5 The most important changes between major releases are shown below.
6 Not all changes are shown here. Those who are interested in seeing
7 the detailed changes should check the ChangeLog file.
10 MAJOR CHANGES FROM 2.5.x to 2.6.0
11 ---------------------------------
16 MAJOR CHANGES FROM 2.4.x to 2.5.0
17 ---------------------------------
19 (from <http://www.freeciv.org/wiki/NEWS-2.5.0>)
21 The main changes in Freeciv 2.5 are the inclusion of the 'civ2civ3'
22 ruleset, and much more flexibility for those creating their own
23 rulesets. The AI has also had some improvements.
25 As is usual for major releases, 2.5 clients cannot interoperate with
26 pre-2.5 servers, and vice versa. Pre-2.5 savegames can however be
27 loaded into 2.5, and in most cases, the supplied rulesets have not
28 changed so much as to make it difficult to complete a game started with
33 Changes affecting players (supplied rulesets)
35 A new ruleset civ2civ3 is included, an evolution of the civ2_3 ruleset
36 by David Fernandez (bardo). This has some elements from Civ3, and is
37 also designed to reduce the gap between inexperienced and optimal play,
38 and for the AI to play well. It is suitable for single-player and
39 multiplayer games. See doc/README.ruleset_civ2civ3 for more
40 information. GNAPATCH#3366
41 * This version of the ruleset is similar to previous versions but
42 does have some changes, including taking advantage of new
43 facilities in the game engine. civ2_3 games started in previous
44 versions of Freeciv cannot be continued with this version.
45 * This is planned to become the default ruleset in a future release.
46 The current default ruleset has been renamed to 'classic' and will
47 continue to be available. From now on the name 'default' will refer
48 to whatever ruleset the running version of Freeciv defaults to.
51 Rules changes affecting all or most rulesets:
52 * (not civ1/civ2) City tiles are no longer an exception to the rule
53 that the 'Bridge Building' technology is required to build roads
54 over rivers. Such cities no longer automatically get roads until
55 the technology is acquired. GNAPATCH#3007
56 * (not civ2/multiplayer) Cities suffer random disasters such as
57 population loss and building loss. A new server setting 'disasters'
58 controls their frequency, or disables them entirely.
59 * (not civ1/civ2) 'Barracks' buildings and 'Sun Tzu's War Academy'
60 are now cumulative: if you have both, new units are created at the
61 Hardened veteran level. GNAPATCH#3062
62 * In rulesets with nationality tracking (classic, experimental,
64 + Citizens now gradually convert to the nationality of the city
65 owner over time, at a ruleset-defined rate. GNAPATCH#2365
66 + Units now have their own nationality, which remains the same
67 even if they are bribed or captured. Settler units founding or
68 adding to cities add citizens of their own nationality.
69 GNAPATCH#3625 GNAPATCH#3635
70 * Changes to what happens if research points go negative (due to
71 transfer costs or tech upkeep):
72 + A new server setting 'techlossforgiveness' controls whether
73 technologies can be lost at all, and if so, how much debt
74 triggers tech loss. Previously this was controlled by the
75 ruleset; of the supplied rulesets, only the experimental
76 ruleset had this behavior. GNAPATCH#3193
77 + When technology is lost, half the bulb cost of the lost
78 technology is now added on to the current bulb balance (this
79 may not be sufficient to make it positive). The proportion is
80 controlled by the new server setting 'techlossrestore'. The
81 old behavior, where any bulb debt was completely cancelled,
82 can be restored by setting this to -1. GNA#21623
83 * When a freshwater terrain (lake) and an oceanic terrain type become
84 adjacent due to terrain change, the ocean now floods the whole
85 lake. GNAPATCH#3478 In rulesets which support it, transforming a
86 swamp bordering a lake now results in lake, not ocean. GNA#20043
87 * In games where 'startunits' includes a k)ing unit, such units are
88 also given to new players created as a result of civil war.
91 Rule changes to specific rulesets:
93 + The limit on trade routes now depends on what technology you
94 have. You start with 2 per city, and can add one more with
95 each of 'Magnetism' and 'The Corporation'.
96 + Tracking of citizen nationality is now enabled. See the help
97 for what this means. GNAPATCH#3624
99 + New road type 'Maglev', requiring 'Superconductors' and giving
100 unlimited movement to 'Land' units. Regular railroads now give
101 fast but limited movement (each tile takes 1/9 of a movement
102 point). GNAPATCH#3295 GNAPATCH#4008
103 + Citizens of your enemies in your own cities cause unhappiness,
104 with the amount depending on your government type.
106 + Partisan appearance now depends on how many of the conquered
107 city's citizens had the nationality of the defeated player,
108 rather than the original city owner. GNAPATCH#3762
109 + Paratroopers can now paradrop directly to a transport in the
111 + Most technologies now have 'root_req' requirements, preventing
112 acquisition of the technology by any means (such as trading)
113 unless some key earlier technology is known.
114 + By default, it is possible to sustain a small research point
115 debt without losing a technology. However, if a technology is
116 lost, the debt may not be completely cancelled.
117 * civ1 and civ2 (to improve their fidelity):
118 + Maximum number of trade routes per city reduced from 4 to 3.
119 + When a free tech is granted, it's now chosen randomly, rather
120 than being whatever the player was researching.
124 + Added 16 new playable nations to standard rulesets, bringing
126 + The set of 50 'core' nations introduced in 2.4 are now by
127 default the only nations that will appear in games. To play
128 with the full set of (possibly untranslated) nations, change
129 the nation set in the 'pick nation' dialog, or the server
130 'nationset' option. GNAPATCH#3448
131 + The pirate and barbarian flags be swapped, so that pirates now
132 have the Jolly Roger, as they should. GNA#22236
133 * In the classic and civ2civ3 rulesets, maps are now generated with
134 scenic tile labels on a few random tiles. These have no gameplay
135 effect. GNAPATCH#3147
136 * Minor changes to transport units:
137 + Units may now load onto and unload from transports that are
138 themselves inside another transport. GNA#22050 GNA#22190
139 + While there is still no way to choose which transport is used
140 if there are several on a tile, cargo units will now prefer
141 the transport with more move points. GNA#22189
142 * Goto / pathfinding:
143 + You can now set waypoints for groups of units starting on
144 different tiles. GNAPATCH#4418
145 + Improved route planning across 'pontoon bridges' (units
146 bridging water). GNA#21871
147 + Multiple units working on overlapping connect-with-road or
148 similar projects no longer interrupt each other's work.
151 Changes affecting other rulesets / modders
153 Ruleset authors can control much more of the game behavior. Existing
154 rulesets need changes to work with 2.5.
156 + Rulesets can now define new types of paths, replacing
157 hard-coded road, railroad, and river behavior. Up to 8
158 distinct road and/or river types can be defined. Many
159 previously hardcoded behaviors are now configurable.
161 + Granularity of movement points ('move_fragments') is now
162 specified by the ruleset, rather than being hardcoded at 1/3.
163 Move rate of 'IgTer' units is also configurable. GNAPATCH#3990
164 + The 'Relaxed' orthogonal move mode for rivers (now also
165 available for roads) no longer gives a movement bonus for
166 diagonal moves unless the path actually links the two tiles.
168 + Rulesets can allow units to paradrop directly onto transport
170 + Rulesets have more control over when units can enter and leave
171 'unreachable' transports (usually air transports). By default
172 cargo of such transports can no longer embark/disembark unless
173 in a city or a base native to the transport, but exceptions
174 can be made for individual units. GNAPATCH#3804
175 + The game now enforces that no transport unit may contain a
176 unit which could transport it, and that units can be nested no
177 more than six deep, even if the ruleset would allow these
178 situations. This may simplify defining complex transport
179 relations in rulesets without defining many unit classes.
181 (Some versions of 2.4.x had attempts to enforce this, but they
182 merely caused error messages rather than preventing the
183 situation from occurring.)
184 * Terrain and alterations
185 + More flexible bases:
186 o Rulesets can now define bases which are allowed on city
187 tiles, or automatically added to cities. GNA#3826
188 o Ability and time to build bases can now be
189 terrain-dependent. GNAPATCH#3152
190 o Owned bases can now display their owner's flag.
192 + Rulesets can now change when any of the built-in terrain
193 alterations and transformations can be performed by units (in
194 2.4, it was only possible to affect irrigation). The full set
196 o Irrig_Possible: is building irrigation possible?
197 o Mining_Possible: is building a mine possible?
198 o Irrig_TF_Possible: is changing terrain type with
199 "irrigation" action possible?
200 o Mining_TF_Possible: is changing terrain type with "mine"
202 o Transform_Possible: is "transform" action possible?
203 + Terrains can now be marked with the 'NotGenerated' flag, so
204 that the map generator will not use them (for use in
205 scenarios, etc). GNAPATCH#4158
207 + The unit 'convert' action is no longer instant; it takes a
208 ruleset-defined time (at least one turn) for suitable units to
209 convert into another type. GNAPATCH#3110
210 + The 'Veteran_Build' effect (used for 'Barracks', etc) can now
211 cause units to gain multiple veteran levels. GNAPATCH#3062
212 + Rulesets are now permitted to contain no city-founding units.
215 + Added a general framework for combat value modification based
216 on unit type. The old hardcoded 'AEGIS', 'AirUnit', 'Horse',
217 'Pikemen', 'Helicopter', and 'Fighter' flags are gone; it's
218 now possible to add similar bonuses with different numeric
219 values, and more of them. GNAPATCH#3548
220 + Whether conquering units reduce city population is now defined
221 by the ruleset, per unit class ('KillCitizen'). GNAPATCH#3613
222 + Units defending while on non-native terrain (that is, ships in
223 harbor) can have a defense penalty applied in this situation,
224 via the unit class flag 'non_native_def_pct'. (This is
225 distinct from the existing 'BadCityDefender' unit flag, which
226 affects firepower.) GNA#20544
227 + Sea units' ability to attack neighbouring land is generalised
228 as ability to attack non-native terrain, and controllable at
229 unit class and type level ('AttackNonNative' and
230 'Only_Native_Attack' respectively). GNAPATCH#3264
231 + Sea units' attack from harbor is generalised as unit class
232 ability to attack from city or transport in non-native terrain
233 ('AttFromNonNative'). GNA#3333
235 + Cities can suffer ruleset-defined random disasters, whose
236 effects can be mediated by the requirements system, and whose
237 effects can be implemented by Lua script.
238 + The limit on trade routes per city can now vary during
239 gameplay (up to a maximum of 5). GNAPATCH#3178 Bonuses,
240 ability to establish based on whether route is international
241 and/or intercontinental, and what happens if a trade route
242 becomes invalid are all now ruleset configurable.
244 + As well as the changes to nationality listed in the gameplay
246 o Rulesets can use the "Nationality" requirement in effects
247 to test whether cities contain citizens of a specific
248 nationality. GNAPATCH#3623
249 o Rulesets can control whether and how much enemy citizens
250 cause unhappiness with the "Enemy_Citizen_Unhappy_Pct"
251 effect. GNAPATCH#3684
252 o Rulesets can choose whether partisan appearance depends
253 on the original city owner or the current nationality of
254 the citizens, and if so what proportion is required for
255 partisans. GNAPATCH#3762
256 + The 'Inspire_Partisans' effect can now depend on properties of
257 a specific city, not just player-wide requirements.
