Welcome to Freeciv 2.6
The most important changes between major releases are shown below.
Not all changes are shown here. See NEWS-2.6 for changes in minor
releases since 2.6.0. Those who are interested in seeing even more
detailed changes should check the ChangeLog file.
MAJOR CHANGES FROM 2.5.x to 2.6.0
(from <http://www.freeciv.org/wiki/NEWS-2.6.0>, 2018-07-22)
The major changes in Freeciv 2.6 are a redesigned Qt client, an updated
civ2civ3 ruleset, and a whole lot of extra flexibility to create custom
As is usual for major releases, 2.6 clients cannot interoperate with
pre-2.6 servers, and vice versa. Most pre-2.6 savegames can however be
loaded into 2.6, and in most cases, the supplied rulesets have not
changed so much as to make it difficult to complete a game started with
Server / General
Changes affecting players (supplied rulesets)
A new ruleset, "sandbox", is included (as of beta2). This is a place
for developers to experiment with and demonstrate new engine features,
without regard to game balance or savefile compatibility; sandbox games
started in this version may not load into future releases (even minor
2.6.x releases). HRM#696004
Miscellaneous rule changes affecting all or most rulesets:
* In most supplied rulesets, non-military units and some air units no
longer impose a zone of control (ZoC). GNAPATCH#4818 GNAPATCH#4935
* classic, multiplayer, experimental: Mines on Desert and Glacier are
now Oil Wells, and can only be built once Construction and Refining
are known respectively. If the underlying terrain changes between
one supporting regular mine and one supporting oil well, the
improvement is lost. (civ2civ3 is different, see below.)
* Buoys no longer claim territory, and so can no longer be used to
block travel during peace. GNAPATCH#3878
* The size of barbarian uprisings, and the effect of the 'barbarians'
setting, have changed. (It's not clear what the old code actually
* When 'autoattack' is enabled, now the best attacker goes first, not
the worst. (This makes target-specific strength factors work to the
attacker's advantage rather than the defender's, but does make it
easier to lure out strong attacking units.) GNAPATCH#7942
* (as of RC2) Bribe cost for damaged units has increased. Previously
(due to a bug) it was halved if the unit had lost any hitpoints at
all. Now it depends on how damaged they are (up to at most a
discount of half, as before). HRM#763896
* "Industrial Accident" disaster, where a Mfg. Plant can cause
population loss and pollution. GNAPATCH#5014
* When a Spy sabotages another diplomatic unit, there is no longer a
diplomatic battle (which could lead to the elimination of the
victim, rather than just a reduction in hit points). GNAPATCH#6103
* "SDI Defense" now works against allies' nukes. GNAPATCH#6693
* In rulesets where the Great Library grants techs known by other
civilizations, it now grants a random tech of the eligible ones,
rather than a predictable one. GNAPATCH#5104
* Ruins are removed whenever the underlying terrain is changed.
Rule changes to specific rulesets:
* civ2civ3 has had many changes.
+ Units and combat
o 'Tired attack' is enabled: units that attack with less
than one movement point have reduced attack strength.
o Units which cost population (Settlers, Migrants, and
Fanatics) no longer pay shield or gold upkeep. Instead,
they count towards the per-city food upkeep limit.
(Changed because the AI no longer mishandles this
o Naval units are now generally cheaper, to make the ratio
of strength to cost more similar to land units.
o Airplanes (fighters and bombers) can spend an extra turn
in the air, allowing more air-to-air battles. They lose
10% of hitpoints every turn when in the air, like
o Cruise Missiles have increased range, and can target
o All aircraft can use Airports to travel between cities.
o Carriers can now transport Land units (non-wheeled, and
non-merchant). (Because Carriers could already transport
Helicopters which can transport Land units. However, not
all land units can freely enter or leave Helicopters
while on board a Carrier.) HRM#681866
o Only "Big Land" class units (tanks, artillery etc) kill
citizens when attacking a city; "Land" class units
(infantry etc) no longer do. GNAPATCH#7078 GNA#24616
o Triremes are subject to ZoC when traveling on rivers, and
can no longer move diagonally between river tiles.
o Explorers can establish embassies and investigate cities,
like Diplomats. They are slightly more expensive, but do
not become obsolete.
o The actions Establish Embassy and Investigate City can be
done directly from a boat.
o Diplomat and Spy can fortify (this provides no defensive
bonus, but means they don't wake up as they would when
o Reworked merchant units (Caravan and Freight) and trade.
# No longer require river or roads to move.
# Subject to ZoC.
# Cannot establish trade routes or help build wonders
without movement points.
# No one-time trade bonuses when they enter a city.
# When war is declared between two players, existing
trade routes are canceled, and new ones can't be
established while a state of war exists.
# Can help building allies' or team-mates' wonders.
o The default start units include a Worker instead of
+ Terrain and terrain alterations
o Changes to defensive bases:
# New 'Fort' and 'Airstrip' bases, which must be built
before 'Fortress' and 'Airbase' respectively. They
provide some defense; airstrips provide a refuel
# Fortresses and Airbases no longer prevent a whole
unit stack from being lost when one defender dies
GNAPATCH#5998; but they now provide some defense
bonus against all kinds of attacking unit.
# Airbases provide extra vision, like Fortresses after
Astronomy; and provide more hitpoint regeneration
(equivalent to a city without an Airport).
o City centers once again always get automatic roads, even
on rivers without knowledge of Bridge Building.
o City center tiles are no longer guaranteed a minimum of 1
food. The only effect is that city center desert tiles no
longer give any food if a mine is built on them.
o Mountains now get an extra production point from mining
(changed from +1 to +2).
o Desert and Glacier tiles can now have an oil well built
on top of a mine once Refining is known, for an extra
production point. The mines available from the start of
the game are drawn with the same sprites as on other
o In order to get a bonus with Offshore Platform, deep
ocean tiles now require the new extra Oil Platform,
rather than Buoy. Offshore Platforms now give a bonus
from lake tiles too.
o Added Maglevs (with Superconductors), which supplement
Railroads and give infinite movement to certain units.
o Forest, Jungle, and Swamp tiles now give the advertised
defense bonus of 25% (in 2.5 it was rounded down to 20%).
o Forest and Jungle tiles can now suffer pollution and
fallout, like most other tiles. HRM#681860
o Adjusted terrain transformations (that can be done once
Fusion Power is known). Designed so that all useful
alterations can be finished in 1 or 2 steps, and all
global warming effects can be reversed with Transform.
o Adjusted effects of climate change. Ocean can no longer
become Deep Ocean. GNAPATCH#5475
+ Buildings and wonders
o Great Wonders are now only obsoleted when the owner
learns a certain technology, not when any player does.
o A new building, the Ecclesiastical Palace (available with
Theology), acts as a second center of government.
o Spaceship part cost approximately doubled. GNAPATCH#5996
o It's no longer possible to build a Harbor next to a lake
(since it gives no benefit to lake tiles). GNA#25070
o Conversely, Lighthouse and Magellan's Expedition can be
built next to deep ocean. GNAPATCH#7742
o The suppression of Super Highways trade benefits by a
farmland bonus no longer applies to city center tiles.
o 'Holes' in the tech tree (knowing a tech without knowing
its prerequisites) are no longer allowed (previously they
could arise through tech trading, tech loss, and so on).
o Construction now requires Iron Working, rather than
Currency (so that Iron Working is a prerequisite for
Frigates and Ironclads). GNAPATCH#5999
o Population pollution can now occur even without knowledge
of Industrialization. (This was a corner case that would
likely never have been encountered.) GNAPATCH#5015
o The Tribal government gives one content citizen per city
instead of martial law.
o Tribal governments get an extra unhappy citizen at a
slightly smaller empire size, and Monarchies at a
o Each city in a Federation gets 2 extra luxury points.
o The 50% science loss from Fundamentalism is now additive
with other science bonuses, rather than multiplicative.
(It's equivalent to losing a building such as a Library.)
o Similarly, the luxury loss from Anarchy is now additive
rather than multiplicative.
o Certain buildings (and all wonders) generate culture
points every turn, which accumulate in a city (and change
hands with it); each nation can also get one-time culture
boosts from achievements such as mapping the entire world
or launching a spaceship. Culture affects score, and city
culture drives migration, if enabled. A cultural victory
is also possible (but not enabled by default, as these
effects have not yet been tested and balanced); a player
must have culture above a certain threshold, and a
convincing lead over other players, to win. GNAPATCH#5997
o The outer ring of tiles worked by a city can be stolen by
an enemy border source. (The inner ring is permanently
owned by the city owner.) GNAPATCH#7096 HRM#651450
o Adjustments to AI bonuses: HRM#681976 GNAPATCH#6006
# Hard AIs are no longer favored by other AI players,
but Cheating AIs are favored more.
# Cheating AIs no longer get any bonus to defense
(they used to get one against land attacks); but
their units do now cost more to bribe, they don't
pay unit food upkeep, they get a bonus to population
pollution, and their existing bonuses to veteran
chance and city incite cost are increased.
o Tweaked the startup defaults. (These are almost all
server settings that can be customized to taste.)
# Grant a diplomat start unit ('startunits').
# 6 players by default, not 12 (and a smaller map).
# Tweaked map generation: smaller poles, less shallow
# Revolutions tend to become quicker the more times
any player has used the target government type
# Halved the chance of building destruction when a
city is conquered ('razechance').
* multiplayer ruleset:
+ 'Tired attack' is enabled: units that attack with less than
one movement point have reduced attack strength. GNA#22395
+ Darwin's Voyage now only gives one free tech, not two.
+ Buoys have been restored, now that they no longer claim
+ Borders are now enabled by default; the 'foggedborders' option
has been set so that you can't deduce enemy movements through
their border changes; you can always see your own territory.
* experimental ruleset:
+ One player policy, 'Personal Freedom', which allows trading
off science against military unhappiness.
+ Culture sources (fewer than civ2civ3: Palace, Colosseum,
Library, University). Cultural victory is enabled by default.
+ Explorers can establish embassies once Writing is known.
+ Spies can bribe and sabotage units which are not alone on
their tiles. GNAPATCH#5295
+ Caravans and Freight can opt to not to establish (or displace)
a trade route when arriving at a destination city, instead
receiving just the one-time bonus ("Sell Goods").
+ Workers and Engineers can fortify.
+ Various achievements. They are only available to the first
player to reach them, and have no gameplay effect.
+ AI traits are somewhat randomized. GNAPATCH#5226
+ The fourth city radius on square topologies is slightly
* civ1 and civ2 rulesets (to improve their fidelity):
+ A tile with both a river and a fortress now has a higher
defensive bonus, as the bonuses are now multiplied rather than
added (restoring the 2.4 behavior). GNA#23143
+ In the civ2 ruleset, Diplomats and Spies can now perform their
actions directly from a ship on the ocean. GNA#23604
+ Player colors are by default tied to specific nations.
