A Manufacturing Plant (with a factory) will add 100% more
production capacity.
-
A power plant, hydroelectric plant, nuclear power plant or
the Hoover Dam will add another 50%
Trade
Trade tiles are as above with the following modifications.
These effects are done in this order.
-
A Road will had one Trade unit to Deserts, Grasslands or
Plains.
-
A Republic or Democracy will add one trade tile to every
square.
-
Monarchies and Communist countries also get this
bonus if they're celebrating. They celebrate if
they're larger then 5, and have more then half
their population happy and no one unhappy.
-
Railroads don't increase the trade production in the
default configuration. But this can be set by the server
to any percentage.
-
However, if the city has Superhighways, trade is
increased by 50% on all tiles that have Railroads.
-
Despotism will subtract one trade on any tile that already
has more than 2 trade.
-
Pollution on a particular tile will divide its trade by
half, rounded up.
Trade is broken up into Tax, Luxury and Science. Some buildings
affect these totals specifically - see the building chart for that
information.
Food
Food tiles are as above with the following modifications.
These effects are done in this order.
-
Irrigation adds one food unit to any type that can be
irrigated.
-
The city center always acts as if it's been
irrigated.
-
A Harbor will add one food unit to every ocean square in
the city.
-
Railroads don't increase the trade production in the default
configuration. But this can be set by the server to any
percentage.
-
A Supermarket increases food production for all irrigated
tiles by 50%.
-
Despotism will subtract one food unit from any tile that
already has more than 2 food.
-
Pollution on a particular tile will divide its food
production by half, rounded up.
In addition, people and certain units require food.
-
A worker requires two food units per turn.
-
Settlers and Engineers based out of a paricular city
require one unit of food per turn.
-
Under Communism, Republic and Democracy, they
require two units of food.
-
Your starting settlers don't tax any city for food.
-
If there isn't enough food being produced, the granery will
be used.
-
If the granery runs out, people and units die back
until they can be supported.
Units
|
|
|
|
Archers:
AT/DF/MV/$
3/2/1/*30
|
Armor:
AT/DF/MV/$
10/5/3/*80
|
Artillery:
AT/DF/MV/$
12/2/2/*60
|
Battleship:
AT/DF/MV/$
12/12/4/*160
|
|
|
|
|
Bomber:
AT/DF/MV/$
12/1/8/*120
|
Cannon:
AT/DF/MV/$
8/1/1/*40
|
Caravan:
AT/DF/MV/$
0/0/1/*50
|
Carrier:
AT/DF/MV/$
6/1/1/*160
|
|
|
|
|
Catapult:
AT/DF/MV/$
6/1/1/*40
|