259 + Specialists can now define a fallback graphics tag, so that
260 rulesets with custom specialists can be played without tileset
261 support. GNAPATCH#4239
262 + The image to display for a city (City_Image) is now calculated
263 on the server side, allowing ruleset authors to use
264 requirements for it that the client may not have reliable
266 + The way city size is converted into a (cosmetic) population
267 number is now more configurable. GNAPATCH#3406
269 + New effect 'Not_Tech_Source' prevents players from having
270 technology stolen from them. GNAPATCH#3546
271 + When a player gets a free technology, the method used to
272 choose it is defined in the ruleset in 'free_tech_method'.
273 Instead of the previous behavior of giving the player their
274 currently researched technology, the ruleset can now specify
275 the cheapest or a random technology. GNAPATCH#3552
277 + New tech_upkeep_style 'Cities', where tech upkeep scales with
279 + A player will no longer lose a technology (due to tech upkeep,
280 etc) if it's a root_req for another technology the player
282 + The ruleset can request that technology help be popped up in
283 the client when a new technology is acquired, via
284 'popup_tech_help'. (This can be overridden by the user.)
287 + Nations can have an associated color; if the server setting
288 'plrcolormode' is set to the new value 'NATION_ORDER',
289 players' colors will take this color. GNAPATCH#3443
290 + Rulesets can now define playable subsets of their nations
291 ('nation sets'), one of which can be picked by players during
292 game setup. This could be used for instance to define a number
293 of different balanced sets of nations which have unique
294 traits, perhaps tailored to different numbers of players.
296 + The list of supplied nations has been split out to a new
297 'nationlist.ruleset', so that rulesets can use these nations
298 while changing other aspects of 'nations.ruleset'.
299 nationlist.ruleset has its own lists of governments, terrains,
300 etc, so that it can be used by rulesets that are slightly
301 different without errors.
302 * Effects and requirements
303 + 'Resource' added as requirement to effects system.
305 + City effects can now depend on the presence of terrain with
306 certain properties within the city's workable radius, by
307 specifying 'Terrain', 'Resource', etc with 'City' range.
309 + City effects can now place requirements on the city's own
311 + Expanded the ability to group ruleset objects into sets for
312 requirement purposes with custom flags:
313 o Terrains and technologies now have custom flags, as well
314 as units, enabling limited disjunctive ("or") requirement
315 definitions for these types. GNAPATCH#3487 GNAPATCH#4074
316 o Requirements can test these flags. GNAPATCH#3395
318 o User flags now have ruleset-defined help text.
319 o The maximum number of user flags for unit types has
320 increased from 4 to 16 (as these are used for the combat
321 bonuses framework). GNAPATCH#3393
322 + For boolean effects, negative values are now evaluated as
323 'false', to ease ruleset development. GNAPATCH#3396
325 + Updated scripting engine to Lua 5.2. GNAPATCH#3230
326 + Scripts can now set tile labels. GNAPATCH#3136
327 + Scripts can now run on a new 'map_generated' signal.
330 + It's now possible to have multiple centers of government for
331 the purposes of calculating waste and corruption, through the
332 'Gov_Center' effect. The distance to the nearest determines
334 + When a 'GameLoss' unit is killed, instead of the player's
335 assets (units, cities, etc) just disappearing, the ruleset can
336 cause some of them to be transferred to the conqueror,
337 barbarians, and/or a new AI player ('gameloss_style').
339 + Rulesets can specify a minimum area native to starting units
340 that start positions must have ('min_start_native_area').
342 + Rulesets can completely disable civil war
343 ('civil_war_enabled'). GNAPATCH#3818
344 + Technologies with the 'Claim_Ocean' flag lift the normal
345 restrictions on borders claiming ocean tiles. GNAPATCH#3355
346 + The ruleset can define a 'preferred_soundset' which will be
347 suggested to clients. (Only Gtk2/3 clients can ask the user;
348 with other clients the user has to have enabled auto-accept
349 for this to take effect.) GNAPATCH#3226
351 Tileset authors have a few new facilites. Existing tilesets need
352 changes to work with 2.5 at all.
353 * When a unit is building a base or road, tilesets can now display an
354 icon specific to that base/road. GNAPATCH#3305
355 * The layer that darkness is drawn at is now configurable
356 ('darkness_layer'). GNAPATCH#4461
357 * Tilesets can now supply icons for unit upkeep greater than 2 to be
358 displayed in the city dialog. GNAPATCH#3824
359 * In the supplied tilesets, government and specialist icons have been
360 split to separate files, so custom tilesets can replace them while
361 continuing to use other graphics from the standard small.spec.
362 GNAPATCH#4076 GNAPATCH#4422
364 Scenario creators have a couple of new features available. (Scenarios
365 created with previous versions should continue to work in 2.5.)
366 * Most of the supplied rulesets now include an 'Inaccessible' terrain
367 type, for use by scenario authors to shape the map area. See the
368 France scenario for an example of its use. GNAPATCH#4159
370 * Scenarios can now restrict the set of available nations (to those
371 with start positions). GNA#21268
373 Changes affecting server operators
375 * 'killstack', which controls whether all units on a tile die
376 simultaneously, is now a server setting (previously it was
377 controlled by the ruleset). GNA#18698
378 * 'killcitizen' is now a boolean setting rather than a bitfield;
379 which units reduce city population is now controlled by the
380 ruleset. GNAPATCH#3613
381 * A new server setting 'startcity' causes players to start with their
382 first city already founded. GNAPATCH#3495
383 * Two new values for the 'diplomacy' setting: "NOAI" which allows
384 diplomacy except between AIs, and "NOMIXED" which only prevents
385 human/AI diplomacy. GNAPATCH#4213
386 * Failure to load a ruleset no longer causes the server to quit; it
387 now reverts to the previously loaded ruleset, or failing that the
388 default ruleset. GNAPATCH#1449
389 * There's no longer support for attempting to save games in formats
390 that might be compatible with previous major releases of Freeciv.
391 The 'saveversion' server option has been removed. GNAPATCH#3188
393 * The server no longer sets the socket option SO_REUSEADDR on its
394 listening socket. This may fix some issues with clients connecting
395 to the wrong server, particularly, on Windows. GNA#21583
396 * The default database backend has changed from MySQL to SQLite.
401 There have been some improvements to the standard AI's behavior:
403 + The AI should more correctly account for travel time when
404 assessing danger to cities from enemy units; previously it
405 treated them as its own, which could be wrong for ZoC,
406 restrictinfra etc. GNAPATCH#3729
407 + Autosettlers are smarter about spotting danger: GNAPATCH#3854
408 o Sea and air units are now considered threats, not just
410 o Military units which can't attack are no longer
412 + Cities are less prone to building walls before defending
414 + The AI now considers non-land units that can conquer cities
415 (such as Helicopters) a threat to continents it controls.
418 + Some fixes to AI's handling of boats as transports.
419 * Terrain improvement
420 + The AI and autosettlers' relative weightings have been tweaked
421 to give slightly better behavior with typical rulesets. In
422 particular, production is now valued less compared to other
423 outputs. GNAPATCH#3692
424 + The AI and autosettlers can now decide to build bases, if they
425 provide any direct output bonus to a nearby city, or enable
426 another base which does so. GNAPATCH#3341 GNAPATCH#3833
428 + When the AI is on a war footing, it now prefers diverting
429 taxes to science rather than luxury. GNA#21640
430 + The AI now considers keeping units in cities for their martial
431 law effect, although it will not yet build units specially for
433 + The AI values coinage less, to balance it compared to
434 gold-producing buildings. GNA#21796
435 + The AI may now create trade routes between continents.
438 + The AI may now consider more combat bonuses when deciding what
439 technology to research. For instance, it may now work harder
440 towards AEGIS Cruiser when defending against air units.
441 GNAPATCH#3555 GNAPATCH#3563
442 + The AI no longer chases technologies to gain units that are
443 already obsolete. GNAPATCH#4013
444 + The AI no longer remembers its past desire for long-obsolete
445 technologies indefinitely. GNA#22260
447 + In rulesets which support ocean cities, the AI now considers
448 building them. GNAPATCH#3533
449 + The AI no longer builds sea-only worker units if the ruleset
450 has them. This is a temporary solution to a previous issue
451 where AI would build only sea worker units when they became
452 available, and not land ones. GNAPATCH#4610
454 AI behavior is also now somewhat more configurable by rulesets:
455 * The new traits framework allows AI behavior to be parameterised
456 (current traits are Expansionist/Trader/Aggressive). Traits can be
457 set in ruleset (overall or in specific nation description), or by
458 Lua script. GNAPATCH#3001
459 * 'Cheating' level AI no longer intrinsically ignores tax rate
460 limitations. This is instead left up to the ruleset. The supplied
461 rulesets give cheating AIs this bonus, so there no functional
464 The following changes are only relevant to AI developers:
465 * 'Default' AI logic, which was previously tied to the 'classic' AI
466 type, can now be used selectively by custom AI modules, each with
467 their own instance data.
468 * The default AI type can be chosen at configure time. GNAPATCH#3666
469 * Some progress has been made on the 'threaded' AI variant. It is now
470 functional, but does not yet offer much advantage over the
471 'classic' AI. The only difference is that cities can make specific
472 requests of worker units. The 'threaded' AI is not included in
477 * The city map size in the city dialog now adapts to the ruleset.
478 This means that the city dialog in the SDL client is no longer
479 unusably small with the classic and similar rulesets. GNAPATCH#4389
480 * The client now only lists scenarios for "Start Scenario Game";
481 previously it could include ordinary save files that happened to be
482 on the scenario path. GNA#22209
483 * Client options to control whether tileset and soundset suggestions
484 made by the ruleset are automatically accepted. This allows clients
485 other than the Gtk clients to make use of these suggestions.
486 GNAPATCH#3599 GNAPATCH#3605
487 * (Gtk) The pregame nation selection dialog has been rewritten,
488 fixing many small bugs. GNAPATCH#4347
489 * (Gtk) The client can now optionally pop up help for a new
490 technology when it's acquired. GNAPATCH#3608
491 * It's now possible to play a game in the Qt client, although many
492 features are still missing, so it's not yet a recommended client. A
493 Qt version of the modpack installer is also available.
497 * The modpack installer now keeps track of versions of packages it
498 has previously installed. (It does not track changes made
499 manually.) GNAPATCH#3163
500 * A command-line tool for downloading modpacks, freeciv-mp-cli, has
501 been created for use on headless servers. GNAPATCH#4436
502 * The modpack installer can be built into multiple GUI flavored
503 executables simultaneously. As a result, the executables have been
505 * Modpacks can now have descriptions GNAPATCH#3645 and a 'subtype'
506 field (e.g. to distinguish iso/hex tilesets) GNAPATCH#4394.
510 * The icons for entertainers, scientists, and tax collectors now have
511 both male and female versions. GNAPATCH#4506
512 * The base building icons in Amplio2 are now small versions of the
513 bases themselves. GNAPATCH#4059
514 * Improve colors for global warming / nuclear winter progress
515 indicators. GNAPATCH#4827
516 * Made a few specialist icons available for custom rulesets (worker,
517 farmer, merchant). These are not used in the supplied rulesets.