+ The civ1 ruleset no longer has Farmland (previously it existed
despite being impossible to build, due to engine limitations).
New/changed game settings:
* A new option 'revolentype' controls how the period of anarchy
during a revolution is determined. New options include a random
period with a maximum other than 5 turns, and a period that
decreases the more times anyone has switched to the target
government. GNAPATCH#4700 GNAPATCH#5338
* The 'diplcost' setting has been split into 'diplbulbcost' and
* The 'huts' setting is now relative to map size (it was a count).
Old scenarios will retain their behavior, but old server scripts
will not. GNAPATCH#6669
* The 'happyborders' setting has a new value which allows your units
to be inside allies' borders without causing unhappiness.
* The 'spacerace' and 'alliedvictory' options have been replaced by a
new bitwise option 'victories'. A third flag has been added to this
option to enable 'cultural victory' in rulesets which support it
(currently 'civ2civ3' and 'experimental'). GNAPATCH#4017
* 'citymindist' now goes up to 11. GNAPATCH#5572
* The settings 'sciencebox' and 'killstack' can now be changed in the
pregame of scenarios which have players defined (such as Europe
* 'startunits' can now include a ferryboat unit ('f'). GNAPATCH#4861
Also, this setting can now be empty if 'startcity' is set.
* Map generation:
+ The previous hard-coded behavior that non-wrapping maps had
only a single pole has been replaced by a new setting
'singlepole' which controls this behavior. GNA#23261
+ The previously hardcoded suppression of relief at the poles is
now controlled by a new setting 'flatpoles'. GNAPATCH#6919
+ Narrower borders around edged maps (restoring 2.2.x behavior).
+ Map generation now tries a bit harder before giving up.
* The maximum number of regular players has increased from 126 to 150
(160 including barbarians). GNAPATCH#4254
* The maximum number of cities and units in a game (added together)
has increased from 65535 to 250000. GNA#21950
* A new scenario, "Europe 1900 WWI", is included. This is a Europe
map with the cities and units of the Great Powers prior to the
outbreak of the First World War. (A previous version was available
for 2.5 via the modpack installer, as "Europe 1901".) GNAPATCH#6434
* The large Earth scenario now has 52 more start positions (for a
total of 91), and players start with their first city built. Thanks
to Rhue. HRM#688280 HRM#702265
Changes affecting other rulesets / modders
We've tried to make it a bit easier for people not experienced with
modding to add new nations to their local installation, with the
'override' directory. How to use this is documented in
Both client and server have a new command-line option --warnings,
designed for modders, which warns about deprecated modpack constructs
that may disappear in future releases. If you port a modpack to 2.6,
it's a good idea to run with this option to check for old constructs.
Ruleset authors can control much more of the game behavior. Comments in
supplied ruleset files give some documentation and usage examples of
new features; you can also browse the forum thread where most features
were announced as they were added.
Existing rulesets need changes to work with 2.6; see
for a minimal recipe (not all required changes are listed below). Once
you've updated to 2.6 format, the next major version after that is
planned to contain a tool to upgrade rulesets automatically.
+ Most additions to base terrain -- roads, bases, and specials
-- are now unified as "extras"; only resources remain
separate. The properties and graphic representations of extras
are now somewhat less tied to their category, although roads
and bases continue to exist as subclasses with unique
+ The previously hardcoded set of terrain specials -- mine,
irrigation, farmland, pollution, fallout, hut -- is now fully
under ruleset control.
+ Production bonuses and penalties formerly caused by terrain
specials are now governed by new effects (Irrigation_Pct,
Mining_Pct, Output_Tile_Punish_Pct), so can depend on more and
different requirements. GNAPATCH#3965 GNAPATCH#3967
+ The set of events that can cause extras to appear and
disappear (for instance user actions like "mine", "irrigate",
and "clean fallout") is still fixed, although their mapping to
extras is not. If the ruleset allows the same cause to create
or remove multiple extras, the player can choose.
+ Any kind of extra (including roads and bases) can fall into
any of the new extra categories (Infra, Natural, Bonus, or
Nuisance). (This mainly affects how they are presented in the
help and user interface.) For instance, it would be possible
to have a base generated at game start like a hut (Bonus
+ The total limit on extras of any kind is now 64 (previously
there were limits of 32 base types and 8 road types).
+ New features:
o Bases on a tile in unclaimed territory can now have an
owner distinct from the border owner of the tile they are
on. This only has an effect for bases providing vision.
For example, this allows buoys to provide vision to a
player without also providing territory (and blocking
peaceful units). Unlike territory-providing bases, such
bases do not change hands, unless another base is built
on the same tile. GNAPATCH#3630
o Extra removal (cleaning and pillaging) can now have
additional requirements (rmreqs).
o The time taken to remove an extra can be extra-specific
(removal_time) or terrain-specific (via existing
clean_fallout/pollution_time or new pillage_time).
o Extra build/removal time can now also depend on both
extra and terrain to some extent (build_time_factor,
o Extras can optionally disappear when the underlying
terrain changes even if they would be valid on the new
terrain -- 'TerrChangeRemoves' extra flag. GNA#20898
o Optional defense layers -- 'Natural' and 'Fortification'
-- with multiplicative defense bonuses. Allows rulesets
to fix a regression in 2.5 when rivers were turned into
road types. GNA#23143
o The move_mode of roads can now affect whether a move is
legal, not just its cost. For instance, a river-native
unit can be prevented from moving between two rivers on
diagonally adjacent tiles. GNA#16383
o Integrating roads, allowing move bonus / legality between
two tiles with different types of roads. Graphics are
drawn appropriately. GNAPATCH#3829
o Roads can have additional requirements on where they are
started (building road on a tile where no adjacent tiles
have the same or an integrating road) -- 'first_reqs'.
o Extras can now be native to units without also being
refuel points for them ('Refuel' extra flag).
o The names of menu options for building the two categories
of base with their own keystrokes are now under ruleset
control, rather than being fixed as "Type A / B base".
o The extras used for pollution, fallout, and huts can be
terrain-dependent and/or chosen randomly from a set.
+ Some actions performed by units -- in 2.6, just the special
diplomat/spy/caravan actions -- can now be configured by the
ruleset. The consequences of actions are still largely
hardcoded, but the circumstances in which units can perform
these actions are now specified with the requirements system
using 'action enablers'. Many previously hard-coded rules are
now under ruleset control. See doc/README.actions.
Some examples of newly possible things (this is not an
o Helping to build a wonder in a foreign city.
o Sabotaging a unit with 1 hitpoint can kill it.
o Poisoning a size 1 city can destroy it.
o Acting against units not alone on a tile (the player is
prompted to choose a target unit).
o Acting against units inside cities (but you must be able
to see inside the city, implying at least Alliance).
o Hostile actions against players you're not at war with,
o Establishing embassies with No_Diplomacy nations.
o Units don't have to have a Diplomat/Spy flag to perform
what have traditionally been diplomatic actions.
(However, these flags do still control the ability to
survive actions, defense against such actions, and city
resistance to tech stealing.)
+ One new spy-type action, "Steal Gold", which steals a random
amount from the target player's treasury. New effects control
the maximum amount stolen ("Max_Stolen_Gold_Pm") and how much
is lost to both players ("Thiefs_Share_Pm"). GNAPATCH#5274
+ "Enter Marketplace" (one-time revenue from caravans, now
called "Sell Goods" in most rulesets) can now be an
independent action from "Establish Trade Route", with its own
+ It's now possible to allow only targeted sabotage and tech
stealing, without offering the option of a randomly chosen
+ Many new requirements have been added to express conditions
that were previously hard-coded in these actions. See
+ A Lua signal 'action_started_*' is emitted when an action is
about to take place, allowing additional behavior to be added.
+ Since it's now possible to construct a ruleset where an action
is illegal due to some restriction that is unknown to the
player, a new effect "Illegal_Action_Move_Cost" allows
movement points to be deducted if such an action is attempted.
This is intended to avoid the information leak from such
attempts being entirely without penalty (which would reward
tedious action scrubbing by players).
+ New feature: the ruleset can award culture points points that
accumulate over time ("history") or points that only last as
long as a condition holds ("performance"); each can be accrued
on a per-city or per-nation basis.
o Rulesets control the numeric criteria for cultural
victory (which is optionally enabled with the 'victories'
o Requirements can test the total culture of cities or
o Lua scripts can test or modify culture.
+ City culture can boost migration.
+ See the civ2civ3 description above for an example of what can
+ The game can track track whether players meet certain
conditions (see doc/README.achievements), and award
'achievements' either to the first or to each player that
meets the requirements. Achievements can simply be trophies
with no further effect, or can affect gameplay by granting
culture points, through the effects system, or through Lua
+ Rulesets can define a set of 'policies', sliders which the
player can adjust once per turn and which affect the game via
'multipliers' in the effects system. These can be used to
implement custom trade-offs similar to the built-in tax rates.
+ A new disaster effect "ReducePopDestroy"; this is like
"ReducePopulation" except that it can destroy a city of size
+ A new Lua signal 'disaster_occurred' (replacing 'disaster')
tells a script whether the disaster had some effect inside the
game engine. The default script does not implement any
additional effects, so prints a message if there was no net
effect from a disaster. GNA#22082
+ Terrain defense bonuses that aren't a multiple of 10% now work
as expected (previously they were rounded down to the nearest
+ Map generation:
o A new 'Frozen' terrain flag, which can apply to land and
water. Frozen terrain is generated near the poles;
terrain changes will try to preserve frozenness; and
rulesets can specify that freezing/thawing terrain
transformations require a certain threshold of
surrounding frozenness. These changes are intended to
allow rulesets to define 'sea ice' terrains.
o Better support for multiple lake terrains: each lake
picks a consistent terrain type (rather than a
patchwork), and the NotGenerated flag is now honored for
lake terrains. GNAPATCH#6918
* Units and movement
+ There have been a lot of engine changes, particularly in
path-finding and AI, to support units with complex or unusual
movement restrictions. If you tried to create an unusual type
of unit or terrain restriction in a previous version and it
didn't work very well, it's worth trying again. There are too
many changes to list individually, but here are some of the
more notable ones:
o The 'shore bombardment' combat rule, where both attacker
and defender firepower are reduced to 1, now applies to
any situation where each unit couldn't move to the
other's tile. GNAPATCH#3830
o Path-finding through unknown terrain makes different
o Auto-explore works better with units other than pure
land/sea units. GNAPATCH#4853
o Unreachable target units are handled better by
o As part of this, the old 'move_type' ruleset parameter
has been completely retired; the engine infers what it
needs from other unit properties. GNAPATCH#4865
+ Units no longer have to impose zones of control (ZoC); this
can be disabled with the 'HasNoZoc' unit type flag. GNA#21507
+ The hardcoded rule that units may only impose a zone of
control (ZoC) on land has been replaced by the 'NoZoc' terrain
+ Ability to airlift a unit is now controlled by a unit class
flag 'Airliftable', rather than being hardcoded to units the
game thought were land units. GNAPATCH#3871
+ The hardcoded rule that units may fortify on land but not
water has been replaced by the 'NoFortify' terrain flag.