Cavalry:
AT/DF/MV/$
8/3/2/*60
|
Horsemen:
AT/DF/MV/$
2/1/2/*20
|
Chariot:
AT/DF/MV/$
3/1/2/*40
|
|
|
|
|
Cruise Mis:
AT/DF/MV/$
20/0/12/*40
|
Cruiser:
AT/DF/MV/$
6/6/5/*80
|
Destroyer:
AT/DF/MV/$
4/4/6/*60
|
Diplomat:
AT/DF/MV/$
0/0/2/*30
|
|
|
|
|
Dragoons:
AT/DF/MV/$
6/2/2/*50
|
Explorer:
AT/DF/MV/$
0/1/1/*30
|
Fighter:
AT/DF/MV/$
1/0/30/*60
|
Freight:
AT/DF/MV/$
0/1/2/*50
|
|
|
|
|
Frigate:
AT/DF/MV/$
4/2/4/*40
|
Gallon:
AT/DF/MV/$
0/2/4/*40
|
Ironclad:
AT/DF/MV/$
4/4/4/*60
|
Knights:
AT/DF/MV/$
4/2/2/*40
|
|
|
|
|
Legion:
AT/DF/MV/$
4/2/1/*40
|
Mech. Inf:
AT/DF/MV/$
6/6/3/*50
|
Trireme:
AT/DF/MV/$
1/1/3/*40
|
Musketeers:
AT/DF/MV/$
3/3/1/*30
|
|
|
|
|
Nuclear:
AT/DF/MV/$
99/0/16/*160
|
Partisan:
AT/DF/MV/$
4/4/1/*50
|
Phalanx:
AT/DF/MV/$
1/2/1/*20
|
Pikemen:
AT/DF/MV/$
1/2/1/*20
|
|
|
|
|
Riflemen:
AT/DF/MV/$
5/4/1/*30
|
Transport:
AT/DF/MV/$
0/3/5/*50
|
Settlers:
AT/DF/MV/$
0/1/1/*40
|
Submarine:
AT/DF/MV/$
10/2/3/*50
|
Type |
Move |
Cost |
A/D/M |
Tech reqd |
Vis |
Carry |
HP |
Fire |
Obsoleted |
Fuel |
AEGIS Cruiser |
Sea |
100 |
8/8/15 |
Rocketry |
2 |
0 |
30 |
2 |
- |
0 |
Alpine Troops |
Land |
50 |
5/5/3 |
Tactics |
1 |
0 |
20 |
1 |
- |
0 |
Archers |
Land |
30 |
3/2/3 |
Warrior Code |
1 |
0 |
10 |
1 |
Musketeers |
0 |
Armor |
Land |
80 |
10/5/9 |
Mobile Warfare |
1 |
0 |
30 |
1 |
- |
0 |
Artillery |
Land |
50 |
10/1/6 |
Machine Tools |
1 |
0 |
20 |
2 |
Howitzer
|
0 |
Battleship |
Sea |
160 |
12/12/12 |
Automobile |
2 |
0 |
40 |
2 |
- |
0 |
Bomber |
Air |
120 |
12/1/24 |
Advanced Flight |
2 |
0 |
20 |
2 |
Stlth Bomber |
2 |
Cannon |
Land |
40 |
8/1/3 |
Metallurgy |
1 |
0 |
20 |
1 |
Artillery |
0 |
Caravan |
Land |
50 |
0/1/3 |
Trade |
1 |
0 |
10 |
1 |
Freight |
0 |
Caravel |
Sea |
40 |
2/1/9 |
Navigation |
1 |
3 |
10 |
1 |
Galleon |
0 |
Carrier |
Sea |
160 |
1/9/15 |
Advanced Flight |
2 |
8 |
40 |
2 |
- |
0 |
Catapult |
Land |
40 |
6/1/3 |
Mathematics |
1 |
0 |
10 |
1 |
Cannon |
0 |
Cavalry |
Land |
60 |
8/3/6 |
Tactics |
1 |
0 |
20 |
1 |
Armor |
0 |
Chariot |
Land |
30 |
3/1/6 |
The Wheel |
1 |
0 |
10 |
1 |
Knights |
0 |
Cruise Mis. |
Air |
60 |
18/0/36 |
Rocketry |
1 |
0 |
10 |
3 |
- |
1 |
Cruiser |
Sea |
80 |
6/6/15 |
Steel |
2 |
0 |
30 |
2 |
AEGIS Cruiser |
0 |
Crusaders |
Land |
40 |
5/1/6 |
Monotheism |
1 |
0 |
10 |
1 |
Dragoons |
0 |
Destroyer |
Sea |
60 |
4/4/18 |
Electricity |
1 |
0 |
30 |
1 |
- |
0 |
Diplomat |
Land |
30 |
0/0/6 |
Writing |
1 |
0 |
10 |
1 |
Spy |
0 |
Dragoons |
Land |
50 |
5/2/6 |
Leadership |
1 |
0 |
20 |
1 |
Cavalry |
0 |
Elephants |
Land |
40 |
4/1/6 |
Polytheism |
1 |
0 |
10 |
1 |
Crusaders |
0 |
Engineers |
Land |
40 |