522 * Updated French, Polish, Catalan, Russian, Korean, Scottish Gaelic,
523 British English, traditional Chinese, and Spanish localizations.
527 * A real thread implementation is now a hard requirement.
529 * The SDL client now requires SDL_gfx and SDL_ttf libraries. Copies
530 are no longer included with the Freeciv source. GNAPATCH#4088
532 * Clients other than the SDL client can now be built against
533 SDL2_mixer. GNAPATCH#4189
535 See doc/README.packaging for more information.
538 MAJOR CHANGES FROM 2.3.x to 2.4.0
539 ---------------------------------
541 (from <http://www.freeciv.org/wiki/NEWS-2.4.0>)
543 As is usual for major releases, 2.4 clients cannot interoperate with
544 pre-2.4 servers, and vice versa. Pre-2.4 savegames can however be
545 loaded into 2.4, and in most cases, the supplied rulesets have not
546 changed so much as to make it difficult to complete a game started with
553 * The maximum theoretical map size has increased from 128,000 to
554 2,048,000 tiles; the maximum linear map dimension has increased
555 from 512 to 32,768. GNA#18087
556 * If map generation fails (for instance the common failure to
557 allocate start positions), it is now retried with a different
558 random seed. GNAPATCH#2402
559 * A couple of new server settings have been added to customise
561 + 'revealmap' allows the map to be shown to all players at game
562 start, or to dead players. GNAPATCH#2379
563 + 'first_timeout' allows the first turn to have a different
564 timeout from subsequent turns. GNAPATCH#1967
568 * Player authentication has been revamped. Database access is now
569 mediated by a Lua script that can be customised by server
570 operators, and uses Luasql, enabling a variety of backends: MySQL
571 (the only backend supported previously), SQLite, and PostgreSQL.
572 See doc/README.fcdb for details. GNA#13643
573 + Support is included 'out of the box' for SQLite and MySQL
574 databases. SQLite uses a simple file as a database, and is
575 recommended as being entirely adequate for Freeciv
576 authentication and much less hassle to set up than MySQL.
577 + The Windows packages include SQLite support, so for the first
578 time, it's possible to use player authentication on Windows
579 without building the server yourself.
580 * The server now supports a 'delegation' feature similar to that in
581 Longturn, where one user can nominate another to temporarily take
582 over control of the game. This is controlled by the '/delegate'
583 server command. GNAPATCH#2121
584 * There is a new "map image" feature to save an overview map as an
585 image. This is a much expanded version of the previous --Ppm server
586 feature, which has been removed. Compared to --Ppm, the new feature
587 can distinguish units, cities, borders, terrain colors, hex tiles,
588 and more. Saving images can be triggered automatically (turn-based)
589 on the server, or on demand on the server or client. See the
590 '/mapimg' server command. GNAPATCH#1391
591 + A series of these images can be assembled into an animation to
592 replay the progress of the game. A shell script 'mapimg2anim'
593 is provided to help with this.
594 + PNG/GIF/JPEG output is only available if built against the
595 ImageMagick library; this is included in the Windows packages
597 * Player colors are now assigned centrally, and can be changed with
598 the '/playercolor' server command. There is a new server setting
599 'plrcolormode' that controls how colors are assigned, including a
600 mode where all players on a team have the same color. GNAPATCH#2062
601 + The set of default player colors in the supplied rulesets has
602 been reworked to enhance visibility of borders against
603 terrain, etc. GNA#19778
604 * The colors used to represent different terrain types on the minimap
605 have been reworked. GNAPATCH#2069
606 * The 'autosaves' setting gives finer control over when savegames are
607 generated. GNAPATCH#2536
608 + To disable autosaves entirely, instead of '/set saveturns 0',
609 it's now necessary to use a command like '/set autosaves ""'.
610 * The scripts 'ser' and 'civ' have been renamed to 'fcser' and
611 'fcgui' respectively. GNAPATCH#2830
612 * A Lua script can be read from a file with the '/lua file' command.
613 Direct Lua input is now via the '/lua cmd' command. GNAPATCH#2338
615 * New server option --Bind-meta to control which network interface
616 the metaserver connection is made from. GNA#14106
617 * The server can be built with support for .xz (LZMA) compression for
618 saved games, etc. See the 'compresstype' option. GNAPATCH#1810
619 * The freeciv-modpack utility supports more modpack types, more
620 options (see --help), and uses the Curl library for network access
621 so should be more robust.
622 * (as of beta2) The ranklog format has changed; it now includes
623 individual players' scores, and can be parsed more unambiguously.
628 * There is a new client, freeciv-gtk3, based on version 3 of the Gtk+
629 toolkit. This is fully playable and has largely identical UI and
630 functionality to freeciv-gtk2. Currently it is experimental;
631 however, it is expected that it will become the default client in
632 the next major release.
633 + The first time you run this client, it will copy any Gtk2
634 client settings you have set. Thereafter, Gtk2 and Gtk3
635 settings will remain separate.
636 + Known issue in beta1/beta2: when compiled against some
637 versions of Gtk3, there are assertion failures and crashes
638 associated with the unit selection dialog. This is believed
639 due to a Gtk bug (671939); however, it's been worked around in
640 the Freeciv code as of RC1. GNA#19846
641 * (In the code there is also the start of a Qt client. However, at
642 this point it is just a stub and is unlikely to be of interest.
643 Development will continue in 2.5.)
644 * A server spawned by the client now only listens on the local
645 network interface, so clients on other machines cannot connect to
646 it. This improves security for single-player games, but means that
647 a multiplayer game can no longer be hosted by the client; you must
648 start a separate server instead (see the FAQ). GNA#18530
649 * It's now possible to display a map overlay indicating which tiles
650 the currently selected unit can enter ("native" tiles), with the
651 Shift-Ctrl-N keyboard shortcut. GNA#13620
652 * The research speed in bulbs per turn is now available with other
653 research information from popups/tooltips on the main window.
655 * For rulesets where different nations have unique gameplay
656 attributes (different initial governments, techs, units, or
657 buildings), this information is now available when picking a nation
658 in the pregame, and in the online help. GNAPATCH#3066
659 * The client now displays the current stable version of Freeciv and
660 whether that's newer than the running version (this information
661 comes from the metaserver). GNAPATCH#2735
662 * (Gtk) The client now has a Lua scripting console. GNAPATCH#2515
663 + This is currently something of a proof of concept rather than
664 a finished feature, as a comprehensive API suitable for the
665 client-side has not been provided. Notably, there are not yet
666 any signals from which client-side scripts can be triggered.
667 + However, client scripts do have access to the client's view of
668 most of the same game data that server-side ruleset scripts do
669 (map, units, cities etc); see the Lua reference manual. This
670 should be sufficient for some useful work. For example, it
671 should in principle be possible to implement an on-demand
672 optimal trade route calculator with these facilities (although
674 * (Gtk) The unit selection dialog has been revamped to allow browsing
675 and selecting units by combinations of location and activity,
676 anywhere in the world. GNA#17236
677 * (Gtk) A bribe cost is now shown in the popup for units (for enemy
678 units, this is estimated). GNA#17489
682 * The orientation of units is now tracked, so tilesets can provide
683 different graphics for different unit orientations. GNAPATCH#2719
684 + A tileset making use of this, Cimpletoon, is included. It is
685 based on Amplio2 but has a full set of oriented unit sprites
686 for the default ruleset. GNAPATCH#2739
687 + Known issue in beta1: Cimpletoon did not have sprites for all
688 Fundamentalist units (it lacked Elephants and Crusaders), so
689 for rulesets with these units, it would use fallback sprites
690 (Chariot and Knights respectively). As of beta2, the tileset
691 is complete. GNA#19998
695 Changes affecting supplied rulesets
698 + The number of playable nations has increased from 385 to 539.
699 + Out of these, a subset of 50 "core" nations has been defined,
700 based mostly on nations that have appeared in the Civilization
701 series of games. For localised versions of Freeciv, these
702 nations are more likely to be translated than the remainder.
703 Players are initially presented with the core set, and it will
704 be used for random nation selection if no nations are
705 specifically selected; but players can still select nations
706 outside the core set, and if some do, then the full range of
707 supplied nations will be used for random selection of
708 remaining players. GNAPATCH#3449 GNAPATCH#3432
709 + The civ1 and civ2 rulesets now have their own separate nation
710 sets, more closely matching the original games. GNAPATCH#2243
711 * City center tiles now lose their automatic irrigation bonus if a
712 mine is built on them, since mines and irrigation cannot coexist on
714 + Similarly, in the supplied rulesets, cities on a tile with a
715 mine can no longer get a farmland bonus.
716 * The effect of veterancy on the cost of bribing a unit now depends
717 on veteran bonuses, not numeric veteran level; bribe costs for
718 veteran units have thus changed. GNA#19253
719 * When the 'barbarians' server setting is disabled, huts no longer
721 * When migration is enabled, citizens now consider the risk of plague
722 when deciding whether to migrate. GNA#17740
723 * In rulesets without tech upkeep enabled, if the bulb count goes
724 negative (for instance due to 'conquercost'), technologies are no
725 longer lost. This restores the behavior of previous versions of
727 * Diplomats and Spies now have special names for their veteran
728 levels, but behavior is unchanged from 2.3. GNA#19850
729 * In the default, multiplayer, and experimental rulesets, years are
730 displayed with CE/BCE rather than BC/AD notation. GNA#15090
731 * (as of beta2) The default map topology for new games has been
732 changed to isometric, to match the default Amplio2 tileset.
734 * (as of beta2) In the 'multiplayer' ruleset, the ability to build
735 buoys has been removed, as they do not work well with national
736 borders disabled (the default for this ruleset). It is expected
737 that they'll be re-enabled in a future major release. GNAPATCH#3541
738 * Changes to the 'experimental' ruleset:
739 + Citizen nationality is enabled; see below.
740 + Workers and Engineers can now gain veteran levels by working
741 the land; this in turn allows them to work faster.
742 GNAPATCH#2370 GNA#19818
743 + A Mech. Inf. unit can now carry up to three Missile units.
745 + Galleons can now carry Big Land units, and Frigates no longer
746 can. Old savegames are handled gracefully. GNAPATCH#2643
748 Changes and new features for rulesets/modpacks/scenarios
750 * New feature: optionally, the nationality of citizens can be
751 tracked. For instance, when you conquer a city, its citizens retain
752 their original nationality. Currently this affects the cost of
753 inciting cities and the chance of migration (if enabled); more
754 effects are planned for future versions. GNAPATCH#2265
755 * The veteran system has been reworked:
756 + Per-unit veteran levels have been generalised; all veteran
757 properties can now be set on a per-unit basis; previously, the
758 chances of moving between levels could not. This means that
759 different units can now usefully have different numbers of
760 veteran levels for the first time. GNAPATCH#2346
761 + Diplomatic combat and spy mission survival chances are now
762 derived directly from the 'power_fact' property of the veteran
763 level, rather than being based purely on the numeric veteran
765 + As noted above, the effect of veterancy on unit bribe costs
767 + The maximum number of veteran levels has doubled from 10 to
769 + Units with only a single veteran level, or which can't become
770 veteran, now do not have a veteran level displayed.