+ A unit type may now both fortify (F) and build fortress-type
bases (Shift+F). The new unit type flag 'Cant_Fortify'
replaces the previous hardcoded rule that 'Settlers' type
units could not fortify. GNAPATCH#5072
+ A new ruleset option 'pythagorean_diagonal' allows diagonal
moves in square topologies to cost more than orthogonal moves.
+ The maximum paradrop range has been increased from 255 to
effectively unlimited. GNA#24349
+ Rulesets now have better control over which unit types can be
granted via 'startunits', with the '*StartUnit' role flags.
+ The maximum number of ruleset-defined unit type flags has
increased from 16 to 32. GNAPATCH#4904
+ Rulesets can now control how many of the tiles initially
claimed by a city are immune from later border stealing, via
+ A new tech flag 'Claim_Ocean_Limited' which allows cities and
bases to claim water tiles only if they themselves are in
water (unlike 'Claim_Ocean', which also allowed land cities to
extend claims over water). GNAPATCH#4629
+ The effect where city disorder spills over into national
revolution now works at city resolution, as does the number of
turns of sustained disorder required, which is now under
ruleset control (new 'Revolution_Unhappiness' effect replacing
+ Building obsolescence is now defined with a list of any
requirements (rather than restricting buildings to being made
obsolete by tech and replaced by other buildings), with any
fulfilled requirement making the building obsolete.
+ The "Visible_Walls" effect is no longer boolean; with the
cooperation of the tileset, it allows up to 7 different wall
graphics to be selected (which don't actually have to be
+ Trade route legality / bonus can now differ depending on
whether foreign trade routes are with an enemy, ally, or team
+ Whether trade routes give a one-time bonus to gold and/or
science is now configurable. GNAPATCH#5248
+ The new 'Traderoute_Pct' effect allows ongoing trade route
revenue to be adjusted. GNAPATCH#3249
+ Rulesets can control whether 'holes' in the tech tree (techs
without their prerequisites) can ever appear due to various
causes (tech trading, tech loss, etc). GNAPATCH#4415
+ The "Tech_Parasite" effect (traditionally used for the Great
Library) now grants a random tech from those eligible, rather
than the one defined first in the ruleset. GNAPATCH#5104
* Nation styles
+ The 'city styles' that players selected when picking a nation
have been replaced with 'nation styles'.
+ The graphics used for cities can still depend on these (via
the new "Style" requirement), but don't have to; the sprite
used for the city can depend on other properties of the city.
(For instance, this can be used for ocean cities, so
oceanic_graphic definitions have been removed.)
+ Music styles (see "Sound" later) can also be influenced by
+ A new barbarian type, "Animal", is available for use by
o One Animal Kingdom AI "barbarian" player is created at
game start to manage the animals.
o Each terrain type has just one characteristic animal (or
none); so for any given terrain there's one kind of
animal that'll spawn there, but a given animal can call
multiple terrains home (so if both Hills and Mountains
have animal="Mountain Lion", then wild lions will roam
inside any contiguous region of uplands, but will never
step/attack outside). Animals cannot conquer cities.
o Animals' movement restriction to terrain is a property of
the owner, not the unit; so if an animal-type unit can be
captured it can then be moved anywhere, subject to the
o The map is randomly populated with animal units according
to map size and terrain availability at game start
(controlled by the new 'animals' setting).
o Animals do not respawn, and once they're all gone,
they're gone (as is the animal player).
+ The behavior of barbarian units -- when they 'retire'
(disappear) -- is now more under ruleset control. A new
effect, 'Retire_Pct', influences this.
+ The 'barbarians' setting is automatically adjusted and locked
if the ruleset does not define any barbarian nations.
* Effects and requirements
+ New requirements:
o Requirements that depend on properties of a specific
unit, not just the unit type and location. These were
introduced mainly for use in action enablers, but can be
used in other situations (e.g. 'Veteran_Combat' effect).
# Whether a unit is currently being transported
(UnitState = Transported) or can exist independently
at its current location (OnLivableTile).
# The unit's veteran level (MinVeteran). GNAPATCH#4902
# The unit's remaining movement points (MinMoveFrags).
# The unit's remaining hit points (MinHitPoints).
o 'DiplRel' requirement, allowing testing relationships
between the two players in some effects. Includes regular
diplomatic states (war, peace, alliance, team etc) as
well as shared vision, embassies, casus belli (reason to
cancel treaty), and whether they are in fact different
o The 'MaxUnitsOnTile' requirement allows testing the total
number of units currently on the tile. GNAPATCH#4224
o New requirement 'Age' allows testing how many turns a
unit, city, or player has existed. GNAPATCH#5305
o 'NationGroup' allows testing whether a player is one of a
particular subset of nations. Rulesets can define nation
groups which don't appear in the nation selection UI, for
use with this requirement. The supplied rulesets define a
'Barbarian' nation group for this purpose. GNAPATCH#5383
o 'Topology' tests properties of the game's map topology
('WrapX', 'WrapY', 'Iso', or 'Hex'). GNAPATCH#6193
o A new value 'Claimed' for the 'CityTile' requirement
allows testing whether a tile is inside any player's
o 'BaseFlag', 'RoadFlag', and 'ExtraFlag', allowing testing
whether extra has certain properties rather than just its
type. GNAPATCH#3832 GNA#24445
o The new requirement 'Extra' replaces 'Special', 'Base',
+ New requirement ranges:
o 'Alliance' and 'Team' allow testing whether any player in
these sets has a particular property. GNAPATCH#4231
o 'Traderoute' allows testing whether any city with which
this one has a trade route has a particular property.
+ The maximum number of requirements has increased from 10 to 20
(to allow room for nreqs to be converted to present="FALSE"
reqs; nreqs are now deprecated).
+ Effect changes not listed elsewhere:
o The new 'Victory' effect allows the ruleset to add any
win conditions that can be expressed with the
requirements system. GNAPATCH#4151
o 'Unit_Bribe_Cost_Pct' allows bribe cost to be adjusted.
Bribe cost reduction for settler-like units is now under
ruleset control. GNAPATCH#3412 GNAPATCH#4121
o The 'Nuke_Proof' effect can now depend on diplomatic
o 'Pollu_Pop_Pct_2' replaces the tech flag
'Population_Pollution_Inc' for adjusting the pollution
caused by city population, so that population pollution
can be entirely independent of technology. GNAPATCH#5015
+ Rulesets can now define sub-year divisions in their calendar.
The new 'Turn_Fragment' effect controls how many fragments
pass each turn. GNAPATCH#5249
+ A long description file can be included in a ruleset, and is
displayed in the client help.
+ Ruleset authors now have more control over when autogenerated
help is displayed, via the 'quiet' attribute on requirements,
actions, and combat bonuses. This allows suppression of
autogenerated help text where it's inaccurate or misleading or
the author would prefer handwritten text. GNAPATCH#4723
+ Unit classes can have custom help text. GNAPATCH#5834
+ Rulesets can contain a version number field, which is reported
in help, on the metaserver, saved in savegames, etc.
* Lua scripting
While old scripts should mostly continue to work, see
to avoid deprecated constructs. See the Events Reference Manual
<http://www.freeciv.org/wiki/Events_Reference_Manual> for full
Below are additions which are not covered in other sections:
+ Updated scripting engine from Lua 5.2 to 5.3.
+ Lua access to AI trait values. GNAPATCH#6557
+ (Terrain):class_name() ("Land" or "Oceanic") GNAPATCH#4746
+ (Direction):next_cw(), next_ccw(), opposite() GNAPATCH#5415
+ give_tech(), giving control of penalty and notification; old
give_technology() is deprecated.
+ New "pulse" signal, which is called every so often during a
+ Utilities for team pooled research: notify.research() /
notify.research_embassies(), for notifications involving every
one of a group of players that share research (possibly a
team) GNAPATCH#6545 GNA#24056; and
name that group GNAPATCH#6603.
+ New 'city_transferred' signal, which is triggered whenever a
city changes hands for any reason. 'city_lost' is deprecated
in favor of this one. GNAPATCH#6673
+ New 'city_size_change' signal, superseding 'city_growth' and
allowing script reaction to famine, etc. GNA#24115
+ Methods to test some city properties: (City):is_happy(),
is_celebrating(), is_unhappy(), is_gov_center(), and
+ Methods to navigate unit transport stacks:
(Unit):transporter(), (Unit):cargo_iterate(). GNAPATCH#6845
+ (as of RC2) find.role_unit_type() can now find a unit with a
given flag, as well as a given role. HRM#700906
Sound has had some major changes.
* Musicsets are now separate from soundsets, which now just cover
sound effects. Clients can select and disable the two
* Musicsets can specify soundtracks for pregame, victory, defeat, and
in-game according to 'music styles' defined by the ruleset. In-game
music is further divided by mood (currently 'peaceful' or
'combat'). Ruleset Lua scripts can also cause specific music to be
played. Supplied rulesets define music styles corresponding roughly
to city styles ('Babylonian', 'Renaissance', 'Industrial', etc).
Tileset authors have a few new facilities. Existing tilesets need
changes to work with 2.6 at all; see
for a minimal recipe.
* As noted in the ruleset section, with the ruleset's cooperation, a
tileset can have different graphics for different cities in a
nation, and several different kinds of city-wall-like variants.
* Can have different mine/irrigate activity icons for transforming
terrain (unit.plant, unit.irrigate) and building extras
(conventionally unit.mine, unit.irrigation). GNA#24329
* Activity icons for removal of pollution/fallout type extras can be
specific to the extra type. GNAPATCH#4235
* Can specify an alternative layout for unit upkeep sprites
('unit_upkeep_small_offset_y'), for better display in the SDL
* Various elements now have configurable offsets, allowing more
condensed graphics files.
* Can specify seperate pixel_border_x/y. GNAPATCH#5786
* Tilesets can have a summary and description, which are displayed in
the client in "About Current Tileset". GNAPATCH#6350
Scenario creators also have a few new features available. (Scenarios
created with previous versions should continue to work in 2.6.)