0/2/6 |
Explosives |
1 |
0 |
20 |
1 |
- |
0 |
Explorer |
Land |
30 |
0/1/3 |
Seafaring |
1 |
0 |
10 |
1 |
Partisan |
0 |
Fighter |
Air |
60 |
4/3/30 |
Flight |
1 |
0 |
20 |
2 |
Stlth Fighter |
1 |
Freight |
Land |
50 |
0/1/6 |
The Corporation |
1 |
0 |
10 |
1 |
- |
0 |
Frigate |
Sea |
50 |
4/2/12 |
Magnetism |
1 |
2 |
20 |
1 |
Ironclad |
0 |
Galleon |
Sea |
40 |
0/2/12 |
Magnetism |
1 |
4 |
20 |
1 |
Transport |
0 |
Helicopter |
Heli |
100 |
10/3/18 |
Combined Arms |
1 |
0 |
20 |
2 |
- |
6 |
Horsemen |
Land |
20 |
2/1/6 |
Horseback Riding |
1 |
0 |
10 |
1 |
Knights |
0 |
Howitzer |
Land |
70 |
12/2/6 |
Robotics |
1 |
0 |
30 |
2 |
- |
0 |
Ironclad |
Sea |
60 |
4/4/12 |
Steam Engine |
1 |
0 |
30 |
1 |
Destroyer |
0 |
Knights |
Land |
40 |
4/2/6 |
Chivalry |
1 |
0 |
20 |
1 |
Dragoons |
0 |
Legion |
Land |
40 |
4/2/3 |
Iron Working |
1 |
0 |
10 |
1 |
Musketeers |
0 |
Marines |
Land |
60 |
8/5/3 |
Amphibious Warfare |
1 |
0 |
20 |
1 |
- |
0 |
Mech. Inf |
Land |
50 |
6/6/9 |
Labor Union |
1 |
0 |
30 |
1 |
- |
0 |
Musketeers |
Land |
30 |
3/3/3 |
Gunpowder |
1 |
0 |
20 |
1 |
Riflemen |
0 |
Nuclear |
Air |
160 |
99/0/48 |
Rocketry |
1 |
0 |
10 |
1 |
- |
1 |
Partisan |
Land |
50 |
4/4/3 |
Guerilla Warfare |
1 |
0 |
20 |
1 |
- |
0 |
Phalanx |
Land |
20 |
1/2/3 |
Bronze Working |
1 |
0 |
10 |
1 |
Pikemen |
0 |
Pikemen |
Land |
20 |
1/2/3 |
Feudalism |
1 |
0 |
10 |
1 |
Musketeers |
0 |
Riflemen |
Land |
40 |
5/4/3 |
Conscription |
1 |
0 |
20 |
1 |
- |
0 |
Settlers |
Land |
40 |
0/1/3 |
None |
1 |
0 |
10 |
1 |
Engineers |
0 |
Spy |
Land |
30 |
0/0/9 |
Espionage |
1 |
0 |
10 |
1 |
- |
0 |
Stlth Bomber |
Air |
160 |
14/5/24 |
Stealth |
2 |
0 |
20 |
2 |
- |
2 |
Stlth Fighter |
Air |
80 |
8/4/42 |
Stealth |
1 |
0 |
20 |
2 |
- |
1 |
Submarine |
Sea |
60 |
10/2/9 |
Combustion |
2 |
8 |
30 |
1 |
- |
0 |
Transport |
Sea |
50 |
0/3/15 |
Industrialization |
2 |
8 |
30 |
1 |
- |
0 |
Trireme |
Sea |
40 |
1/1/9 |
Map Making |
1 |
2 |
10 |
1 |
Caravel |
0 |
Warriors |
Land |
10 |
1/1/3 |
None |
1 |
0 |
10 |
1 |
Pikemen |
0 |
Other stuff:
Q: How do I get _____ tech?
A: As there is not yet a pretty GIF map of all the techs
for 1.7.x, it is sometimes hard to figure out what techs are
necessary for other techs. Look in common/tech.c. It shows a list
of all the techs, and what techs are necessary to get them.
Q: What kinds of military units are the most useful?
A:
- For Attack:
Tanks (armor), Helicopters, Cruise Missiles,
Battleships, Transports, and Nuclears.
- For Defense:
Tanks (armor), Mech Inf. Howitzers, Battleships,
Cruise Missiles, Nuclears.
Remember, the best defense is a strong offense.
|