771 + Information about veteran levels is now included in the
772 on-line help. GNA#19851
773 * Recursive transports are now supported (up to a depth of 5).
775 * Two new tech_cost_styles: 3 with a new formula (early techs
776 slightly easier, later techs much harder), and 4 which is similar
777 to 2 (read from ruleset) but with the gaps filled with the new
778 formula. GNAPATCH#2396
779 * A new effect 'Irrig_Possible' and requirement range 'CAdjacent'
780 (cardinally adjacent) have been added. The requirement for oceans
781 or rivers for irrigation is thus no longer hardcoded and can be
782 modified. GNAPATCH#2450
783 * The 'CityTile' requirement now supports 'Adjacent' and 'CAdjacent'
784 ranges, so effects can be triggered for tiles next to a city.
786 * 'Surviving' requirements for wonders are now supported at Player
787 range as well as at World range. GNA#17463
788 * In ruleset definitions, specifying 'move_type' for a unit is now
789 optional; if not specified it will be inferred from the native
790 terrains/specials of the unit. GNA#13630 GNAPATCH#2991
791 * A ruleset can now specify a 'default_government' for all its
792 nations in nations.ruleset, rather than each nation being required
793 to specify its initial government individually. GNAPATCH#3031
794 + The supplied nations no longer include
795 init_government="Despotism", so they can be used in rulesets
796 which require a different initial government. GNAPATCH#3032
797 * The image used for a city in the client is now set by the effects
798 system (effect 'City_Image'), so it's no longer constrained to be a
799 simple function of city size. GNA#17110
800 + The experimental ruleset uses this to align city graphics with
802 * Tile labels are supported. These are text labels that are displayed
803 by all clients when they display a particular map tile. They can be
804 added to scenarios in the editor. GNAPATCH#2408
805 * The colors used for players, and for terrains on the minimap and
806 map images, are now specified by the ruleset on the server side,
807 rather than the tileset on the client side. GNAPATCH#2060
809 * In rulesets with tech_leakage enabled, dead players are no longer
810 taken into account in the calculation; so you cannot gain from
811 their knowledge, but equally a dead, ignorant player no longer
812 pushes up research costs. GNAPATCH#2956
813 * The behavior where the senate of representative governments is
814 bypassed has moved from the Any_Government to the No_Anarchy
816 * The 'min_dist_bw_cities' ruleset item has been retired; use the
817 'citymindist' option instead. GNAPATCH#2537
818 * Many changes to ruleset Lua scripting -- for full details see the
819 Lua reference manual. These are all backward compatible.
821 + Script-triggered climate change (GNAPATCH#2624) and civil war
823 + Scripts can now move existing units.
824 + A script can test whether tiles have a particular base.
826 + Script facilities for reading and manipulating unit
827 orientation. GNAPATCH#2823 GNAPATCH#2836
828 + Scripts can now read server settings. GNAPATCH#2955
829 * (as of beta2) An internal 64kbyte limit on string length has been
830 removed. Among other things, this allows longer Lua scripts in
835 * (as of beta2) The city governor logic has been reworked, fixing
836 various issues such as unexpected tax collectors in cities with
837 many buildings, and a need to set minimal gold surplus to a lower
838 target than expected. GNAPATCH#3620
839 * (as of beta2) The AI's workers/settlers, and human players'
840 autosettlers, will now automatically stop what they are doing and
841 go elsewhere if threatened by an enemy unit and there is no
842 defender on their tile. (Currently only threats from land units are
843 considered.) GNAPATCH#3384
844 * (as of beta2) Improvements to AI settler management:
845 + The AI now considers worker units' food consumption (e.g.
846 Settlers) to be less of a factor when deciding whether to
847 build such units, to encourage it to do so. GNAPATCH#3693
848 + Fix poor handling of rulesets containing boats which can only
849 carry a single unit. Previously, the AI would generate
850 settlers with the intention of sending them out on such boats,
851 but then refuse to do so due to lack of room for a bodyguard,
852 regardless of whether one was needed, often hurting expansion
853 and leaving useless settlers. Now it only insists on room for
854 a bodyguard if one is actually needed. GNA#19815
855 * Improvements to AI city defense:
856 + (as of beta2) Reduced the tendency of AI city defenders to be
857 lured out of their city by nearby targets even in the presence
858 of threats. GNA#20504
859 + (as of beta2) Cities in grave danger of invasion with no
860 defending units were tending to build City Walls, uselessly.
861 They will now prioritise acquiring a defender. GNA#20559
862 + (as of RC1) Reduced the weighting of the AI's assessment of
863 defence strength, so that it defends its own cities more
864 convincingly. (part of GNAPATCH#3960)
865 + (as of RC1) The AI now tends to keep a unit constantly
866 defending each of its cities even in the absence of an obvious
867 threat, rather than relying on being able to acquire one when
868 a threat appears. GNAPATCH#3958
869 * (as of beta2) Improvements to AI caravan management:
870 + Caravans in transit are now taken into account when a city is
871 deciding whether to build more caravans. Previously, a city
872 could end up building endless caravans if existing ones did
873 not complete their trade route. GNAPATCH#3529
874 * (as of RC1) The AI's new weighting of defence strength assessment
875 means that it is less fearful of its enemy's defenders when
876 attacking their cities. (part of GNAPATCH#3960)
877 * The AI's management of its tax rates has been reworked to be more
878 sophisticated; notably, it now takes tech upkeep into account. It
879 also considers tech upkeep when determining the value of a tech.
881 * AI planning for new cities has been improved slightly. GNA#19449
882 * Autosettler planning for building railroads (GNAPATCH#2885,
883 GNA#19560) and farmland (GNAPATCH#2889) has been improved. (Note
884 that the latter is still only triggered by the existence of a
885 Supermarket, so the AI still does not benefit, due to a
886 chicken-and-egg situation.)
887 * The extensive reworking of the AI code (see #Development), while
888 not intended to introduce any functional changes (and extensively
889 tested for this), may have changed behavior in some rare cases.
893 * New Indonesian translation.
894 * (as of beta2) New Traditional Chinese translation.
895 * Updated translations: Bulgarian, Catalan, Spanish, Scottish Gaelic,
896 Korean, Polish, Dutch, Irish, French, German, Finnish, and British
901 * The AI code has been heavily refactored, with a view to making it
902 easier for people to start their own projects to write better
904 + There's now a concept of AI type; different players can have
905 different AIs. The type can be specified to the server /create
906 command and the Lua function edit.create_player().
907 + The server can be built to accept dynamically loadable AI
908 modules with the --enable-aimodules option to configure. A
909 module is loaded by starting the server with the --LoadAI
911 + Alternatively, a fixed set of modules can be compiled in with
913 + In addition to the 'classic' AI, the standard Freeciv package
914 ships with the 'stub' and 'threaded' AIs. These are both dummy
915 templates for development and do not work as shipped. They are
916 enabled with the configure option
917 --enable-aimodules=experimental.
918 + See doc/README.AI_modules for some more information.
922 * There is now a hard dependency on libcurl for HTTP access. This is
923 used for metaserver communication and for freeciv-modpack.
924 GNAPATCH#2320 GNAPATCH#2376
925 * Efforts have been made to make the codebase compile without
926 warnings with GCC 4.6 and (as of beta2) 4.7.
927 * Use of some GNU make extensions has been removed from the build
928 system, so it may now be possible to build with a POSIX 'make'.
930 * freeciv-modpack can be built against either gtk2 or gtk3.
932 * The configure option --enable-sys-lua allows use of a system-wide
933 copy of Lua instead of the one shipped with Freeciv. GNAPATCH#2747
935 See doc/README.packaging for more information.
938 MAJOR CHANGES FROM 2.2.x to 2.3.0
939 ---------------------------------
941 (from <http://www.freeciv.org/wiki/NEWS-2.3.0>)
943 As well as many new features, many features from Longturn and some from
944 Warclient have been merged into the main codebase for this release.
946 A new program has been added to the Freeciv suite: 'freeciv-modpack'.
947 This makes it easier to download and install add-ons ('modpacks':
948 rulesets, tilesets, etc) to the right place; you can enter a URL,
949 choose an add-on from the list, and the tool will install it to the
950 correct place for this version of Freeciv to use it. Modpack authors
951 should see this page for details of how to publish modpacks for
952 installation by this program. GNAPATCH#1822
954 As is usual for major releases, 2.3 clients cannot interoperate with
955 pre-2.3 servers, and vice versa. Pre-2.3 savegames can however be
956 loaded into 2.3, and in most cases, the supplied rulesets have not
957 changed so much as to make it difficult to complete a game started with
964 * Various limits have been lifted, including:
965 + Maximum number of simultaneous players increased from 30 to
968 o Maximum map size increased from 30,000 to 128,000 tiles;
969 maximum linear map dimensions increased from 254 to 512
971 o Minimum map size reduced to 16x16(!) GNA#17031
972 + Allow goto paths that take more than 99 turns GNA#16792
973 * There are now more ways of specifying the map size. Instead of
974 specifying the size in thousands of tiles (via the 'size' option),
975 you can specify the number of tiles per player ('tilesperplayer'),
976 or the exact X and Y sizes ('xsize' and 'ysize'). The method is
977 selected with the 'mapsize' option. GNAPATCH#1720
978 * A number of new server settings have been added to customise
980 + 'killunhomed': units without a home city (such as starting
981 units) can be configured to lose hitpoints each turn until
982 they die. GNAPATCH#1501
983 + 'unreachableprotects' controls whether 'unreachable' units
984 (such as Bombers) protect the whole stack on their tile as in
985 previous versions. If this is unset, a mixed stack is
986 vulnerable to attack (including normally-unreachable units).
988 + 'unitwaittime' allows a minimum time to be enforced between
989 actions of a given unit on successive turns, to mitigate the
990 'double-move problem'. GNAPATCH#1500
991 + 'restrictinfra' allows enemy use of infrastructure such as
992 roads and rails to be restricted. GNAPATCH#1266
993 + 'airliftingstyle' allows airlifts between allied cities, and
994 unlimited airlifts per turn. GNAPATCH#1189
995 + 'techlost_recv'/'techlost_donor' allow introduction of a risk
996 of technology loss when technologies are transferred between
997 civilizations (via diplomacy, espionage, conquest etc).
999 + 'trading_tech'/'trading_gold'/'trading_city' allow certain
1000 types of diplomatic agreements to be selectively disabled.
1001 GNAPATCH#1504, GNAPATCH#1506
1002 + 'globalwarming'/'nuclearwinter' allow these global
1003 catastrophes to be disabled. GNAPATCH#1505
1004 + 'team_pooled_research' allows pooled research to be disabled.
1006 + 'alliedvictory': all players in an alliance can share victory.
1007 This new behaviour is enabled by default. GNA#14278
1008 * (as of rc1) Changes to the 'timeout' setting now always have
1009 immediate effect, as in 2.0.x; previously, changes between non-zero
1010 values would not take effect until the next turn. GNA#18079
1011 * Improvements to observing:
1012 + The demographic report is now available to global observers.