* Scenario property "Prevent New Cities"; players cannot build cities
in such scenarios. Ruleset authors can give certain units a flag
'NewCityGamesOnly', which prevents those units from being built in
such scenarios, if that wouldn't make sense. (However, none of the
supplied rulesets set this flag; in principle Settlers can be used
for other things, although they cannot build cities in these
scenarios.) GNAPATCH#5678 GNAPATCH#6424
* Saltwater ocean flooding freshwater lakes can be disabled for
specific scenarios. GNAPATCH#6994
* There's an optional 'authors' property. GNAPATCH#6450
* Scenarios can be marked as 'handmade', causing a warning about data
loss when modifying them in the built-in editor. GNAPATCH#5608
* It's now possible to set a player's government type in the editor.
* Scenarios saved from the editor tended to be saved with fixed
game/map random seeds which affected play. This no longer happens.
* Scenarios are now saved with the version number of Freeciv that
created them. When several scenario files with the same name are on
the path, the client shows only the newest one that is still
compatible with the client version.
* A new server command '/scensave' is included as standard, to create
a savegame suitable for use as a scenario. Previously this was only
included in debug builds; it does the same as "Save Scenario" in
the editor GUI. GNAPATCH#5755
Changes affecting server operators
* It's now possible to /create an AI player with specified AI type
but random name/nation. GNAPATCH#5259
* New/changed server settings:
+ 'persistentready' allows control of whether a new player
joining in pregame resets everyone else's "Ready" status
(previously it always did). With the new setting 'connected',
a player's "Ready" status will persist as long as they remain
connected to the server. GNAPATCH#5978
+ The 'autosaves' option now has a value 'TIMER', allowing a
periodic backup even if the turn has not changed. Frequency is
controlled by a new setting 'savefrequency'. GNAPATCH#4379
+ 'scoreloglevel' controls whether AI players are included in
the scorelog. GNAPATCH#5727
* The server now tracks whether a setting has been explicitly set
(even if to the same value as the default). This status can be
reset with the new '/default' command. Its main effect is that
savegames do not include default settings, allowing changes in
engine defaults to affect existing games.
* The implementation of research has been substantially reworked.
This should have little visible effect, but may have fixed bugs,
particularly with team pooled research.
* There have been a lot of changes to path-finding to support more
complex unit movement rules. There are quite likely to be behavior
changes but, again, hopefully these only make things better.
* Improvements to persistence across network disconnection and
+ Open treaties still under discussion are now saved in
+ Demographic/score information from the start of a turn is now
saved, so that it does not change after a save/load cycle
+ The history report is now saved, and sent to players who join
+ Whether a player has ended their turn is saved; this can avoid
an extra turn delay when 'turnblock' is disabled, players
disconnect between turns, and the game is reloaded.
* Various dotfiles that lived directly under the user's home
directory now live under the ~/.freeciv/ directory -- notably
client settings (.freeciv-client-rc-*) GNAPATCH#4387 and server
command-line history (.freeciv-server_history) GNAPATCH#5413.
* The FREECIV_PATH environment variable is now deprecated; it will
stop working entirely in the next major version. Use more specific
variables like FREECIV_DATA_PATH instead. GNAPATCH#6279
* Loading saved games from Freeciv before 2.0.x is no longer
There is a new AI level, 'Handicapped'; this has the same inherent
behavior as 'Novice', but is intended to suffer from additional
ruleset-defined penalties. In most of the supplied rulesets it suffers
penalties to science, defense, unit and city bribe cost, migration, and
trade routes (but in civ2civ3 it instead only suffers trade and shield
penalties). GNAPATCH#4599 GNAPATCH#4605
Known issue: unfortunately, the current AI doesn't handle Fighter-type
units (non-missile units with a single turn of fuel) at all well, so in
this version it has been inhibited from ever building them. (Note
however that civ2civ3 Fighters no longer fall in this category.)
As part of the path-finding rework, the AI is generally less restricted
to use units with certain movement types for certain roles.
There have been many other improvements to the standard AI's behavior:
+ The AI is now more likely to build defender units for
undefended cities. GNAPATCH#6534
+ The AI was not building defender units when it wanted a
defense building but was frustrated. GNAPATCH#5471
+ The AI was overoptimistic about defense strength when choosing
what defender to build. GNAPATCH#5470
+ The AI has a more nuanced understanding of which buildings
defend against particular unit types. GNAPATCH#4797
+ The AI no longer considers harmless units (such as civilians
and those that can't attack) a danger. GNAPATCH#4821
+ If an AI diplomatic unit can't bribe a nearby unit in
self-defense, it will consider sabotaging it instead.
+ The AI is more willing to build attacker units. GNAPATCH#6307
+ The AI now prioritizes particular cities for conquering.
+ If the AI has some bonus causing it to build veteran units,
and the units thereby get a movement bonus, the AI is more
likely to take this into account in its planning.
+ Autosettlers (for both AI and human players) now evaluate
improvements on unworked tiles differently from tiles already
being worked by cities. This fixes a pathology where
autosettlers would prefer improving hills without coal to
those with, and generally makes them less obsessed with
+ If a city's food store is full and it is blocked from growing,
the AI will prioritize production rather than food.
+ The AI will now build military units purely for their martial
law effects. GNAPATCH#3989
+ The AI likes to build great (unique) wonders more than it used
to. HRM#661176 Once it's started, it's less likely to stop.
+ The AI is willing to build workers and city founders in its
designated 'wonder city', easing a pathology when that is the
only city capable of building such units. HRM#660089
+ The AI tended not to switch from building units to buildings,
even though it suffers no penalty for doing so. GNAPATCH#7312
+ General improvements in AI's evaluation of building
+ AI players will now consider establishing trade routes with
peaceful nations, not just allies (although allies are still
+ AI cities will not build endless caravans if already built
ones are piling up. GNAPATCH#7570
+ The AI's selection of ferries for settler units is improved.
+ The AI considers researching technologies for effects that
they grant directly. GNAPATCH#4944
+ AI now evaluates governments' effects directly, relying less
on ruleset hints to choose a government. GNAPATCH#5331
+ Hard and Cheating AI players no longer automatically offer
cease-fire at first contact (although they may well offer one
shortly afterwards, or accept one, this is not automatic).
There has been some work on the 'threaded' AI variant. One change is
that cities only request tasks that current units can do. This improves
performance, but no longer drives acquisition of new kinds of units.
The stub AI can now be linked in statically. This makes it easier to
set up a game where effective AI players are prohibited. GNAPATCH#7388
AI behavior is also now somewhat more configurable by rulesets:
* AI traits can now be specified as ranges; a value for each trait
will be picked randomly at game start, if enabled by the new
'traitdistribution' server setting. This is possible for the
classic and civ2civ3 rulesets, and enabled by default for the
The following changes are mainly relevant to AI developers:
* Various new methods have been added to the AI callback interface.
See the change log in doc/README.AI_modules for more information.
* AIs now explicitly signal when they have finished their turn. As a
result, the threaded AI can be used in autogames (timeout -1).
* A new player created by civil war gets the same AI type as the
* The 'experimental' skill level, which is a hook for AI developers
that in our distributed code does nothing different from hard AI,
is now only included in --enable-debug builds. GNAPATCH#5466
* There's a new autogenerated header freeciv_config.h, designed
(unlike fc_config.h) as a 'public' header that's safe to include in
external projects that build against Freeciv source (such as AI
modules). It contains selected facts about how Freeciv was built,
while trying not to cause namespace clashes / pollution.
The Qt client has been more or less entirely rewritten; see below.
Other client changes:
* The Gtk3 client is now the default. Some new features have not been
backported to the Gtk2 client.
* New versions of clients with no user-visible differences, just to
keep up with new library versions (these are not promoted for
Windows for now):
+ There is a new "Gtk3.22" client. This has feature parity with
the regular Gtk3 client (which supports Gtk as old as 3.8),
but benefits from not having to be backward compatible. If you
have Gtk 3.22, consider using this instead of Gtk3. (Gtk 3.22
is a long-term stable release in the new Gtk+ versioning
+ There is a new SDL2 client. This is a straight port of the
existing SDL client from the SDL1.2 API with no new
functionality. The SDL2 library has better support for
hardware acceleration and new platforms. SDL1.2 support will
be removed in the next major release.
* Some clients have support for scaling the map graphics. This is
implemented in a couple of ways; in both cases it is accessed via
the +/- keys.
+ The Gtk3 client has (still somewhat experimental) render-time
zoom. For now this is restricted to 2x magnification.
+ The Qt and Gtk2 clients have a simpler implementation where
every time the zoom level is changed, the tileset is reloaded,
so changing zoom level is slower, but all further redraws are
without any delays; all other parts of the game UI are scaled
too (so the city map area doesn't look as good).
* The client now chooses a tileset automatically based on the map
topology. Different preferred tilesets can be set for each
topology. It should now be much harder to end up with a mismatched
tileset and map topology by accident. GNA#16668
* It's now possible to specify work for autosettlers to do ('worker
tasks') by right-clicking on the city dialog map. Only supported in
Gtk3 and Qt clients.
* Units that pop up a menu of actions (such as diplomats and
caravans) now only do so when focus reaches them, and the menu can
be temporarily dismissed and will return.
* When there are multiple possible transports for a unit, it's now
possible to choose which one the unit is loaded onto. Currently
this is only supported in the Gtk3 and Qt clients.
* Goto path drawing has been reworked. The goto path now shows turn
boundaries, waypoints, and whether the unit will have movement
points at the end of the journey. GNAPATCH#5233 For patrol orders,
the return path is shown. GNA#22692
* Some action keys have changed, as a result of generalization of the
+ The shortcut for building fortresses and similar bases has
changed from F to Shift+F, to allow a single unit type to do
both. Similarly the key for building an airbase has changed to
+ The "Diplomat/Spy Actions" menu item has been renamed to
"Do...", and now prompts for a target. (The associated key is
still 'D', and pressing 'D' twice in succession specifies an
action against the unit's current tile, as 'D' did in previous
* Some actions have been renamed in the user interface, although
their effects have not changed:
+ The "Enter Marketplace" action has been renamed to "Sell
Goods" in most rulesets, to make it clearer that the
Marketplace building is not relevant. GNA#24463
+ The act of a Spy stealing technology (where the technology can
be chosen) is now known as "Industrial Espionage", to
distinguish it from "Steal Technology" (which now refers to
+ The action of transforming terrain by pressing the 'Mine' key
(for instance, turning Grassland into Forest) is now referred
to as 'Plant'. GNAPATCH#4382
* A new option to suppress autocentering and animation for automated
units (such as autosettlers). GNAPATCH#7474
* The Gtk and Qt clients now show icons with event messages.
