Civ2Civ3 Ruleset for Freeciv v3.1OBJECTIVES:- The main purpose is to get a gameplay more similar to civ3, keepingthe combat system from civ2.- Reduced micromanagement as much as possible. Don't be afraid by theamount of changes, I think this ruleset is easier to learn thanclassic rules, and it is designed so there is not a big disadvantagewhen you do not play optimally. I hope both rookies and experiencedplayers can enjoy it.- Removed the rules that allowed a sudden boost: mainly rapture growth,national trade routes, and the big bonuses from some governments.The result should be a simpler and more linear development of yourcities, and a slower paced gameplay. With governments that keep asimilar balance along the different ages, and smoother effects ofterrains, units, buildings and wonders.- All the new rules have been adapted so AI can play with them, and toavoid possible exploits by human players.I wish to keep it updated and to improve it with the comments from theplayers.INFO:- Help texts have been updated (mainly Buildings and Wonders), so theinfo showed ingame already takes into account the changed rules. Notethat some graphical tables from the Manual will not match (mainlyTerrains and Governments), so better use the tables in this ReadMe asreference.- I suggest new players to start a game with 6 players or so, AI skilllevel Normal, and default ruleset options (Small continental map with100 land tiles per player).- For challenging games, you may place several AI players in the sameteam.

Overview of the Civilization Game Series. June 13, 2017 By Paul Bellow. The tech tree has changed significantly since the first game, but the goal of getting to the more important technologies has remained an important part of Civilization since day one. Freeciv (1996): A free and open source clone of Civilization. The game mostly.

For example, one team with 5 AIs together against you.- Cheating AI level was adjusted for these rules, I suggest experiencedplayers to use it.CHEATING AI: +40% Science, Luxury, Gold and Production, +40 AI love,+40% Veteran chance, +40% Bribe and Incite costs, -20% Pollution,+1 Content per city, no food penalty from units.The following is a full list of changes compared to classic ruleset.CORE CHANGES:- No Rapture Growth (Celebration only causes additional Trade per tile,same as civ3). Foodbox readjusted to keep a constant city growth.- Settlers cost 2 population (as in civ3). This way, the number of tilesworked in the original city are reduced by 2, equal to the number oftiles worked in the newly created city.- Disabled national Trade Routes: it is still possible to create TradeRoutes, but only to foreign cities that you are not at war with(trade routes are canceled when war breaks out). Each city cansupport a maximum of 2 trade routes. Removed the one time revenues.- Every unit (except Settlers/Migrants, which cost population to build)pays some kind of Upkeep cost. Under some governments, this upkeep ischanged from Shields to Gold (similar to civ3).- A city can support as many military and Settler/Migrant units as itspopulation size (min 4, max 20).

Additional units cause waste of Food.If the city shrinks due to starvation, one of those extra units willbe disbanded.- Units lose one Veteran level when upgraded.- Enabled tired attack: units that attack with less than a single movepoint will have their attack power reduced accordingly.If they have 2/3 movement points, they will attack with 2/3 strength.If they have 1/3 movement points, they will attack with 1/3 strength.- Unlimited movement on rails delayed to maglev (available withSuperconductors). Movement bonus on Railroads x6, on Roads x3, onRivers x3 (non diagonal).- The 'restrictinfra' server setting applies to rivers as well as toroads/railroads.- Added Fort and Airstrip bases, required before you can build Fortressor Airbase, respectively. It prevents the construction of full basesin one single turn. The bases no longer protect full stacks from beingkilled when one unit is defeated.- Specialists output reduced to 2 (same as civ2).

There are wonders thatincrease it to 3 for all players.- Enabled Tech Leakage: technologies are cheaper if already discoveredby other nations you have Embassy with.- The cost of each Tech is equal to the number of steps needed to getthe tech (Tech Cost = Base Cost. Number of Parents). It is a linearformula more similar to civ2, and it fits better the new reducedbonuses from Trade and Science.- Tech Upkeep assigned to Cities: some science is required from eachcity to maintain a given technological level. The upkeep grows from 0during the middle ages, up to 10 Bulbs per city when the whole techtree was researched. If the global balance of Bulbs ends negative, onetechnology is lost, and half of its value is restored to the count ofBulbs.- No holes allowed in tech tree.

To acquire a tech you must know itsprerequisites, and you cannot lose a tech that another depends on.- Some buildings, and all wonders, generate culture points in yourcities; certain achievements such as mapping the world also generateculture points. By default, this only affects score; it also affectsmigration (which is not enabled by default), and a cultural victorycan optionally be enabled.- Enabled risk of Plague at cities with population greater than 4. Chancesreduced by the buildings Aqueduct and Sewer System, the tech Medicine,and the wonder Cure for Cancer.- Added other random disasters: Earthquake, Fire, Flood, IndustrialAccident, and Nuclear Accident.- Increased AIlove for AI players, in order to reduce the amount ofwars between them.OPTIONAL RULES:- Every player starts with 1 free Tech, 1 Settler, 1 Worker,1 Explorer, and 1 Diplomat. ('startunits', 'techlevel')- Minimum Distance between cities set to 3. ('citymindist')- Initial National Border equal to city radius (2 tiles). ('borders')- Restricted the use of infrastructure (roads, railroads, and rivers)for enemy units.

('restrictinfra')- Unreachable units do not protect reachable ones. ('unreachableprotects')- Set Occupy Chance to 100%: Units automatically move to the target tileif the attack is successful and ZoC rules allow the movement.('occupychance')- Halved change of building loss when city is conquered. Dead effect 2 pc download.

('razechance')- Revolutions become quicker the more times any player has changed tothe target government.

In, Technologies are quite different depending on or custom tree.Each race has a different Tech Tree. You can also create your own. All Tech Trees are significantly different and geared towards the race that they belong to. For example, the Tech Tree replaces Xeno Engineering with Xeno Slavery. They also have Slave Pits instead of Factories. Each race also has a number of special techs that are unique to that race's Tech Tree and cannot be researched by other Civs.

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(They can be traded to other Civs.) Each one of these 'Special' Techs carries bonuses. However, as each race has them they balance out.Note: The Terran Tech Tree is the closest to the one used in Dread Lords.Another new addition is Terrorstar and ship modules that effect a whole fleet.

Freeciv Technology Tree

Terrorstars can be developed by any race and requires 5 levels of research. You need all five levels for a functional Terrorstar.There are two types of fleet affecting ship modules: Atlas and Drive. Atlas technology is any offensive or defensive ship modules that effect every ship in a fleet. Warp Bubbles found in Terran & Minor techtrees) allows every ship to to travel at the speed of the Drive ship.Having two ships in a fleet with the same fleet module is pointless. Also the AI tends to prioritize a ship with a fleet module but will not use Atlas or Drive or Terrorstar technology itself.Spotting unique technologyDiplomacy screenTechnologies marked with an asterix (.) are unique in the current game. This does not mean it's a racially unique tech. If you are playing a 1v1 game of the Arceans versus the Terrans, you'll notice an asterix in front of every engine technology they own.

This is because the Arceans lack engine technology which makes the Terrans the sole owner of all engine technology above hyperdrive. If the Arceans acquire the Terran technology, the asterix will disappear because the Terrans and Arceans share drive technology and as such neither is or can be sole owner of a technology.An asterix applies to your technologies as well if you are the sole owner of a technology.Research screenAny tech in your techtree that has your racial icon displayed on the left side is a racially unique technology. After researching this tech and if it is tradable it will be marked by an asterix in the diplomacy screen.See also.

(Dread Lords and Dark Avatar Technology Trees).