1014 + Global observers can now view the city report (it shows cities
1015 from all nations). GNA#16699 GNAPATCH#2571
1016 + Global observers can now access the buildable target list in
1017 the city dialog. GNA#16487
1018 * The number of units built, killed, etc now contributes to the final
1019 score, and appears in the endgame report. GNAPATCH#1870
1020 * Changing a unit's activity is now more forgiving: if you
1021 accidentally stop an activity such as irrigation, but restart it
1022 without doing anything else, progress is no longer lost. GNA#15510
1026 * Settings configuration on the client and server has been reworked.
1027 The most notable change is that enumerated and bitwise options are
1028 now set with strings instead of numbers (for instance, '/set
1029 barbarians hordes' instead of 4, '/set topology wrapx|wrapy'
1030 instead of 3). GNAPATCH#1301
1031 * The FREECIV_PATH environment variable can be overridden by three
1032 new variables: FREECIV_DATA_PATH, FREECIV_SAVE_PATH, and
1033 FREECIV_SCENARIO_PATH. GNA#14624
1034 * Add-ons are now loaded from a sub-path ~/.freeciv/<version>/ (e.g.,
1035 ~/.freeciv/2.3/), since they tend to be specific to a version of
1037 * Servers send more information to the metaserver:
1038 + The 'timeout' and 'aifill' options (GNAPATCH#2092);
1039 + (as of beta2) the number of human players (as opposed to AIs)
1040 (GNAPATCH#2312); as of beta3 this is displayed in the client
1042 * New server command '/kick' and associated option 'kicktime' to lock
1043 out troublesome users. GNA#16933
1044 * New server commands '/ignore', '/unignore', and '/list ignored
1045 users', allowing players to suppress chat messages from specific
1046 users. GNAPATCH#1910
1047 * The '/create' command can now create a new player even in a running
1049 * New command '/lua' to execute a line of Lua script on the server
1050 command line. GNA#15644
1051 * More options have been added to the '/reset' command. GNAPATCH#1284
1052 * The name of the scorelog file is configurable with the new
1053 'scorefile' option. GNAPATCH#1750
1054 * The current ruleset can be shown by '/show rulesetdir' instead of
1055 '/rulesetdir' (this allows less privileged users to do so).
1057 * Observers can see the current votes in progress with the new
1058 command '/list votes'. GNA#16635
1059 * The server uses a new format for savegames. It can load savegames
1060 generated by old versions of Freeciv, but old versions will not be
1061 able to load new savegames. GNAPATCH#1541
1062 + Support has been added for future versions of Freeciv to save
1063 backward-compatible savegames (back to 2.3.0) via the
1064 'saveversion' server option.
1068 * Various report screens have been reworked so as not to redraw and
1069 lose their selections after a few seconds. GNA#16439
1070 * The total revenue from trade routes is now visible in the city
1072 * The chat log file name is now configurable. GNAPATCH#1749
1073 * (GTK) Some rework of the pregame connection screen and menus
1074 (GNA#16685). Buttons on this screen now adapt to selected
1075 player/user (GNA#15300).
1076 * (GTK) Tab completion of user and player names on the chatline.
1078 * (GTK) The goto/airlift dialog now shows which nation each city
1079 belongs to, and more detail on airlift capacity. GNA#15313
1081 * The research report is now updated when tax rates or city science
1082 output change. GNA#16776
1083 * (as of beta2) Improve handling of (non-default) rulesets which
1084 restrict reachability of technologies (via root_req in the ruleset)
1085 in the science report. You can now choose whether unreachable
1086 technologies are displayed. GNA#16852, GNA#16855, etc
1087 * (as of beta2) (Xaw) The Take Player command is implemented.
1089 * (as of rc1) In 2.2.x, the "Sell Obsolete" button in the Economy
1090 report could never be pressed. It has been renamed to "Sell
1091 Redundant", and now lets 'redundant' buildings be sold en masse
1092 (redundant buildings are those whose effects are entirely
1093 superseded by another, for which you may still be paying upkeep --
1094 for instance, Power Plants are redundant in cities with a
1095 Hydro/Nuclear/Solar Plants). In the Gtk client, the "Obsolete"
1096 column in the Economy report has been replaced with a "Redundant"
1097 column showing how many of each building in your empire are
1098 redundant. GNA#17937
1102 Changes affecting supplied rulesets
1104 * Two new rulesets are included in the distribution:
1105 + multiplayer: a ruleset based on the default but tuned for
1106 multiplayer games, based on Madeline Book's "rewonder" ruleset
1108 + experimental: a ruleset showcasing new features of the Freeciv
1109 "engine", without strict regard for game balance and
1110 playability. It enables some of the new features mentioned
1111 below, such as variable city radii.
1112 * More than doubled the number of playable nations (from 185 to 385).
1113 Many improvements to existing nations, such as using native
1114 spellings for cities and leaders.
1115 * The interaction of promotions and diplomat-vs-diplomat contests has
1117 + Attacking diplomats can now gain experience; previously, only
1118 defending diplomats gained experience. GNA#17265
1119 + The effect of veterancy on the outcome of these contests has
1120 been reduced; it can change the odds by at most 20%
1121 (previously, elite diplomats could become practically
1122 invincible). GNA#17264
1123 * The terrain effects of global warming and nuclear winter are now
1124 more severe: land can be lost to ocean (and vice versa), and
1125 glaciers can melt. GNA#17105
1126 * If migration occurs, citizens take half the food in the granary
1127 with them. GNAPATCH#1232
1128 * (as of rc1) In rulesets with Fundamentalism, it now has a happiness
1129 penalty for empire size (as it did in 2.0.x). GNA#18133
1130 * (as of rc2) The civ2 ruleset now uses a restricted set of 25
1131 nations, to better resemble the original game. Loading civ2
1132 savegames from older versions of Freeciv may cause nations to be
1133 reassigned; it will not be possible to load a civ2 savegame with
1134 more than 23 (non-barbarian) players. GNA#18419
1136 New features for ruleset/modpack/scenario authors
1138 These features have been added to the Freeciv "engine", but aren't
1139 enabled in standard rulesets (except the experimental ruleset, in some
1141 * Variable city radius: the circle of tiles able to be worked by a
1142 city is no longer fixed but can vary (radii from 1 to 5 possible)
1143 depending on requirements defined by the ruleset. GNAPATCH#1235
1144 + Accordingly, the maximum value for the 'citymindist' server
1145 option has been increased from 5 to 9. GNAPATCH#2262
1146 * Build slots: in ruleset-defined circumstances, cities with large
1147 production surpluses can now produce more than one of a given type
1148 of unit per turn. GNAPATCH#1234
1149 * Tech upkeep: rulesets can cause some research output to be diverted
1150 to maintaining expertise in existing technology rather than
1151 discovering new technology, with the risk of losing advances if the
1152 upkeep is not met (similar to gold upkeep for city improvements).
1154 * Rulesets can define units that can be converted into another type
1155 of unit on the player's command. GNA#13890
1156 * Rulesets can define "Capturable" units that can be captured by
1157 certain other "Capturer" units. (There is an associated server
1158 option 'homecaughtunits'.) GNAPATCH#1851
1159 * Rulesets can suggest or mandate server settings. GNA#13873,
1161 * A start position in a scenario can now be restricted to a set of
1162 nations rather than a single nation. The built-in editor now
1163 supports editing this set. GNA#13803
1164 * Various improvements to Lua scripting. See Events Reference Manual
1165 for some more detail.
1169 * New default tileset with redrawn terrain graphics: "Amplio 2". The
1170 original Amplio tileset is available for 2.3 as an add-on (it can
1171 be found with the freeciv-modpack utility). GNAPATCH#1777
1172 * Larger versions of flags and shields are now included in the
1173 Freeciv distribution for use by larger tilesets; they are used in
1174 Amplio2 (as of beta4). GNAPATCH#2202
1178 * (as of rc2) New Scottish Gaelic localization (complete).
1179 * (as of beta3) New Irish Gaelic localization (not yet complete:
1181 * Updated translations:
1182 + Complete translations: Polish, French, Spanish, Catalan, and
1184 + Incomplete translations: Danish (95.8%), Finnish (85%),
1185 Ukrainian (81%), Italian (74%), Japanese (70%), Brazilian
1186 Portuguese (70%), Russian (69%), Swedish (60%), Lithuanian
1187 (43%), and Simplified Chinese (40%).
1191 * There are some regressions in the SDL client relative to 2.2.x:
1192 + The city dialog has not been redesigned to accommodate the
1193 larger city map required by variable city radius support. As a
1194 result, the city map display is scaled down and difficult to
1196 + Not all setting types can now be modified; bitwise and color
1197 settings are not yet supported. GNAPATCH#1631 GNAPATCH#1957
1200 MAJOR CHANGES from 2.1.x to 2.2.0
1201 ---------------------------------
1203 (from <http://www.freeciv.org/wiki/NEWS-2.2.0>)
1206 * Expanded ruleset format:
1209 + Movement restrictions
1211 o Can limit which terrains a unit can enter
1214 o Which units another unit can transport
1221 * Changes to gameplay with default ruleset:
1224 o Deep Ocean (as Ocean but no specials and cannot be
1226 o Lake (as Ocean but no Whales special; inland water below
1227 a certain size is generated as Lake)
1228 + Triremes are not restricted to tiles next to land, but to
1229 (shallow) Ocean tiles; they now cannot even attempt to enter
1231 + Triremes no longer get the +1 movement bonus from Nuclear
1232 Power that other sea units get
1233 + Triremes and Carriers can no longer attack land units
1234 + Submarine attack strength reduced from 15 to 12 (to make it
1235 easier to defend against them with escorts)
1236 + New base type buoy, which can be built by Engineers on water
1237 tiles with the Radio advance, and gives vision.
1238 + Ruins (left behind by destroyed cities, no effect on gameplay
1240 + New advance Environmentalism and Solar Plant improvement,
1241 which can eliminate pollution from production
1242 + Trade route value now depends on size of cities, not on trade
1244 + New national borders system
1245 + Coastal Defense now available earlier (requires Gunpowder
1246 instead of Metallurgy)
1247 + No restrictions on specialists in small cities
1248 + Terrain within working range of a city can no longer remain
1250 + Units in fortresses now regain 25% HP per turn (as in 2.0.x)
1254 * AI difficulty level: Cheating
1255 * New server options:
1257 + foggedborders: visibility of borders is subject to fog of war
1258 + borders gains new modes where player can see all tiles inside
1259 borders, and borders extend to unknown tiles revealing them
1260 + endspaceship controls whether spaceship reaching Alpha Cen
1262 + trademindist controls the minimum distance for trade routes
1264 + Times now specified in turns instead of years (endyear becomes
1265 endturn, onsetbarbs expressed in turns)
1266 + simultaneousphases renamed to phasemode and gains new options
1268 * Client interface changes:
1270 + Menus and shortcut keys revamped; notable changes include:
1271 o Connect with Road/Rail/Irrigation changes from
1272 Ctrl+Shift+R/L/I to Shift+R/L/I
1273 o City Report: F1 to F4
1274 o Go/Airlift to City: Shift+L to T
1275 o Wake up Others (Shift+W) becomes Unsentry all on tile
1277 o Orders menu split into Select, Unit, Work, and Combat;
1278 Reports becomes Civilization
1280 * Scripting improvements
1281 * Event cache: messages from the last few turns can be replayed to
1282 clients on connection and saved in savegames
1283 * Featured text in Gtk client, including colour coding and clickable
1284 links to mentioned cities/units/tiles
1290 WHAT'S CHANGED SINCE 2.0.7
1291 - Significantly improved features for modmakers.