* When a city has negative production, its production text on the
main map becomes red. GNAPATCH#8053
* When loading a savegame, sounds are no longer played for events
whose messages are displayed from the cache but took place in
previous turns. GNA#24152
* The full-screen preference is now saved separately for each
different client type. GNAPATCH#5490
* The city report now has a "continent number" column, mainly to
allow sorting such that cities on the same continent are grouped
* Player colors are now shown in the pregame screen (Gtk and Qt
* The client now sends periodic 'heartbeat' packets to the server, to
make it more obvious when a connection has failed if there is no
other activity. GNA#19561
* A new option to remember the last server connected to. GNA#21752
* When the server is unresponsive for a long time during turn change,
clients now show an estimate as to when it will finish. (This is
simply based on how long the previous turn took, so can be wrong.)
* Client settings (such as tileset and menu music) are now available
from a button on the start screen of the Gtk and Qt clients.
* (Gtk3) The allowed ranges for the city governor can now be
* (Gtk3) On a completely fresh installation, the Gtk3 client adjusts
some of its default settings ("arrange widgets for small displays"
and fullscreen) to be suitable for the display size at the time it
is first run. (Thereafter, the settings must be changed manually if
desired, even if a different size display is used.) GNAPATCH#5459
GNA#23988 There is a new '-- --resolution' option to influence the
display size assumed for this and other display-size related
adjustments (mainly for debugging).
The rewritten Qt client, which has a focus on fast-paced multiplayer
games, has a completely redesigned user interface. There are too many
changes to list individually, but here are some highlights:
* Configurable keyboard and mouse shortcuts.
* An optional popup window showing the outcome of unit battles.
* Can pre-select action for spies, diplomats, etc to take.
* "Units Filter" menus replaced with "Advanced unit selection"
* Can quickly cycle map viewpoint over units/cities/capitals by mouse
wheel over Units/Cities/Nations button respectively (wheel up =
foreign, wheel down = yours).
* Shortcut to buy city production by clicking on map.
* Easy viewpoint switching for observers (right-click Nations
* More integrated help. Ruleset help is shown throughout the game UI.
* Savegame preview.
* Can save the whole client map view as an image.
* Improved keyboardless goto - units can be ordered to goto even when
in a city.
* Buttons with icons for unit orders on the main map view (similar to
the SDL client).
* Replaced tax rates dialog with a single bar with two sliders.
* Three UI themes.
* Fonts are automatically configured the first time the new client is
launched, depending on screen resolution and DPI.
* Requires at least Qt 5.2.
* Features oriented to multiplayer games (on the 'Multiplayer' menu).
(These are currently client-side features, so their state is not
saved over a disconnect/reconnect or in savegames.)
+ Delayed goto: a set of unit goto/attack orders can be set up
on the client, which will be sent to the server in one go.
+ Quick airlift: with a single click, airlift as many units of a
specific type as possible from other cities to the target
+ Rally points: can specify that newly built units go to a
particular tile. GNAPATCH#7465
+ Trade planning: suggest trade routes between a set of cities
(including those not yet built), and automatically send
caravans to implement the plan. GNAPATCH#6775
+ "Wake up": the client can play a sound on receiving a specific
This version includes the beginnings of a graphical ruleset editor,
"freeciv-ruledit"; however, it doesn't yet allow much editing. It can
rearrange the order of technologies in an existing tech tree, rename
units, buildings, and techs, and save a working ruleset; it can also be
used to check statistics of a ruleset, showing how many techs, units,
buildings, extras, etc a ruleset has.
* Modpacks may now depend on other modpacks, which are automatically
installed if necessary. GNAPATCH#4479
* Modpack specifications may now contain relative URLs, allowing them
to be copied from one server to another without modification.
* The modpack installer can easily be built pointing to a different
modpack list server (--with-modlist). GNAPATCH#4735
Tilesets, Art, etc
* New large hex tilesets: Hexemplio (essentially the Ampliohexbig
modpack, based on Amplio2) and Toonhex (like Hexemplio but with
oriented units from Cimpletoon).
* The game ships with the 'stdmusic' musicset, which contains the
menu music previously in the 'freesounds' soundset. (It does not
include any in-game soundtrack.) GNAPATCH#4753
* Updated Polish, French, Catalan, Finnish, Russian, Spanish,
Japanese, and British English localizations.
* Clients now build against SDL2_mixer by default (apart from the
SDL1.2 client). GNAPATCH#5119
* It's now possible to use a preinstalled 'tolua', making
cross-compiling easier. Preinstalled 'tolua' and Lua installations
are used by default where available.
* The standard Windows builds now require at least Windows Vista.
* The Windows version can now build against the newer MSYS2
environment instead of the obsolescent MSYS1. This will allow us to
ship much newer (more featureful and hopefully less buggy) versions
of the libraries we depend on, enable IPv6, create 64-bit builds,
etc, but will only run on Windows 7 or later. For now, the standard
Windows packages remain built with MSYS1, although experimental
MSYS2 builds are available.
* It's now possible to disable use of bz2/xz libraries even if they
are found (--disable-libbz2, --disable-liblzma). GNAPATCH#7023
* Work toward being able to compile with tcc. The server has been
seen to compile; the client does not yet.
* GGZ Gaming Zone support, which had been rotting for some time, has
been removed. GNAPATCH#4680
See doc/README.packaging for more information.
Here are some of the notable outstanding issues that we already know
exist as of 2.6.0:
* As noted above, the AI currently doesn't build Fighter-type units
in classic rulesets. This is not currently expected to be fixed in
* Turn change in AI games has got slower; we suspect this is a result
of action generalization.
* There's some evidence that autosettlers have got less effective.
* Some bugs in the goto UI, particularly with fueled units like
airplanes. Sometimes it is necessary to move units manually with
the direction keys. e.g. HRM#765380, HRM#765079
* The new tileset selection arrangements can still be a little
* The Gtk3 clients' theming has bugs with recent versions of Gtk3.
* The Gtk3 clients' zoom function still has some glitches. HRM#696027
* The Gtk3 clients currently don't have animation for moving the map
* The SDL2 client is still more flakey than SDL in various ways.
* The SDL clients have no UI for manipulating policies. HRM#657404
* We suspect there are still some bugs lurking in the music
MAJOR CHANGES FROM 2.4.x to 2.5.0
(from <http://www.freeciv.org/wiki/NEWS-2.5.0>, 2015-03-14)
The main changes in Freeciv 2.5 are the inclusion of the 'civ2civ3'
ruleset, a new Qt client, and much more flexibility for those creating
their own rulesets. The AI has also had some improvements.
As is usual for major releases, 2.5 clients cannot interoperate with
pre-2.5 servers, and vice versa. Pre-2.5 savegames can however be
loaded into 2.5, and in most cases, the supplied rulesets have not
changed so much as to make it difficult to complete a game started with
Server / General
Changes affecting players (supplied rulesets)
A new ruleset civ2civ3 is included, an evolution of the civ2_3 ruleset
by David Fernandez (bardo). This has some elements from Civ3, and is
also designed to reduce the gap between inexperienced and optimal play,
and for the AI to play well. It is suitable for single-player and
multiplayer games. See doc/README.ruleset_civ2civ3 for more
* This version of the ruleset is similar to previous versions
available as modpacks, but does have some changes, including taking
advantage of new facilities in the game engine. civ2civ3 or civ2_3
games started in previous versions of Freeciv cannot be continued
with this version.
* civ2civ3 is planned to become the default ruleset in a future
release. The current default ruleset has been renamed to 'classic'
and will continue to be available. From now on the name 'default'
will refer to whatever ruleset the running version of Freeciv
defaults to. GNAPATCH#3216
Rules changes affecting all or most rulesets:
* (not civ1/civ2) City tiles are no longer an exception to the rule
that the 'Bridge Building' technology is required to build roads
over rivers. Cities on river tiles no longer automatically get
roads until the technology is acquired. GNAPATCH#3007
* (not civ2/multiplayer) Cities suffer random disasters such as loss
of population or buildings. A new server setting 'disasters'
controls their frequency, or disables them entirely.
* (not civ1/civ2) 'Barracks' buildings and 'Sun Tzu's War Academy'
are now cumulative: if you have both, new units are created at the
Hardened veteran level. GNAPATCH#3062
* Bombarder units (such as bombers and helicopters in civ2civ3) no
longer gain veterancy from bombardment. GNAPATCH#5835
* The maximum number of trade routes per city is now
ruleset-dependent. In the classic and (of as RC1) experimental
rulesets, the limit on trade routes now depends on what technology
you have. You start with 2 per city, and can add one more with each
of 'Magnetism' and 'The Corporation'.
* In rulesets with nationality tracking (classic, experimental,
+ Citizens now gradually convert to the nationality of the city
owner over time, at a ruleset-defined rate. GNAPATCH#2365
+ Units now have their own nationality, which remains the same
even if they are bribed or captured. Settler units add
citizens of their own nationality when founding or adding to
cities. GNAPATCH#3625 GNAPATCH#3635
* Changes to what happens if research points go negative (due to
transfer costs or tech upkeep):
+ A new server setting 'techlossforgiveness' controls whether
technologies can be lost at all, and if so, how much debt
triggers tech loss. Previously this was controlled by the
ruleset; of the supplied rulesets, only the experimental
ruleset had this behavior. GNAPATCH#3193
+ When technology is lost, half the bulb cost of the lost
technology is now added on to the current bulb balance (this
may not be sufficient to make it positive). The proportion is
controlled by the new server setting 'techlossrestore'. The
old behavior, where any bulb debt was completely cancelled,
can be restored by setting this to -1. GNA#21623
* A tile with both a river and a fortress now has a lower defensive
bonus, as the bonuses are now added rather than multiplied.
* When a freshwater terrain (lake) and an oceanic terrain type become
adjacent due to terrain change, the ocean now floods the whole
lake. GNAPATCH#3478 In rulesets with lakes, transforming a swamp
bordering a lake now results in lake, not ocean. GNA#20043
* In games where 'startunits' includes a k)ing unit, such units are
also given to new players created as a result of civil war.
Rule changes to specific rulesets:
+ Tracking of citizen nationality is now enabled. See the help
for what this means. GNAPATCH#3624
+ New road type 'Maglev', requiring 'Superconductors' and giving
unlimited movement to 'Land' units. Regular railroads now give
fast but limited movement (each tile takes 1/9 of a movement
point). GNAPATCH#3295 GNAPATCH#4008
+ Citizens of your enemies in your own cities cause unhappiness,
with the amount depending on your government type.
