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FreeCiv
An Introduction to Freeciv
Introduction
To start a multi-player game, type "civclient" in
a shell. Then click the "Metaserver" tab and the "Update" button there. Look for
game in "Pregame" state, possibly with nonzero players, connect and wait there
for more players. Type "/create name" to get a computer enemy and "/start" to
begin.
The goal
The goal of Freeciv is to build cities, which in turn
can build armies to attack the other players. You get 2 settlers and 1 explorer.
Using the numeric keypad, move the settlers to a good location (see below) and
build a city by pressing b. You can move diagonally, by the way. Freeciv is turn
based; every unit can move once per turn. The turn ends when everyone clicks
"Turn done" or when a timeout is over.
Cities
Cities extract resources from the square they're built
on plus one nearby square for each inhabitant; you start with 1 inhabitant. The
resources are: Food (to grow cities), Production (to build settlers/armies) and
Trade (for research and money). Click a city to bring it up for management.
Click on a used square on the small map to remove your worker (and turn him into
an entertainer, see below), then click on an unused square to place your worker.
However the default placement is usually good.
- Food: All food from the used squares is added to the granary. Every
inhabitant uses two food per turn though, and settlers built by this city
require one or two also. When the granary reaches 20 food, the city grows to
size 2 and can use an additional nearby square. Settlers can irrigate (press
i) nearby squares if there is water adjacent, which increases food by one for
some square types, see table below. The square under the city gets a free
irrigation.
- Production: The production you get from a square can be used to
produce military units or settlers. Producing a settler reduces the city size
by 1 and can only be done in cities of size 2 and larger. Some units require
one production every turn (upkeep) for as long as they're alive. You can
change the unit or building to be produced in the city report, or buy
unfinished units. Settlers can mine (press m) some square types, which
increases their production; see table below. The square the city is on gets
one production if otherwise zero.
- Trade: Trade can be turned into tax, luxury or science. Science
lets you research new military unit types. Tax yields money, which you can use
to prematurely complete a cities production. Luxury creates happy inhabitants.
You can select the distribution of your trade by pressing shift-R). Corruption
reduces the amount of trade that a city delivers; the further away from the
capital, the more corruption. Settlers can build roads (press r) which add 1
trade to some square types, see table below, and allow for faster movement.
The square the city is on gets a free road.
Inhabitants can be happy,
content or unhappy (shown by different icons in the city window). If there are
more unhappy than happy inhabitants, the city falls into disorder and stops
producing anything. The first four inhabitants of a city are content. Additional
ones are unhappy and must be made content either with temples in their cities,
with wonders (see below), with luxuries or with entertainers.
Research
In the Reports menu you find the Science report. There
you can decide what to research. You can select an immediate thing to research
and a long term goal that the next immediate will be selected from. Most
research items require others to be discovered already. After discovery of
knowledge, you can build new types of military units, new wonders or use new
governments. This window pops up whenever research on one item finishes.
Government
The type of government you have affects how many
resources your cities can extract from the land. You can change government by
researching the new government type and then starting a revolution (in Kingdom
menu, will take a few turns). The most important ones:
- Despotism: This is your initial government type. Each square that
yields more than 2 of anything (food, production or trade) has that yield
reduced by one. Settlers use one food per turn for upkeep, military units are
free unless there are more built by a city than the city has inhabitants.
Science rate can only be set to 60%. High corruption.
- Monarchy: No more resource reduction. Settlers use one food. The
first 3 military units per city are free of upkeep. Maximum science rate is
70%. Corruption is small.
- Republic: Each square with trade gets another trade unit. Settlers
use two food, and one production. All military units use one production. Only
one military unit is tolerated abroad (not in city), additional units create
one unhappy inhabitant. Corruption is small.
Wonders
Each wonder of the world can only be built by one
player and only in one city. Other cities can build and send caravans (after you
research Trade) to help in building wonders. The most important wonders are:
- Magellan's Expedition: Sea units can move 2 squares further per
turn. Requires Navigation
- Leonardo's Workshop: 1 obsolete military unit upgraded per turn.
Requires Invention
- Michelangelo's Chapel: 3 unhappy inhabitants become content in
every city. Requires Monotheism
- J.S.Bach's Cathedral: Creates 2 happy inhabitants in every city.
Requires Theology
Square types
Tile F/P/T |
Name |
Irrigation |
Mine |
Road |
Defence |
|
Ocean |
- |
- |
- |
- |
Grassland |
F |
- |
T |
- |
Plains |
F |
- |
T |
- |
Desert |
F |
PP |
T |
- |
Tundra |
F |
- |
- |
- |
Forest |
- |
- |
- |
+50% |
Jungle |
- |
- |
- |
+50% |
Hills |
F |
PPP |
- |
+100% |
Mountains |
- |
P |
- |
+200% |
Swamp |
- |
- |
- |
+50% |
Glacier |
- |
- |
- |
- | |
These are the food, production and trade yields of all squares under
Monarchy. Note that the fields in the second and third column are
rare. For the initial government type, reduce all numbers above 2 by 1.
For Republic, add 1 trade to each square with trade. Irrigation/Mine/Road
shows the increases in food, production, and trade when those are
improvements are performed by a settler. Defence is the increase in
defense power you get when attacked on such a field. Rivers add 1 trade
and 50% defense power; they also ease movement along them. Squares with
increased defense power are harder to walk fast (horses get slowed down)
except for explorers. You can identify any square (or unit) by
middle-clicking it.