1292 - New default tileset: Amplio.
1293 - New city tab on main map.
1295 - Added lua as scripting language. New tutorial scenario.
1296 - Many new nations, flags and nation information and options.
1297 - New /surrender command to yield in multiplayer games.
1298 - Score now shown in player dialog.
1299 - Reputation removed from the game.
1300 - New borders rules. Borders are static, fortresses expand borders
1301 and cities expand more borders with city size growth.
1302 - New diplomacy rules. Neutral state replaced with Armistice. You
1303 now start in War state, and cannot cross borders with military
1304 units except in War or Alliance states.
1305 - GTK+ 1.2 client removed.
1306 - Votes need over 50% of votes to pass. Voting is now only during game.
1307 - First player to join becomes game organizer and sets all options.
1308 - Many AI changes. Improved AI diplomacy.
1309 - Palace has a production bonus of +75% under Despotism and +50%
1311 - New animated cursors.
1312 - Support for GGZ Gaming Zone.
1313 - Multiple units may be moved at once as a battlegroup.
1314 - As usual, tons of changes under the hood.
1316 WHAT'S CHANGED SINCE 1.14.2
1317 - Research cost has doubled, effects of science buildings doubled. SETI
1318 now improves Research Labs instead of giving free Research Labs to every
1319 city. Isaac Newton's College now improves all the player's universities.
1320 - New units: AWACS and Workers.
1321 - New option: national borders. Units inside your borders do not cause
1322 unhappiness under Republic and Democracy.
1323 - It is no longer possible for one player to be in alliance with a player
1324 who is at war with another player you are allied with.
1325 - The Civ2 ruleset now has waste. Default ruleset does not.
1326 - Incite costs changed, now cities closer to capital, with units and with
1327 buildings have much higher incite cost.
1328 - Killing a defending diplomat now costs you 1 movement point.
1329 - Units now have multiple, configurable veteran levels.
1330 - Team mates now pool their research. You may opt out and research
1331 individually by cancelling the 'Team' treaty.
1332 - Server has voting on commands and options. You need over 50% of votes.
1333 - When moving a unit from a transport on an ocean tile to a land tile,
1334 you lose all movement points.
1335 - You can specify a list of players that you would like to share victory
1336 with, using the 'endgame' command.
1337 - Nations added: Swiss, Afghanistan, Ethiopian, Assyrian, Columbian,
1338 Elvish, Galician, Hobbits, Indonesian, Kampuchean, Malaysian, Martian,
1339 Nigerian, Quebecois, Sumerian, Taiwanese, Austrian, Belgian, Phoenician
1341 - New wonder: The Eiffel Tower. Makes AIs love you and improves reputation.
1342 - The building requirements of several buildings have been changed.
1343 - The whale special is reduced to 2 food, 1 shield and 2 trade.
1344 - Settlers / Workers / Engineers can never get veterancy.
1345 - Trireme's high sea loss now considers veterancy level (green 50%,
1346 veteran 25%, hardened 5%, elite 0%) before being divided by 2 if you
1347 have Seafaring or 4 when you reach Navigation (previously only fixed
1348 at 50% before being divided).
1349 - Glacier terrain is now unsafe for land units (15% chance per turn of
1350 being lost). Also doesn't count as coastline for Trireme safety or Fish
1351 and Whale generation. Roads/railroads can be built but all units (worker
1352 too) get 15% chance per turn of being lost any way!
1353 - King Richard's Crusade is now made obsolete by Robotics (previously
1355 - Fixed tech costs based on the number of prerequisites of the tech
1357 - Nations have preferred nations to fork off when civil war occurs.
1358 - AI is much improved, and does not use 'double-move' any more.
1359 - AI now conducts diplomacy with you (and against you).
1360 - New difficulty level: Novice. It severely handicaps the AI players.
1361 - Smarter autoexplorer and autosettler code.
1362 - Modpack options vastly improved: You can customize buildings,
1363 add buildings as requirements to units, restrict technologies to certain
1364 nations, have split technology trees, gold upkeep for units, new units
1365 and terrain flags and lots of other options. (This is still done by
1366 editing configuration files with a text editor.)
1367 - Fewer popups (eg choose the new government from the menu directly)
1368 - Alternative map topologies, e.g., real support for isometric and
1369 hexagonal maps and "donut" map wrapping.
1370 - Incomplete support for drawing civ3 graphics. See the civ3gfx tileset.
1371 - Global observer can observe the entire game.
1372 - New method of settings map dimensions: Just use 'size'.
1373 - Modified map generators.
1374 - Initial units can be selected with a server option.
1375 - 'Home' key centers on your capital.
1376 - Drag and drop goto.
1377 - Player authentication with optional passwords.
1378 - You can start the server and set server options from the client.
1379 - You can meet with other players for 20 turns after your units have last
1380 met, and you can exchange embassies when meeting.
1381 - You can bind the server to a given IP on multihomed hosts.
1382 - New client dialog which uses multicast to find servers on your LAN.
1383 - Compress network traffic and send only a delta (diff) of the data.
1384 - GTK2 client can now run in fullscreen mode.
1385 - GTK2 is now the default client (the code base also features fully
1386 functional GTK1, Xaw and native Win32 clients).
1387 - Convert charsets as they are sent between client and server. All data
1388 files are now in UTF-8.
1389 - New (and incompatible) metaserver.
1390 - New ALSA sound plugin.
1391 - The s(entry) command no longer doubles as a means to put units on
1392 boats - use the new l(oad) command instead.
1393 - Many more (smaller) changes, and massive changes under the hood.
1395 WHAT'S CHANGED SINCE 1.13.0
1396 - Unique city names, you no longer can name your cities the same,
1397 and you can enforce unique city names globally (optional).
1398 - A new map generator (generator 5) which creates pretty fractal
1400 - You can load savegames from the server prompt.
1401 - You can save client commandline defaults.
1402 - Specialists are taken from content citizens first, instead of from
1403 unhappy citizens first. This makes it more difficult to quell unrest
1404 using taxmen and scientists.
1405 - You now start with no technologies by default, and angry citizens
1406 are enabled by default, although they will rarely make an apperance.
1407 - The algorithm used for calculating the effects of tax settings has
1408 been changed. It is now no longer possible to get 100% effect from
1409 60% choice of tax goal.
1410 - A new, historically more correct version of the rulesets included.
1411 - There is an option to require several turns of rapture/celebration
1412 before it takes effect. See "show rapturedelay" in server.
1413 - The sequence of some end of turn activities have been regrouped.
1414 - Several AI improvements. It should now build and buy units and
1415 buildings slightly more intelligently.
1416 - Many internal code improvements that will lead to more features
1418 - /fix and /unfix commands to stop modifications after game has
1420 - The server commands "rulesout", "log", "freestyle" and "crash"
1421 have been removed, while "rfcstyle" now toggles between rfcstyle
1423 - civ2 ruleset now more accurately reflects civ2 deity level defaults.
1424 - A truly massive amount of bugfixes.
1426 WHAT'S CHANGED SINCE 1.12.0
1428 - Citizen Management Agent (CMA) allows you to automate workers
1429 and specialists in cities.
1430 - Sound support has been added.
1431 - The new "isotrident" tileset has been made the default. The
1432 "hires" and "engels" tilesets have been taken out of the
1433 distribution but can be downloaded from the web page.
1434 - New city dialog in the gtk client.
1435 - Windows version of the client. It has improved connection
1436 dialog and supports loading and saving from the client.
1437 - GTK 2.0 version of the client.
1438 - The client will try to suggest names for your cities that
1439 correspond with what they mean.
1440 - Improved players dialog shows sortable and colored information,
1441 including the players' flags.
1442 - Server no longer takes the --server command line option,
1443 instead you can use the --info option to set the metaserver
1444 announcement text to whatever you like. The -a option when given
1445 to the client skips the connection dialog entirely.
1446 - A "wall" server command added which gives message to all players.
1447 - A new flexible timeout set through "timeoutinc" server option.
1448 - Leftover research bulbs will carry over to next advance.
1449 - Trade routes are more effective.
1450 - Units attacking ships in cities double their firepower, while
1451 defenders get only 1 firepower.
1452 - Helicopters defending against air units get 50% penalty, and
1453 have their firepower reduced to 1 against fighter units.
1454 - You can build city walls even though you have Great Wall wonder.
1455 - The Communism government's food cost in default ruleset has
1456 been changed to 1, while it has been changed to 2 for the Civ2
1458 - Stealth fighter and bomber now really are stealthy, and are
1459 partially invisible just like subs. Also, stealth bombers have
1460 increased their attack strength from 14 to 18.
1461 - Civ2 ruleset now has Fundamentalism.
1462 - Improved modpack abilities: The caravan ability has been split.
1463 New ways to calculate technology costs. Better documentation.
1464 Rulesets can specify starting techs. You can have more than one
1465 bonus tech. Split settler abilities. Buildings ruleset syntax
1466 has been significantly extended, but effects do not work yet.
1467 - Server option "tinyisles" allow 1x1 size islands and
1468 "separatepoles" allow continents connected to the poles
1469 - "citymindist" specify minimum distance between cities, while
1470 "notradesize" and "fulltradesize" regulate the trade generated
1472 - You can turn on angry citizens with "angrycitizens" option.
1473 - Fortresses may give you extended vision. See watchtower options.
1474 - If you lose your palace, you get a new one for free in a
1475 randomly chosen city. This behaviour can be turned off with the
1476 server option "savepalace".
1477 - Rulesets are now loaded from inside the server through the
1478 "rulesetdir" command.
1479 - The limit on the number of nations that can be included with
1480 Freeciv has been removed.
1481 - The format of the isometric tileset spec-files has changed.
1482 - The map and ai code has been cleaned up significantly.
1483 - Translations improved. Added better support for plural forms.
1484 - Several bugs squished and a lot of work done under the hood.
1485 - For an overview of the remaining bugs please visit doc/BUGS.
1487 WHAT'S CHANGED SINCE 1.11.4
1489 - Internationalization extended. Still needs improvement.
1490 Current localizations: de en_GB es fr hu it ja nl no pl pt pt_BR
1492 - Isometric view in gtk and amiga clients using the mostly civ2-
1493 compatible HiRes tileset. This is on by default, but the old non-
1494 isometric tiles are still available by giving a --tiles argument to
1495 the client, fx "civclient --tiles trident".
1496 - While planning a goto (after hitting "g") a line will be displayed
1497 showing the route from the selected unit to the mouse pointer.
1498 Hitting "g" will insert a waypoint at the mouse pointer.
1499 - The server now has readline completion. This works at all levels,
1500 fx "cu<TAB>" completes to "cut", and if there exist a player named
1501 "paulz" "cut pau<TAB>" will complete to "cut paulz".
1502 - Players can agree to give shared vision, which means that you
1503 automatically see everything the other player sees.