+ Partisan appearance now depends on how many of the conquered
city's citizens had the nationality of the defeated player,
rather than the original city owner. GNAPATCH#3762
+ Paratroopers can now paradrop directly to a transport in the
+ (as of RC1) Caravans are no longer obsoleted by Freight, since
they can travel on more terrain. GNAPATCH#5791
+ Most technologies now have 'root_req' requirements, preventing
acquisition of the technology by any means (such as trading)
unless some key earlier technology is known.
+ By default, it is possible to sustain a small research point
debt without losing a technology. However, if a technology is
lost, the debt may not be completely cancelled.
* civ1 and civ2 (to improve their fidelity):
+ Maximum number of trade routes per city reduced from 4 to 3.
+ When a free tech is granted, it's now chosen randomly, rather
than being whatever the player was researching.
New game options:
* 'killstack', which controls whether all units on a tile die
simultaneously, is now a server setting (previously it was
controlled by the ruleset). GNA#18698
* 'killcitizen' is now a boolean setting rather than a bitfield;
exactly which units can reduce city population is now controlled by
the ruleset. GNAPATCH#3613
* Two new values for the 'diplomacy' setting: "NOAI" which allows
diplomacy except between AIs, and "NOMIXED" which only prevents
human/AI diplomacy. GNAPATCH#4213
* A new setting 'startcity' causes players to start with their first
city already founded. GNAPATCH#3495
* (as of beta2) New map generation features ported from warserver: a
'fair' island map generator ('generator=fair'), which creates an
identical island for each player or team, and 'teamplacement',
allowing control of whether team-mates start near each other on the
map. GNAPATCH#5146 GNAPATCH#5145
+ Added 16 new playable nations to standard rulesets, bringing
the total to 555.
+ The set of 50 'core' nations introduced in 2.4 are now by
default the only nations that will appear in games. To play
with the full ('extended') set of nations (which might not be
translated into your language), change the nation set in the
'pick nation' dialog, or with the server 'nationset' option.
+ The pirate and barbarian flags be swapped, so that pirates now
have the Jolly Roger, as they should. GNA#22236
* In the classic and civ2civ3 rulesets, maps are now generated with
scenic tile labels on a few random tiles. These have no effect on
* Minor changes to transport units:
+ Units may now load onto and unload from transports that are
themselves inside another transport. GNA#22050 GNA#22190
+ While there is still no way to choose which transport is used
if there are several on a tile, cargo units will now prefer
the transport with more move points. GNA#22189
* Goto / pathfinding:
+ You can now set waypoints for groups of units starting on
different tiles. GNAPATCH#4418
+ Improved route planning across 'pontoon bridges' (units
bridging water). GNA#21871
+ Multiple units working on overlapping connect-with-road or
similar projects no longer interrupt each other's work.
Changes affecting other rulesets / modders
Ruleset authors can control much more of the game behavior. Existing
rulesets need changes to work with 2.5; see
for a minimal recipe, and comments in supplied ruleset files for
documentation and usage examples of new features.
+ Rulesets can now define new types of paths, replacing
hard-coded road, railroad, and river behavior. Up to 8
distinct road and/or river types can be defined. Many
previously hardcoded behaviors are now configurable.
+ Granularity of movement points ('move_fragments') is now
specified by the ruleset, rather than being hardcoded at 1/3.
Move rate of 'IgTer' units is also configurable. GNAPATCH#3990
+ The 'Relaxed' orthogonal move mode for rivers (now also
available for roads) no longer gives a movement bonus for
diagonal moves unless the path actually links the two tiles.
+ Rulesets can allow units to paradrop directly onto transport
+ Rulesets have more control over when units can enter and leave
'unreachable' transports (usually air transports). By default,
cargo of such transports can no longer embark/disembark unless
in a city or a base native to the transport, but exceptions
can be made for individual units. GNAPATCH#3804
+ The game now enforces that no transport unit may contain a
unit which could transport it, and that units can be nested no
more than six deep, even if the ruleset would allow these
situations. This may simplify defining complex transport
relations in rulesets without defining many unit classes.
(Some versions of 2.4.x had attempts to enforce this, but they
merely caused error messages rather than preventing the
situation from occurring.)
* Terrain and alterations
+ More flexible bases:
o Rulesets can now define bases which are allowed on city
tiles, or automatically added to cities. GNAPATCH#3826
o Ability and time to build bases can now be
o Owned bases can now display their owner's flag.
+ Rulesets can now use effects to change when any of the
built-in terrain alterations and transformations can be
performed by units (in 2.4, it was only possible to affect
irrigation). The full set is:
o Irrig_Possible: is building irrigation possible?
o Mining_Possible: is building a mine possible?
o Irrig_TF_Possible: is changing terrain type with
"irrigation" action possible?
o Mining_TF_Possible: is changing terrain type with "mine"
o Transform_Possible: is "transform" action possible?
+ Terrains can now be marked with the 'NotGenerated' flag, so
that the map generator will not use them (for use in
scenarios, etc). GNAPATCH#4158
+ The unit 'convert' action is no longer instant; it takes a
ruleset-defined time (at least one turn) for suitable units to
convert into another type. GNAPATCH#3110
+ The 'Veteran_Build' effect (used for 'Barracks', etc) can now
cause units to gain multiple veteran levels. GNAPATCH#3062
+ Rulesets are now permitted to contain no city-founding units.
+ Added a general framework for combat value modification based
on unit type. The old hardcoded 'AEGIS', 'AirUnit', 'Horse',
'Pikemen', 'Helicopter', and 'Fighter' flags are gone; it's
now possible to add similar bonuses with different numeric
values, and more of them. GNAPATCH#3548
+ Whether conquering units reduce city population is now defined
by the ruleset, per unit class ('KillCitizen'). GNAPATCH#3613
+ Units defending while on non-native terrain (that is, ships in
harbor) can have a defense penalty applied in this situation,
via the unit class flag 'non_native_def_pct'. (This is
distinct from the existing 'BadCityDefender' unit flag, which
affects firepower.) GNA#20544
+ Sea units' ability to attack neighboring land is generalized
as ability to attack non-native terrain, and controllable at
unit class and type level ('AttackNonNative' and
'Only_Native_Attack' respectively). GNAPATCH#3264
+ Sea units' ability to attack from harbor is generalized as
unit class ability to attack from city or transport in
non-native terrain ('AttFromNonNative'). GNAPATCH#3333
+ Cities can suffer ruleset-defined random disasters, whose
effects can be mediated by the requirements system, and whose
effects can be implemented by Lua script.
+ The limit on trade routes per city can now vary during
gameplay (up to a maximum of 5). GNAPATCH#3178 Bonuses,
ability to establish based on whether route is international
and/or intercontinental, and what happens if a trade route
becomes invalid are all now ruleset configurable.
+ As well as the changes to nationality listed in the gameplay
o Rulesets can use the "Nationality" requirement in effects
to test whether cities contain citizens of a specific
o Rulesets can control whether and how much enemy citizens
cause unhappiness with the "Enemy_Citizen_Unhappy_Pct"
o Rulesets can choose whether partisan appearance depends
on the original city owner or the current nationality of
the citizens, and if so what proportion is required for
+ The 'Inspire_Partisans' effect can now depend on properties of
a specific city, not just player-wide requirements.
+ Specialists can now define a fallback graphics tag, so that
rulesets with custom specialists can be played without tileset
+ The image to display for a city (City_Image) is now calculated
on the server side, allowing ruleset authors to use
requirements for it that the client may not have reliable
access to. GNA#19952
+ The way city size is converted into a (cosmetic) population
number is now more configurable. GNAPATCH#3406
+ New effect 'Not_Tech_Source' prevents players from having
technology stolen from them. GNAPATCH#3546
+ When a player gets a free technology, the method used to
choose it is defined in the ruleset in 'free_tech_method'.
Instead of the previous behavior of giving the player their
currently researched technology, the ruleset can now specify
the cheapest or a random technology. GNAPATCH#3552
+ New tech_upkeep_style 'Cities', where tech upkeep scales with
number of cities.
+ A player will no longer lose a technology (due to tech upkeep,
etc) if it's a root_req for another technology the player
+ The ruleset can request that technology help be popped up in
the client when a new technology is acquired, via
'popup_tech_help'. (This can be overridden by the user.)
+ Nations can have an associated color; if the server setting
'plrcolormode' is set to the new value 'NATION_ORDER',
players' colors will depend on their nation. GNAPATCH#3443
+ Rulesets can now define playable subsets of their nations
('nation sets'), one of which can be picked by players during
game setup. This could be used for instance to define a number
of different balanced sets of nations which have unique
traits, perhaps tailored to different numbers of players.
+ The list of supplied nations has been split out to a new
'nationlist.ruleset', so that rulesets can use these nations
while changing other aspects of 'nations.ruleset'.
nationlist.ruleset has its own lists of governments, terrains,
etc, so that it can be used by rulesets that are slightly
different without errors.
* Effects and requirements
+ 'Resource' added as requirement to effects system.
+ City effects can now depend on the presence of terrain with
certain properties within the city's workable radius, by
specifying 'Terrain', 'Resource', etc with 'City' range.
+ City effects can now place requirements on the city's own
+ Expanded the ability to group ruleset objects into sets for
requirement purposes with custom flags:
o Terrains and technologies now have custom flags, as well
as units, enabling limited disjunctive ("or") requirement
definitions for these types. GNAPATCH#3487 GNAPATCH#4074
o Requirements can test these flags. GNAPATCH#3395
o User flags now have ruleset-defined help text.
o The maximum number of user flags for unit types has
increased from 4 to 16 (as these are used for the combat
bonuses framework). GNAPATCH#3393
+ For boolean effects, negative values are now evaluated as
'false', to ease ruleset development. GNAPATCH#3396
* Lua scripting
+ Updated scripting engine to Lua 5.2. GNAPATCH#3230
+ Scripts can now set tile labels. GNAPATCH#3136
+ Scripts can now run on a new 'map_generated' signal.
+ It's now possible to have multiple centers of government for
the purposes of calculating waste and corruption, through the
'Gov_Center' effect. The distance to the nearest determines
+ When a 'GameLoss' unit is killed, instead of the player's
assets (units, cities, etc) just disappearing, the ruleset can
cause some of them to be transferred to the conqueror,
barbarians, and/or a new AI player ('gameloss_style').
+ Rulesets can specify that start positions must be surrounded
by a minimum area whose terrain is native to starting units
+ Rulesets can completely disable civil war
+ Technologies with the 'Claim_Ocean' flag lift the normal
restrictions on borders claiming ocean tiles. GNAPATCH#3355
+ The ruleset can define a 'preferred_soundset' which will be
suggested to clients. (Only Gtk2/3 clients can ask the user;
with other clients the user has to have enabled auto-accept
for this to take effect.) GNAPATCH#3226
Tileset authors have a few new facilities. Existing tilesets need
changes to work with 2.5 at all; see
for a minimal recipe.