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Military units
Unit |
Name |
A |
D |
M |
Requires |
Remarks |
|
Explorer |
- |
1 |
3 |
Seafaring |
No slowdown by rough terrain |
Settlers |
- |
1 |
1 |
- |
Builds cities, improves land |
Diplomat |
- |
- |
2 |
Writing |
Can subvert cities and bribe units |
Caravan |
- |
1 |
1 |
Trade |
Carries production to wonders |
Phalanx |
1 |
2 |
1 |
Bronze working |
OK defense against most land units |
Horsemen |
2 |
1 |
2 |
Horseback riding |
Good invader of emptied cities |
Trireme |
1 |
1 |
3 |
Map making |
Carries 2, turn must end at coast |
Caravel |
2 |
1 |
3 |
Navigation |
Carries 3 units |
Ironclad |
4 |
4 |
4 |
Steam engine |
Strong attacker of coastal cities |
Destroyer |
4 |
4 |
6 |
Electricity |
Like ironclad but faster |
Cruiser |
6 |
6 |
5 |
Steel |
Much stronger than destroyers | Military units are
characterized by three numbers: attack power, defense power, and movement speed.
Those three numbers plus the production cost are what you see when changing
production. When unit A attacks unit B by moving onto B's square, A's attack
power is matched up against B's defense power. If A has attack power 2 and B has
defense power 1, then A has about a two-thirds chance of winning (more info in
the Freeciv manual). The survivor often becomes veteran, which increases his
attack and defense power by 50%. Being built in a city with Barracks makes a
unit veteran, too. Rivers and some terrain types increase the defense power
of the defender, see table below. Units in cities enjoy a 50% defense power
increase as well. Damaged units have red bars in the bottom left corner, they
move more slowly and have their attack power reduced. They recover slowly
(faster in cities or when fortified). Pressing f will fortify the unit, which
increases defense power by 50%. Pressing s will put the unit on sentry; they
will wait until healed or until an enemy unit moves to an adjacent field.
Pressing g lets you select a destination to go to. If an enemy is there, it will
be attacked. Military units can take enemy cities when there are no defenders
left. Defended cities have a little flag in their top left corner. If you lose
your capital, you get very high corruption and your kingdom may split. If
several military units are on one square, the strongest one defends. If it is
defeated, all units die (except in cities). Sea units can attack land units but
not vice versa. Some sea units can carry land units, just move onto them at the
coast. Loaded units have a + in their bottom right corner. Diplomats are very
powerful. They are easy to defeat but can incite revolts in enemy cities (the
city becomes yours), steal technologies or bribe enemy units. Diplomat actions
can be performed directly from a ship. Defending diplomats in cities may prevent
them.
Winning strategy
Most multi-player games are played using "/set generator 2". This creates one island
for every player plus some small empty additional ones. Here's standard strategy
to play these.
- Find good settling spots. A good settling spot must at least yield 4 food
(from the two squares used) and as much production as possible. Don't look
longer than, say, for 3-4 turns. Whales and pheasants are the best resource to
be close to. Grassland and plains are good to settle on, wheat/oasis/buffalo
even better.
- Once you built the city, set its production to settlers. Bring up the
science report and set research to Alphabet and the goal to The Republic.
- As soon as any city reaches size two, click it and set all workers on
production fields using the little map. As soon as you can afford it, buy the
settler.
- Keep producing nothing but settlers and have them build nearby cities.
There should only be 1-2 empty squares between the cities. Don't build
irrigation, mines or roads.
- When The Republic is only one step away, set goal to Navigation. When
Republic is reached, set research to Map Making and immediately start a
revolution (from Kingdom menu). Once you're a republic, build roads on used
squares. See image for an example.
- VARIANT: If you get discovered by an enemy, build ships as soon as you
can, and defending units like warriors and phalanxes if necessary. You may
choose to collaborate with neighbours, use Players menu to find out who to talk
to.
- When Navigation is only one step away, set goal to Steam Engine. When
Navigation is reached, build a couple of caravels to explore your neighbourhood
and settle nearby islands. VARIANT: It's often useful to research Trade before
Steam Engine so you can build wonders.
- Once most spots on your island are taken, start building roads, preferably
on grassland and plains. Use the roads to move faster and gain trade.
- As soon as Steam Engine is reached, build lots of ironclads. Increase tax
rate to buy them. Accompany them with horsemen on caravels. Find neighbours,
kill their city defences with the ironclads and invade their cities with the
horsemen. Place ironclads in conquered cities for initial defense.
- After Steam Engine, you may want to research Electricity and Steel to get
even better ships, destroyers and cruisers. Once you got Steel, set tax rate
to maximum and put everything into war.
If you play on the default
generator, there are three possibilities:
- If you have your own island, play like above.
- If you have a shared island but your enemies are far away or you can have
peace with them (which usually is preferable), you can play mostly like
generator 2, just research horseback riding and bronze working right after
republic (gives horsemen and phalanx).
- If your neighbours are close and you can't have peace or alliance, research
horsemen, monarchy and feudalism to defend. Then play like generator 2, only
try to attack cities just after you got the new offensive unit (horsemen,
knights). Consider building some Barracks. VARIANT: Research horsemen and the
republic. Now build diplomats and bribe enemy cities of size 1-2 and attacking
units. Also research map making to allow for surprise attacks off the boat.
When your opponent is no urgent threat anymore, set your science back to
maximum and research gunpowder or navigation.
Further reading
A lot of documentation is found on the Freeciv home page, namely the Freeciv manual and more tutorials (some outdated). And
once the game is running you can check the help function for a complete list of
wonders, military units, science advances and government types. Also check the
Orders menu to see what a unit can do.
Credits
This article was reproduced from the www.freeciv.org website. This website is a definite must see for anyone who wants to play FreeCiv, learn more about the game, or wants to best strategies.
RISC World
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