1504 - Layer view menu items allow you to only display some map info on the
1505 main map. Fx you can choose to not show roads.
1506 - The server will ping all connected clients and cut off those too slow
1508 - Smarter placing of partisans.
1509 - The server no longer automatically starts when the maximum number of
1510 players have been reached.
1511 - If commandlevels are used and the controlling player disconnects a
1512 connected player can assume the "first" level with the "/firstlevel"
1514 - "Restrictions and Limitations" section added to the README.ruleset
1515 - Caravans, diplomats and spies can move into allied cities.
1516 - Elephants, Crusaders and Fanatics activated in civ 2 ruleset.
1517 - The size of the city foodbox is now controlled by the ruleset
1518 variables "granary_food_ini" and "granary_food_inc".
1519 - Limit on number of improvement types in rulesets removed.
1520 - Capitalization is available from the start of the game in the default
1521 ruleset. (renamed coinage)
1522 - Cities can have 0 trade. (used to be at least 1)
1523 - Settlers can only be added to cities less than size 8, as in civ 2.
1524 - If you paradrop a unit into unknown terrain and the terrain contains
1525 an enemy unit the paradropping unit is lost. If you drop into terrain
1526 you thought was land, but which has changed to water, the unit is
1528 - diplomats/spies can't take action from a ship.
1529 - Refueling air units at turn update will refuel units with only 1 fuel
1530 first. Secundary criteria is unit cost.
1531 - Trireme loss percentage depends upon known technologies.
1532 - Leonardo's workshop will upgrade a random unit each turn, and not
1534 - Allied cities count as friendly when determining whether a unit is
1535 being agressive. (gives unhappyness under some govs.)
1536 - Deserts are created primarily 15 to 35 degrees off the equator.
1537 - Only arctic tiles generated at poles.
1538 - The server will report when a new government becomes available.
1539 - Changed wording of message "famine feared" to "famine occurred". New
1540 "famine feared" message just before food runs out.
1541 - "wonder soon build" message when another player is about to complete
1543 - Players are notified when one of their wonders has become obsolete.
1544 - In the players dialog it is now reported which nations have an
1545 embassy with you. Your embassies are also listed.
1546 - Wonders being built are listed in the "wonders of the world" popup.
1547 - Server "save" command saves to <auto-save name prefix><year>m.sav[.gz]
1548 if it is not given any arguments.
1549 - "quitidle" server commandline option makes server quit if there has
1550 been no connected players for the specified amount of time.
1551 - When turning on the autotoggle option existing human nations without
1552 a connected player will be put on AI.
1553 - Server doesn't block as long when writing to a slow host, controlled
1554 by variables "tcptimeout" and "netwait".
1555 - "savename" server variable controls the prefix of autosaves.
1556 - "allowconnect" server variable lets you control which types of
1557 players (new players; human players; AI players; dead players;
1558 barbarian players) can connect.
1559 - More nations added.
1560 - New maps in data/scenario: british-isles-80x76-v2.51.sav,
1561 iberian-peninsula-136x100-v0.9.sav,
1562 hagworld-120x60-v1.2.sav (earth map).
1563 - Amiga internationalization/localization.
1564 - Amiga client: history added to chatline.
1565 - Lots of bug fixes and code cleanups.
1567 WHAT'S CHANGED SINCE 1.11.0:
1569 - Readline support added to the server.
1570 - May now disperse initial units over specified area. See "dispersion"
1572 - May now arrange for first client to connect to have a higher cmdlevel
1573 than the following clients. See "cmdlevel" server option.
1574 - Save files now transparently (un)compressed when (loaded) saved.
1575 - Now requires a minimum number of ocean tiles to be adjacent to a land
1576 tile wished to be transformed into ocean. Default is 1.
1577 - Added Nuclear Fallout. Industrialization and population still
1578 generate Pollution. Dropping a Nuke generates Nuclear Fallout, which
1579 is distinct from Pollution. There is a new command to clean Fallout
1580 vs. cleaning Pollution. Fallout contributes to Nuclear Winter --
1581 which also changes terrain, but tends to Desert, Tundra and Glacier.
1582 Added a new "cooling" icon to the info area to indicate the progress
1583 towards Nuclear Winter, and also an icon for Fallout on the main map.
1584 AIs are now more aggressive at cleaning up Pollution, but not Fallout.
1585 - Ported to OpenVMS.
1586 - Moved most of the dependencies on the "civstyle" server option to
1587 separate values in game.ruleset files.
1588 - Fixed bugs in "turns to build" displays.
1589 - Fixed bug whereby Diplomat/Spy investigations of cities did not
1590 reveal the correct supported and present unit lists.
1591 - Fixed multiple bugs in go-to code.
1592 - Fixed bug where starting a revolution, saving the game and restarting
1593 the server would allow switching governments without anarchy.
1594 - Fix bug that you could paradrop into cities you were at war with even
1595 if they contained enemy units.
1597 WHAT'S CHANGED SINCE 1.10.0:
1599 - Internationalization extended. Still needs improvement.
1600 Current localizations: de en_GB es fr hu ja nl no pl pt pt_BR ru.
1601 - Added full Fog of War. Controlled by "fogofwar" server option.
1602 - Added explicit Diplomatic States between civilizations: war, neutral,
1603 no-contact, cease-fire peace and alliance.
1604 - Allow terrain changes to/from land/ocean. Default ruleset allows
1605 Engineers to Transform Swamp to Ocean and Ocean to Swamp. Also
1606 allows Forest to be Mined into Swamp.
1607 - Increased maximum number of players to 30.
1608 - Fortifying now takes a turn to complete (like Civ1/2).
1609 - Added correct Civ2 style of Apollo wonder (shows entire map, rather
1610 than just cities). Selected by "civstyle" server option.
1611 - Aggressive sea units no longer cause unhappiness when in a city.
1612 - Added Civ2 rule that firepower is reduced to 1 for both the defender
1613 and the attacker when a ship bombards a land unit.
1614 - When changing current research, if user changes back to what was being
1615 researched, the penalty is not applied (you keep all your bulbs).
1616 - Added pop-up of more details when clicking on info box in GTK+ client.
1617 - Improved the global warming danger indicator.
1618 - Added warning of incipient city growth.
1619 - The server "remove <player>" command is no longer available after the
1621 - Added "fixedlength" server option to make all turns exactly "timeout"
1623 - The "timeout" time may be much longer (up to a day).
1624 - Added goto for air units. If destination is beyond range, they will
1625 stop in cities/airfields/etc. to get there.
1626 - May now select a unit by clicking on the unit pile display on the left.
1627 - Diplomats/Spies moving by goto now do pop-up the Diplomat/Spy command
1628 dialog when they reach a city.
1629 - Improved goto algorithm and implementation.
1630 - Help dialog displays which buildings an advance will obsolete.
1631 - Optionally show city food/shields/trade productions on main map.
1632 - Added server option "autotoggle", which toggles AI status on and off
1633 as players connect and disconnect.
1634 - Allow Hoover Dam to be built anywhere, to conform to Civ2.
1635 - Show turns per advance in Science Advisor dialog.
1636 - Improved map and unit movement drawing code.
1637 - Added "End Turn when done moving" local option.
1638 - City production penalties now applied more correctly.
1639 - Added Sentry and Fortify to Present Units' City Dialog pop-up.
1640 - More nations added.
1641 - Added a resource file for the GTK+ client.
1642 - Improved network code for more reliable connections.
1643 - Split nations.ruleset into individual <nation>.ruleset files.
1644 - Extended registry file format to allow including files and overriding
1646 - Added --with-xaw and --enable-client=xaw3d options to ./configure
1648 - Lots of bug fixes and code cleanups.
1650 WHAT'S CHANGED SINCE 1.9.0:
1652 - Internationalization extended. Still needs improvement.
1653 New ./doc directory for localized versions of README and INSTALL.
1654 Current localizations: de en_GB es fr hu no pl pt pt_BR ru.
1655 - Added Civ1/2-like Barbarians. Controlled by two server options.
1656 - Many more nations added.
1657 - Worklists -- Players can now specify a list of things to be built in
1659 - The AI now utilizes diplomats/spies aggressively.
1660 - Added a variant (1) of Michelangelo's Chapel.
1661 - Initial rates after Revolution will try to maximize Science.
1662 - Rapture-triggered city growth will no longer empty the foodbox.
1663 - Map generator improvements:
1664 - Gen 1 hills more uniform north/south.
1665 - Gen 2+ will tend to make fewer length-one rivers.
1666 - Added unit-death explosion animation.
1667 - No longer will cities with exactly 0 (zero) production surplus be given
1668 a "free" shield every turn.
1669 - Command-line arguments made more consistent between server and client.
1670 - Caravans now provide a research benefit when initially establishing a
1671 trade route, equal to the monetary benefit.
1672 - Diplomat/Spy changes:
1673 - Changed all actions to more closely conform to Civ2 rules.
1674 - Changed "diplchance" to be %-chance of success. Used in many ways.
1675 - Diplomat/Spy may attempt action with any movement left.
1676 - Added "At Spy's Discretion" selection to steal and sabotage dialogs.
1677 - Allow Spies to steal tech from a city more than once (gets harder).
1678 - May only poison towns of size greater than 1 (one).
1679 - May only sabotage units that are alone on a square.
1680 - When a city is subverted, only nearby units change sides.
1681 - Veteran status improves defense against other Diplomats/Spies.
1682 - Added production display of number of turns remaining to build.
1683 - Small, shield-like flags tilesets (trident_shields, engels_shields).
1684 - Airbase changes (for Civ2 compliance):
1685 - Ground units can attack Air units when they are parked on an Airbase.
1686 - Units are defeated only singly when on an Airbase (like a Fortress).
1687 - Revised and improved the server 'help' command.
1688 - New intro graphics.
1689 - Ships may now have their movement reduced after a combat in which they
1691 - Added display of production values to main map "city tiles" display.
1692 - Increased the Add-To City size limit to 9 to conform to Civ2.
1693 - Settler's "Connect" feature -- Automatically connect two points with
1694 Road, Railroad, Irrigate or Fortress.
1695 - Several AI improvements.
1696 - New ruleset support for CITIES, most notably cities are now drawn in
1697 different sizes and styles.
1698 - Allow specifying unambiguous player name prefix, instead of full
1699 player name, for server commands taking a player name argument.
1700 - Added multi-client configuration support.
1701 - Added 'read' and 'write' server commands.
1702 - Added "best nation" column to Demographics report.
1703 - Changed Fighters and Stealth Fighters to not cause unhappiness (Civ2).
1704 - Cities on mountains will produce an extra food (Civ2).
1705 - Fixed bug where Lighthouse was not producing veteran sea units.
1706 - Ported to Amiga. (This is not included with a "distribution"; get it
1707 directly from the CVS <http://www.freeciv.org/contribute.html#SetupCVS>,
1708 or from a CVS Snapshot <http://www.freeciv.org/latest.html>.)
1709 - Lots of bug fixes, code cleanups, and help-text improvements.
1711 WHAT'S CHANGED SINCE 1.8.1:
1713 - Internationalization added. Some aspects still need improvement,
1714 and in particular currently only works well if client and server
1715 both use the same language. Initial (partial) translations
1716 included are: de es fr hu pl pt pt_BR.