* When a unit is building a base or road, tilesets can now display an
icon specific to that base/road. GNAPATCH#3305
* The layer that darkness is drawn at is now configurable
* Tilesets can now supply icons for unit upkeep greater than 2 to be
displayed in the city dialog. GNAPATCH#3824
* In the supplied tilesets, government and specialist icons have been
split to separate files, so custom tilesets can replace them while
continuing to use other graphics from the standard small.spec.
Scenario creators have a couple of new features available. (Scenarios
created with previous versions should continue to work in 2.5.)
* Most of the supplied rulesets now include an 'Inaccessible' terrain
type, for use by scenario authors to shape the map area. See the
France scenario for an example of its use. GNAPATCH#4159
* Scenarios can now restrict the set of available nations (to those
with start positions). GNA#21268
Changes affecting server operators
* Failure to load a ruleset no longer causes the server to quit; it
now reverts to the previously loaded ruleset, or failing that the
default ruleset. GNAPATCH#1449
* On Windows, the server no longer sets the socket option
SO_REUSEADDR on its listening socket. This may fix some issues with
clients connecting to the wrong server. GNA#21583
* The default database backend for authentication has changed from
MySQL to SQLite. GNA#19909
* There's no longer support for attempting to save games in formats
compatible with previous major releases of Freeciv. The
'saveversion' server option has been removed. GNAPATCH#3188
There have been some improvements to the standard AI's behavior:
+ Autosettlers are smarter about spotting danger: GNAPATCH#3854
o Sea and air units are now considered threats, not just
o Military units which can't attack are no longer
+ Cities needing defense are less prone to building walls before
+ The AI now considers non-land units that can conquer cities
(such as Helicopters) a threat to continents it controls.
+ The AI should more correctly account for travel time when
assessing danger to cities from enemy units; previously it
treated them as its own, which could be wrong for ZoC,
restrictinfra etc. GNAPATCH#3729
+ (as of RC1) The city the AI has nominated to build wonders is
now permitted to build defensive units instead if necessary.
+ (as of RC1) The AI now treats players it has never met as
potentially hostile; this should make it harder for human
players to sneak forces into place before first diplomatic
* Unit handling
+ Some fixes to AI's handling of boats as transports.
* Terrain improvement
+ The AI and autosettlers' relative weightings have been tweaked
to give slightly better behavior with typical rulesets. In
particular, production is now valued less compared to other
+ The AI and autosettlers can now decide to build bases, if they
provide any direct output bonus to a nearby city, or enable
another base which does so. (Bases are still not built for
purely strategic purposes.) GNAPATCH#3341 GNAPATCH#3833
+ When the AI is on a war footing, it now prefers diverting
taxes to science rather than luxury. GNA#21640
+ The AI now considers keeping units in cities for their martial
law effect, although it will not yet build units specially for
+ The AI values coinage less, to balance it compared to
gold-producing buildings. GNA#21796
+ The AI may now create trade routes between continents.
+ The AI now considers more combat bonuses when deciding what
technology to research. For instance, it may now work harder
towards AEGIS Cruiser when defending against air units.
+ The AI no longer chases technologies to gain units that are
already obsolete. GNAPATCH#4013
+ The AI no longer remembers its past desire for long-obsolete
technologies indefinitely. GNA#22260
* Ruleset tolerance
+ In rulesets which support ocean cities, the AI now considers
building them. GNAPATCH#3533
+ The AI no longer builds sea-only worker units if the ruleset
has them. This is a temporary solution to a previous issue
where AI would build only sea worker units when they became
available, and not land ones. GNAPATCH#4610
AI behavior is also now somewhat more configurable by rulesets:
* The new traits framework allows AI behavior to be parameterized
(current traits are Expansionist/Trader/Aggressive). Traits can be
set in rulesets (globally or for specific nations), or by Lua
* The 'Cheating' level AI no longer intrinsically ignores tax rate
limitations. This is instead left up to the ruleset. The supplied
rulesets give cheating AIs this bonus, so there is no functional
The following changes are only relevant to AI developers:
* 'Default' AI logic, which was previously tied to the 'classic' AI
type, can now be used selectively by custom AI modules, each with
their own instance data.
* The default AI type can be chosen at configure time. GNAPATCH#3666
* Some progress has been made on the 'threaded' AI variant. It is now
functional, but does not yet offer much advantage over the
'classic' AI. The only difference is that cities can make specific
requests of worker units. The 'threaded' AI is not included in
* (as of beta2) The Qt client is now substantially complete, and a
Windows build is available. A Qt version of the modpack installer
is also available.
* The city map size in the city dialog now adapts to the ruleset.
This means that the city dialog in the SDL client is no longer
unusably small with the classic and similar rulesets. GNAPATCH#4389
* The client now only lists scenarios for "Start Scenario Game";
previously it could include ordinary save files that happened to be
on the scenario path. GNA#22209
* Client options to control whether tileset and soundset suggestions
made by the ruleset are automatically accepted. This allows clients
other than the Gtk clients to make use of these suggestions.
* (Gtk) The pregame nation selection dialog has been rewritten,
fixing many small bugs. GNAPATCH#4347
* (Gtk) The client can now optionally pop up help for a new
technology when it's acquired. GNAPATCH#3608
* The modpack installer now keeps track of versions of packages it
has previously installed. (It does not track changes made
* A command-line tool for downloading modpacks, freeciv-mp-cli, has
been created for use on headless servers. GNAPATCH#4436
* The modpack installer can be built into multiple GUI flavored
executables simultaneously. As a result, the executables have been
* Modpacks can now have descriptions GNAPATCH#3645 and a 'subtype'
field (e.g. to distinguish iso/hex tilesets) GNAPATCH#4394.
Tilesets / Art
* The activity icons shown near units building roads and bases in
Cimpletoon, Amplio2, and Trident are now small versions of the
extras themselves. GNAPATCH#4059 GNA#20032 GNAPATCH#5856
* (as of RC2) The Trident tileset has been updated for various
recently added game elements, including lake and maglev.
* Improve colors for global warming / nuclear winter progress
* The icons for entertainers, scientists, and tax collectors now have
both male and female versions. GNAPATCH#4506
* Made a few specialist icons available for custom rulesets (worker,
farmer, merchant) for use by modpacks. These are not used in the
supplied rulesets. GNAPATCH#4467
* The Cimpletoon and Amplio2 (as of RC1) and Trident (as of RC2)
tilesets have 'outpost' and 'airstrip' graphics for use by
* Updated French, Polish, Catalan, Russian, Korean, Scottish Gaelic,
British English, traditional Chinese, Spanish, German, Japanese,
Finnish, and Irish localizations.
* A real thread implementation is now a hard requirement.
* The SDL client now requires SDL_gfx and SDL_ttf libraries. Copies
are no longer included with the Freeciv source. GNAPATCH#4088
* Clients other than the SDL client can now be built against
* (as of beta2) The build is now Clang-clean (with 3.3, 3.4, and
See doc/README.packaging for more information.
MAJOR CHANGES FROM 2.3.x to 2.4.0
(from <http://www.freeciv.org/wiki/NEWS-2.4.0>, 2013-09-14)
As is usual for major releases, 2.4 clients cannot interoperate with
pre-2.4 servers, and vice versa. Pre-2.4 savegames can however be
loaded into 2.4, and in most cases, the supplied rulesets have not
changed so much as to make it difficult to complete a game started with
Server / General
* The maximum theoretical map size has increased from 128,000 to
2,048,000 tiles; the maximum linear map dimension has increased
from 512 to 32,768. GNA#18087
* If map generation fails (for instance the common failure to
allocate start positions), it is now retried with a different
random seed. GNAPATCH#2402
* A couple of new server settings have been added to customise
+ 'revealmap' allows the map to be shown to all players at game
start, or to dead players. GNAPATCH#2379
+ 'first_timeout' allows the first turn to have a different
timeout from subsequent turns. GNAPATCH#1967
* Player authentication has been revamped. Database access is now
mediated by a Lua script that can be customised by server
operators, and uses Luasql, enabling a variety of backends: MySQL
(the only backend supported previously), SQLite, and PostgreSQL.
See doc/README.fcdb for details. GNA#13643
+ Support is included 'out of the box' for SQLite and MySQL
databases. SQLite uses a simple file as a database, and is
recommended as being entirely adequate for Freeciv
authentication and much less hassle to set up than MySQL.
+ The Windows packages include SQLite support, so for the first
time, it's possible to use player authentication on Windows
without building the server yourself.
* The server now supports a 'delegation' feature similar to that in
Longturn, where one user can nominate another to temporarily take
over control of the game. This is controlled by the '/delegate'
server command. GNAPATCH#2121
* There is a new "map image" feature to save an overview map as an
image. This is a much expanded version of the previous --Ppm server
feature, which has been removed. Compared to --Ppm, the new feature
can distinguish units, cities, borders, terrain colors, hex tiles,
and more. Saving images can be triggered automatically (turn-based)
on the server, or on demand on the server or client. See the
'/mapimg' server command. GNAPATCH#1391
+ A series of these images can be assembled into an animation to
replay the progress of the game. A shell script 'mapimg2anim'
is provided to help with this.
+ PNG/GIF/JPEG output is only available if built against the
ImageMagick library; this is included in the Windows packages
as of 2.4.0-RC1.
* Player colors are now assigned centrally, and can be changed with
the '/playercolor' server command. There is a new server setting
'plrcolormode' that controls how colors are assigned, including a
mode where all players on a team have the same color. GNAPATCH#2062
+ The set of default player colors in the supplied rulesets has
been reworked to enhance visibility of borders against
terrain, etc. GNA#19778
* The colors used to represent different terrain types on the minimap
have been reworked. GNAPATCH#2069
* The 'autosaves' setting gives finer control over when savegames are
+ To disable autosaves entirely, instead of '/set saveturns 0',
it's now necessary to use a command like '/set autosaves ""'.
* The scripts 'ser' and 'civ' have been renamed to 'fcser' and
'fcgui' respectively. GNAPATCH#2830
* A Lua script can be read from a file with the '/lua file' command.
Direct Lua input is now via the '/lua cmd' command. GNAPATCH#2338
* New server option --Bind-meta to control which network interface
the metaserver connection is made from. GNA#14106
* The server can be built with support for .xz (LZMA) compression for
saved games, etc. See the 'compresstype' option. GNAPATCH#1810
* The freeciv-modpack utility supports more modpack types, more
options (see --help), and uses the Curl library for network access
so should be more robust.
