| 
 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:
 
	 After the number of shields is calculated, building bonuses 
	are added.
	 	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.
	  
	 Trade
		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 tiles are as above with the following modifications. 
	These effects are done in this order.
	 
	 Trade is broken up into Tax, Luxury and Science. Some buildings
	affect these totals specifically - see the building chart for that 
	information.
		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.
	  Food
	 Food tiles are as above with the following modifications.
	These effects are done in this order.
	 
	 In addition, people and certain units require food.
		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. 
	  
	 
		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:
	 
	 Remember, the best defense is a strong offense.	For Attack:
		Tanks (armor), Helicopters, Cruise Missiles, 
		Battleships, Transports, and Nuclears.
	For Defense: 
		Tanks (armor), Mech Inf. Howitzers, Battleships,
		Cruise Missiles, Nuclears.
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