1717 - Improvements to "trident" tileset, and this set is now the default.
1718 - New ruleset support for NATIONS, and many new nations added --
1719 there are now 32 nations in the default nations file. Also allow
1720 multiple leaders choices for each nation, allow longer player
1721 names, and allow specifying/choosing sex of leader.
1722 - New ruleset support for TERRAIN, and changes to allow Civ2 style
1723 terrain with more specials, multi-terrain rivers, and new farmland
1724 infrastructure. Moved some server options into terrain ruleset,
1725 and added new rule option regarding movement along rivers.
1726 - New ruleset support for GOVERNMENTS, and more general unit upkeep.
1727 - The contents and layout of the graphics files is now described in
1728 user-editable 'spec' files, instead of being hardwired into the
1729 code; see README.graphics for details.
1730 - Changes to city graphics: can now see cities grow. Also, code
1731 support for different city styles for different nations, and for
1732 technology dependent styles, but lacking good graphics except for
1733 the default style. Cities show a small flag when occupied by one
1735 - From Civ2, added Paratroopers unit and Airbase infrastructure.
1736 - Initial window size of Gtk+ client is smaller, to fit better on
1737 smaller screens, and can now resize detached chat/output window.
1738 - City report enhancements: New "Change All" dialog to convert all
1739 production of a given item to some other item (both clients); can
1740 select multiple cities and issue commands (Gtk+ client only); can
1741 sort by different columns (Gtk+ client only). Can also select
1742 multiple items in the Trade Report (Gtk+ client only).
1743 - In Civ2 style, can select which infrastructure item to pillage, and
1744 multiple units can pillage together. Can now pillage fortresses,
1745 as well as new farmland and airbase infrastructure items.
1746 - More fields added to Demographics Report, and now configurable from
1748 - Added more information to "Active Units Report", and renamed to
1750 - New cursors added for Goto, Nuke and Paradrop modes; <Escape> key
1751 cancels Go-To/Paradrop/nuke mode; pollution on city squares is now
1752 always clearly visible; improvements to refresh method for pixmaps
1753 in Gtk+ client; various other improvements to both clients.
1754 - Autosettlers no longer convert Plains/Grasslands to Forests, but
1755 will now Transform terrain.
1756 - AI can build spaceships, although does not do so very aggressively
1757 or intelligently yet.
1758 - Server and client may specify a different metaserver to use. There
1759 is now a metaserver running on www.freeciv.org, and that is now the
1760 default metaserver (http://www.freeciv.org/metaserver).
1761 - New server option for "turn blocking" mode, in which players will
1762 never miss a turn even if sometimes disconnected.
1763 - More flexible rulesets for units and techs (advances) allowing
1764 variable number of items in each (up to 200) and no longer any
1765 techs with hardwired effects depending on position in ruleset file.
1766 - Appropriate helptext now appears in ruleset files, allowing
1767 modpacks to give modified help to correspond to modified items.
1768 - Format of ruleset files is changed, no longer compatible with
1769 those for 1.8.0 and 1.8.1.
1770 - Removed science bonus of +1 per city per turn.
1771 - In Civ2 mode, overflight of a hut causes it to disappear, and can't
1772 build cities next to each other.
1773 - Rapture_size now 3, to conform to Civ2.
1774 - Settlers and Engineers now cost shield upkeep as well as food
1775 upkeep (depending on government type) as in both Civ1 and Civ2.
1776 - Helicopters do not lose hitpoints when over an airbase.
1777 - The amount of food required for a city grow is now ((citysize+1) *
1778 foodbox), instead of (citysize * foodbox); new behavior matches
1780 - Some re-organization of data directory, in adding data/scenario,
1781 and graphics now in data/trident, data/engels and data/misc.
1782 - Preliminary support for compiling the server on Mac (but networking
1783 code not yet ported).
1784 - Progressively moving code out of client gui-dependent directories.
1785 - Lots of bug fixes, code cleanups, and help-text improvements.
1787 WHAT'S CHANGED SINCE 1.8.0:
1789 - The biggest change is a new client which uses the popular Gtk+
1790 toolkit. The old Xaw client is still included as well.
1791 - A new alternate (30x30) tileset: the "trident" tileset.
1792 Start the client with "--tiles trident" to try it out.
1793 (This replaces the "classic/brunus" tileset, which is still
1794 available separately from the Freeciv ftp site.)
1795 - In the Gtk+ client, parts of the main window can be detached.
1796 Detaching them all allows a full-screen map window!
1797 - The data directory can now be specified as a "path" ($FREECIV_PATH),
1798 instead of a single directory. By default, ~/.freeciv is now in
1799 the path, so if you download new tiles, modpacks, etc, you can now
1800 simply put them in ~/.freeciv
1801 - Server console improvements: can abbreviate server command names,
1802 and server option names. Better prompt handling - eg, server no
1803 longer prints an unnecessary prompt each turn.
1804 - Server commands can now be issued from the client chatline.
1805 There is a new server command "cmdlevel", to control access to
1806 this feature on a per-player basis.
1807 - Some of the "small" graphics have been improved.
1808 - Added a nice cursor for selecting the destination for "goto".
1809 - New column "corruption" in the city report.
1810 - Implemented Marco Polo's Embassy wonder.
1811 - New command to explode Nuclear units at an empty square.
1812 - Improved behavior of Caravans and "goto": the Caravan dialog will
1813 now popup when the Caravan arrives, whether moving by goto or by
1815 - Allow connecting to metaserver (in client) via $http_proxy.
1816 - Minor "Zone of Control" (ZOC) rules changes to better match Civ2.
1817 - Improved debug logging.
1818 - Server will refuse to run as root, as a security measure.
1819 - As always: lots of bug fixes, code cleanups, and help-text
1822 WHAT'S CHANGED SINCE 1.7.2:
1824 - Space race! Be the first player to build a space ship and colonize
1826 - Civil war! Capturing the enemy capital may split his empire. Half
1827 of his towns will join a new AI leader!
1828 - Two tile sets in this release! The "big" ones are from Ralph Engels.
1829 I hope you will enjoy them. The second set is an enhancement of the
1830 classic ones. The server option -tiles allows to choose a subdirectory
1831 of the data directory to use different tiles. (The data directory can
1832 be set with the DATADIR environment variable.) Also, diagonal roads
1833 and railroads are now drawn. Changed some of the national flags
1834 (especially changed Soviet flag to the Russian flag for Russians).
1835 - Rulesets can be used to customise units, advances, wonders, and
1836 improvements without recompiling -- see README.rulesets.
1837 - Units in a town can be put in auto-attack mode. In this mode, they
1838 will attack any enemy units which come nearby.
1839 - New city options for each city, controlling whether new citizens are
1840 workers or specialists, whether to allow disbanding a size 1 city by
1841 building a settler, and options for units on auto-attack mode in the
1843 - Mapgen 4 (selected with the server command "set generator 4") is a new
1844 map generator which generates a map with 2 players on each island.
1845 - Cities can be a traded in diplomatic treaties. This effectively
1846 allows you to exchange, sell or buy cities.
1847 - The AI now builds diplomats to defend against enemy diplomats.
1848 - Settlers and engineers can do teamwork. With enough manpower, all
1849 terrain improvements can be done fast!
1850 - With engineers, the terrain type can be changed using the new Transform
1851 command ('O'). For example, hills can be turned into plains.
1852 - Units only regenerate hit points if they have not moved at all for a
1854 - Gamelog option. The whole history of a game can be stored in the
1856 - One can select a unit with 0 moves left from the main map.
1857 - City workers can be adjusted from the main map, with shift+button1.
1858 - Changed the order of libraries to fix problems on IRIX and Cygwin.
1859 - Changed the client-server protocol to use network byte order.
1860 - Other bug fixes and code and help text cleanups.
1862 WHAT'S CHANGED SINCE 1.7.1:
1864 - Improvements to the configure script, so it should now work
1865 properly on all systems.
1866 - Ability to configure to use Xaw3d instead of the normal Xaw.
1867 - New "easy" AI mode, which is now the default.
1868 - Improved "City Report" dialog, with configurable columns.
1869 - Improved "Message Options" dialog, with customizable filtering and
1870 selection for the different message types.
1871 - Improved "Messages" dialog, with a scrollbar, and a "Popup City"
1873 - Improved multi-column "Unit Select" dialog when there are lots of
1875 - In city dialog, middle-click unit icons to "activate and close".
1876 - New client command "t" to show tiles used by city under mouse.
1877 - New metaserver dialog to make connecting to metaserver games easier.
1878 - Ability to save and re-load client settings.
1879 - Clearer Yes/No toggle buttons in various places in the client.
1880 - Reduced color usage (but looks almost identical), so the client should
1881 now work fine on systems with 8 bit color displays.
1882 - Ability to use "scenarios", that is, pre-designed maps. Scenarios
1883 for Earth and Europe games are included in the data directory.
1884 (Use them with the server command-line option -f, like savegames.)
1885 - More city names, so you're less likely to see "City 41" etc.
1886 - Saving large games is now much faster, and the savefile is smaller.
1887 - Improvements to the documentation and online help system, including
1888 a new help section on the "Zones of Control" game concept.
1889 - Detect repeated log messages and print repeat counts.
1890 - New server options randseed and aqueductloss.
1891 - Many other enhancements and bug fixes.
1893 WHAT'S CHANGED SINCE 1.7.0:
1895 - Removed two C++-style comments, the most reported problem with 1.7.0!
1896 - Tweaks to the configure script for Solaris, although it's still not
1898 - Spy and diplomat improvements.
1899 - Added the "W" command, which Wakes up sentried units.
1900 - Added the "scorelog" command, which can be read by a script to generate
1901 power graphs after the game.
1902 - Loading games is now MUCH faster.
1903 - AI improvements from John Stonebraker.
1904 - Visual improvements to dialogs and the map screen.
1905 - Settlers may not fortify.
1906 - Numerous bug fixes.
1908 WHAT'S CHANGED SINCE 1.6.3:
1910 - Massive AI changes. It plays smarter, and the AI uses seagoing vessels.
1911 - The contents of the help system have been improved substantially.
1913 - We now recommend you use "configure" instead of Imake.
1914 - Settlers have a new "e"xplore mode.
1915 - The makefiles now contain auto-generated dependency information.
1916 - Units within the radius of the city to which they belong no longer
1917 cause unhappiness. This will allow much more realistic defense
1919 - The tax/lux/sci rates are now limited by your government type.
1920 Also, they can modified by clicking on the rate status icons.
1921 - The behaviour of spies and diplomats has been greatly improved.
1922 - Freeciv now needs to transmit a lot less data (<25%!) when playing
1923 over the Internet. This will greatly speed up games.
1924 - Preliminary support for compiling Freeciv under Windows and OS/2,
1925 when used in conjunction with the GNU tools.
1926 - From now on, it will be possible for different Freeciv versions to
1927 talk to each other if they're able.
1928 - Tracy Reed (who provides www.freeciv.org) reports that our site is
1929 getting over 6,000 hits per month. He was quoted as saying "Cool!
1930 Now my computer is doing something!"
1931 - Lots, and Lots, and Lots of donated patches. Thanks guys, keep 'em