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2 Experimental Freeciv Ruleset
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5 This ruleset tries to use the new features available in freeciv that
6 are not yet in use in default rulesets. It is based on the classic ruleset.
7 The changes can be extracted by
9 #> diff -ur data/classic/ data/experimental/
11 If the changes in this ruleset result in a working game (especially with
12 regard to the AI) they could be included in the default ruleset for next
15 If you change the experimental ruleset, please include a short comment in
20 1. Changes compared to the classic ruleset
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23 - Plagues are activated. Temples, Aqueducts, Sewer Systems reduce the
24 chance of plague in a city, as do the new Hospital and Genetic Laboratory
25 buildings. The effect of Aqueducts is reduced after Industrialization
26 is discovered. Building the wonder 'Cure for Cancer' further reduces
27 the possibility of plague for your entire empire.
29 - The Genetic Laboratory increases the food output by 25% if the city
32 - Migration is activated and locked by the ruleset. Migration effects for
33 the different governments are defined; cities belonging to more
34 representative governments are more attractive for cross-border migration.
36 - After The Corporation is researched, the upkeep for most modern military
37 units (Riflemen onwards) is changed from shields to gold, and cities
38 no longer maintain any such units for free, regardless of government.
39 Gold upkeep for units is tallied empire-wide (unlike buildings), and if
40 funds run out, random units are disbanded.
42 - A new unit class Big Land is introduced, comprising all "siege" units
43 (Catapult, Cannon etc) and Freight. Units of this type are restricted
44 to flat terrain and cannot move into difficult terrain such as hills
45 and forest, unless roads are built; nor can they ride maglevs (they
46 ride the railroad instead).
47 Freight does not obsolete Caravan so player does not lose ability
48 to build units to establish traderoutes to remote cities.
50 - Triremes can move on rivers (but later ships cannot).
52 - Mech. Inf. can carry up to 3 missile units (including while they
53 themselves are being transported on a boat).
55 - Workers and Engineers (but not Settlers) have their own veteran system.
56 Every turn when they do useful work, there is a small chance that they
57 will be promoted. They will never be promoted through combat.
58 The levels and their effect on terrain alteration speed are:
59 apprentice (1x) -> journeyman (1.25x) -> master (1.5x)
61 - Activate variable city radii:
62 radius 1 (radius_sq = 2): start
63 radius 2 (radius_sq = 5): city size 3
64 radius 3 (radius_sq = 10): city size 10 + Railroad
65 radius 4 (radius_sq = 17): city size 30 + Railroad + Mass Transit +
67 The vision range of the city is adapted accordingly.
68 The city graphics from the tileset change with the city radius.
70 - The number of build slots for units is increased at radius 3 and 4.
72 - (Add and) Activate tech upkeep. Beyond a certain technology level, some
73 bulbs are required to maintain your civilization's existing knowledge,
74 and if not supplied, some techs may be lost. (However, technology is not
75 lost in this way during periods of Anarchy.)
77 - Activate server setting 'foggedborders': your view of foreign borders is
78 not updated if you can't currently see the territory.
80 - Activated 'techlost_recv' and 'techlost_donor': whenever technologies are
81 transferred between civilizations, there is a small chance that each of
82 the parties will forget the technology in question.
84 - Most technologies have "root_req" requirements. This means that it is
85 not possible to acquire the technology by any means unless you already
86 possess its "root_req".
88 - Citizens of the nationality city owner is in war with are extra unhappy.
89 Under most governments all such citizens, under Communism
90 and Republic one in every two citizens, and under Democracy one in
91 every three citizen is unhappy because of the war against their homeland.
93 - Custom policy "Personal Freedom". You can trade off a science bonus
94 against extra unhappiness from your aggressive military units.
96 - There's only two disaster types; Earthquake and Fire, and they both
97 can destroy a building from a city.
99 - Each movement point is divided to 9 fragments instead of 3. IgTer, road,
100 and river moves costs have similarly changed to 3 fragments, so they are
101 still 1/3 (3/9) of a move. Movement along Railroad costs 1 fragment
102 (1/9 movement point), and infinite movement is provided by Maglev (but
103 not to Big Land units). You can build Maglevs alongside your Railroads
104 once you know Superconductors.
106 - Partisan appearance does not depend on original builder of the city,
107 but number of citizen nationality. If at least 75% of the citizens are of
108 old owner's nationality, partisans can appear.
110 - Paratroopers may paradrop to Transports on any oceanic tile.
112 - Several achievements are enabled.
114 - Some buildings accumulate culture
116 - An explorer can establish an embassy to another player
118 - Workers and Engineers can fortify
120 - AI players get their traits randomly assigned from a limited range
122 - Being part of a unit stack won't protect against spy actions.
125 2. Use the new ruleset
128 To play a game with the experimental rules, start the server with:
129 ./fcser -r data/experimental.serv
130 or a single player game with
131 ./freeciv-gtk3 -r data/experimental.serv
132 (and any other command-line arguments you normally use)
134 Start the client normally. The client must be network-compatible
135 (usually meaning the same or similar version) but otherwise nothing
138 Note that the Freeciv AI might not play as well with rules other
139 than standard Freeciv. The AI is supposed to understand and
140 utilize all sane rules variations, so please report any AI
141 failures so that they can be fixed.