The Freeciv Manual V. 0.2.1

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
archer1.gif armor1.gif (1550 bytes) artille1.gif (1550 bytes) battle1.gif (1708 bytes)
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
bomber1.gif (1397 bytes) cannon1.gif (2127 bytes) caravan1.gif (1969 bytes) carrier1.gif (1817 bytes)
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
catapul1.gif (2082 bytes) cavalry1.gif (1921 bytes) horsemen1.gif (949 bytes) chariot1.gif (2017 bytes)
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
cruisem.gif (949 bytes) cruiser1.gif (1422 bytes) destroyer1.gif (949 bytes) diploma1.gif (1712 bytes)
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
dragoon1.gif (949 bytes) explorer1.gif (949 bytes) fighter1.gif (1616 bytes) freight1.gif (949 bytes)
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
frigate1.gif (1935 bytes) galleon1.gif (949 bytes) ironcla1.gif (1982 bytes) knights1.gif (1938 bytes)
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
legion1.gif (1994 bytes) mechinf1.gif (1597 bytes) trireme1.gif (1634 bytes) muskete1.gif (2373 bytes)
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
nuclear1.gif (1281 bytes) partisan1.gif (949 bytes) phalanx1.gif (2397 bytes) pikemen1.gif (949 bytes)
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
rifleme1.gif (1828 bytes) transp1.gif bytes 1433) settler1.gif (1903 bytes) sub1.gif (1256 bytes)
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.


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