* (as of beta2) The ranklog format has changed; it now includes
individual players' scores, and can be parsed more unambiguously.
* There is a new client, freeciv-gtk3, based on version 3 of the Gtk+
toolkit. This is fully playable and has largely identical UI and
functionality to freeciv-gtk2. Currently it is experimental;
however, it is expected that it will become the default client in
the next major release.
+ The first time you run this client, it will copy any Gtk2
client settings you have set. Thereafter, Gtk2 and Gtk3
settings will remain separate.
+ Known issue in beta1/beta2: when compiled against some
versions of Gtk3, there are assertion failures and crashes
associated with the unit selection dialog. This is believed
due to a Gtk bug (671939); however, it's been worked around in
the Freeciv code as of RC1. GNA#19846
* (In the code there is also the start of a Qt client. However, at
this point it is just a stub and is unlikely to be of interest.
Development will continue in 2.5.)
* A server spawned by the client now only listens on the local
network interface, so clients on other machines cannot connect to
it. This improves security for single-player games, but means that
a multiplayer game can no longer be hosted by the client; you must
start a separate server instead (see the FAQ). GNA#18530
* It's now possible to display a map overlay indicating which tiles
the currently selected unit can enter ("native" tiles), with the
Shift-Ctrl-N keyboard shortcut. GNA#13620
* The research speed in bulbs per turn is now available with other
research information from popups/tooltips on the main window.
* For rulesets where different nations have unique gameplay
attributes (different initial governments, techs, units, or
buildings), this information is now available when picking a nation
in the pregame, and in the online help. GNAPATCH#3066
* The client now displays the current stable version of Freeciv and
whether that's newer than the running version (this information
comes from the metaserver). GNAPATCH#2735
* (Gtk) The client now has a Lua scripting console. GNAPATCH#2515
+ This is currently something of a proof of concept rather than
a finished feature, as a comprehensive API suitable for the
client-side has not been provided. Notably, there are not yet
any signals from which client-side scripts can be triggered.
+ However, client scripts do have access to the client's view of
most of the same game data that server-side ruleset scripts do
(map, units, cities etc); see the Lua reference manual. This
should be sufficient for some useful work. For example, it
should in principle be possible to implement an on-demand
optimal trade route calculator with these facilities (although
we haven't tried).
* (Gtk) The unit selection dialog has been revamped to allow browsing
and selecting units by combinations of location and activity,
anywhere in the world. GNA#17236
* (Gtk) A bribe cost is now shown in the popup for units (for enemy
units, this is estimated). GNA#17489
Tilesets / Art
* The orientation of units is now tracked, so tilesets can provide
different graphics for different unit orientations. GNAPATCH#2719
+ A tileset making use of this, Cimpletoon, is included. It is
based on Amplio2 but has a full set of oriented unit sprites
for the default ruleset. GNAPATCH#2739
+ Known issue in beta1: Cimpletoon did not have sprites for all
Fundamentalist units (it lacked Elephants and Crusaders), so
for rulesets with these units, it would use fallback sprites
(Chariot and Knights respectively). As of beta2, the tileset
is complete. GNA#19998
Gameplay / Rules
Changes affecting supplied rulesets
+ The number of playable nations has increased from 385 to 539.
+ Out of these, a subset of 50 "core" nations has been defined,
based mostly on nations that have appeared in the Civilization
series of games. For localised versions of Freeciv, these
nations are more likely to be translated than the remainder.
Players are initially presented with the core set, and it will
be used for random nation selection if no nations are
specifically selected; but players can still select nations
outside the core set, and if some do, then the full range of
supplied nations will be used for random selection of
remaining players. GNAPATCH#3449 GNAPATCH#3432
+ The civ1 and civ2 rulesets now have their own separate nation
sets, more closely matching the original games. GNAPATCH#2243
* City center tiles now lose their automatic irrigation bonus if a
mine is built on them, since mines and irrigation cannot coexist on
a tile. GNA#20932
+ Similarly, in the supplied rulesets, cities on a tile with a
mine can no longer get a farmland bonus.
* The effect of veterancy on the cost of bribing a unit now depends
on veteran bonuses, not numeric veteran level; bribe costs for
veteran units have thus changed. GNA#19253
* When the 'barbarians' server setting is disabled, huts no longer
* When migration is enabled, citizens now consider the risk of plague
when deciding whether to migrate. GNA#17740
* In rulesets without tech upkeep enabled, if the bulb count goes
negative (for instance due to 'conquercost'), technologies are no
longer lost. This restores the behavior of previous versions of
* Diplomats and Spies now have special names for their veteran
levels, but behavior is unchanged from 2.3. GNA#19850
* In the default, multiplayer, and experimental rulesets, years are
displayed with CE/BCE rather than BC/AD notation. GNA#15090
* (as of beta2) The default map topology for new games has been
changed to isometric, to match the default Amplio2 tileset.
* (as of beta2) In the 'multiplayer' ruleset, the ability to build
buoys has been removed, as they do not work well with national
borders disabled (the default for this ruleset). It is expected
that they'll be re-enabled in a future major release. GNAPATCH#3541
* Changes to the 'experimental' ruleset:
+ Citizen nationality is enabled; see below.
+ Workers and Engineers can now gain veteran levels by working
the land; this in turn allows them to work faster.
+ A Mech. Inf. unit can now carry up to three Missile units.
+ Galleons can now carry Big Land units, and Frigates no longer
can. Old savegames are handled gracefully. GNAPATCH#2643
Changes and new features for rulesets/modpacks/scenarios
* New feature: optionally, the nationality of citizens can be
tracked. For instance, when you conquer a city, its citizens retain
their original nationality. Currently this affects the cost of
inciting cities and the chance of migration (if enabled); more
effects are planned for future versions. GNAPATCH#2265
* The veteran system has been reworked:
+ Per-unit veteran levels have been generalised; all veteran
properties can now be set on a per-unit basis; previously, the
chances of moving between levels could not. This means that
different units can now usefully have different numbers of
veteran levels for the first time. GNAPATCH#2346
+ Diplomatic combat and spy mission survival chances are now
derived directly from the 'power_fact' property of the veteran
level, rather than being based purely on the numeric veteran
+ As noted above, the effect of veterancy on unit bribe costs
+ The maximum number of veteran levels has doubled from 10 to
+ Units with only a single veteran level, or which can't become
veteran, now do not have a veteran level displayed.
+ Information about veteran levels is now included in the
on-line help. GNA#19851
* Recursive transports are now supported (up to a depth of 5).
* Two new tech_cost_styles: 3 with a new formula (early techs
slightly easier, later techs much harder), and 4 which is similar
to 2 (read from ruleset) but with the gaps filled with the new
* A new effect 'Irrig_Possible' and requirement range 'CAdjacent'
(cardinally adjacent) have been added. The requirement for oceans
or rivers for irrigation is thus no longer hardcoded and can be
* The 'CityTile' requirement now supports 'Adjacent' and 'CAdjacent'
ranges, so effects can be triggered for tiles next to a city.
* 'Surviving' requirements for wonders are now supported at Player
range as well as at World range. GNA#17463
* In ruleset definitions, specifying 'move_type' for a unit is now
optional; if not specified it will be inferred from the native
terrains/specials of the unit. GNA#13630 GNAPATCH#2991
* A ruleset can now specify a 'default_government' for all its
nations in nations.ruleset, rather than each nation being required
to specify its initial government individually. GNAPATCH#3031
+ The supplied nations no longer include
init_government="Despotism", so they can be used in rulesets
which require a different initial government. GNAPATCH#3032
* The image used for a city in the client is now set by the effects
system (effect 'City_Image'), so it's no longer constrained to be a
simple function of city size. GNA#17110
+ The experimental ruleset uses this to align city graphics with
the city map radius.
* Tile labels are supported. These are text labels that are displayed
by all clients when they display a particular map tile. They can be
added to scenarios in the editor. GNAPATCH#2408
* The colors used for players, and for terrains on the minimap and
map images, are now specified by the ruleset on the server side,
rather than the tileset on the client side. GNAPATCH#2060
* In rulesets with tech_leakage enabled, dead players are no longer
taken into account in the calculation; so you cannot gain from
their knowledge, but equally a dead, ignorant player no longer
pushes up research costs. GNAPATCH#2956
* The behavior where the senate of representative governments is
bypassed has moved from the Any_Government to the No_Anarchy
* The 'min_dist_bw_cities' ruleset item has been retired; use the
'citymindist' option instead. GNAPATCH#2537
* Many changes to ruleset Lua scripting -- for full details see the
Lua reference manual. These are all backward compatible.
+ Script-triggered climate change (GNAPATCH#2624) and civil war
+ Scripts can now move existing units.
+ A script can test whether tiles have a particular base.
+ Script facilities for reading and manipulating unit
orientation. GNAPATCH#2823 GNAPATCH#2836
+ Scripts can now read server settings. GNAPATCH#2955
* (as of beta2) An internal 64kbyte limit on string length has been
removed. Among other things, this allows longer Lua scripts in
* (as of beta2) The city governor logic has been reworked, fixing
various issues such as unexpected tax collectors in cities with
many buildings, and a need to set minimal gold surplus to a lower
target than expected. GNAPATCH#3620
* (as of beta2) The AI's workers/settlers, and human players'
autosettlers, will now automatically stop what they are doing and
go elsewhere if threatened by an enemy unit and there is no
defender on their tile. (Currently only threats from land units are
* (as of beta2) Improvements to AI settler management:
+ The AI now considers worker units' food consumption (e.g.
Settlers) to be less of a factor when deciding whether to
build such units, to encourage it to do so. GNAPATCH#3693
+ Fix poor handling of rulesets containing boats which can only
carry a single unit. Previously, the AI would generate
settlers with the intention of sending them out on such boats,
but then refuse to do so due to lack of room for a bodyguard,
regardless of whether one was needed, often hurting expansion
and leaving useless settlers. Now it only insists on room for
a bodyguard if one is actually needed. GNA#19815
* Improvements to AI city defense:
+ (as of beta2) Reduced the tendency of AI city defenders to be
lured out of their city by nearby targets even in the presence
of threats. GNA#20504
+ (as of beta2) Cities in grave danger of invasion with no
defending units were tending to build City Walls, uselessly.
They will now prioritise acquiring a defender. GNA#20559
+ (as of RC1) Reduced the weighting of the AI's assessment of
defence strength, so that it defends its own cities more
convincingly. (part of GNAPATCH#3960)
+ (as of RC1) The AI now tends to keep a unit constantly
defending each of its cities even in the absence of an obvious
threat, rather than relying on being able to acquire one when
a threat appears. GNAPATCH#3958
* (as of beta2) Improvements to AI caravan management:
+ Caravans in transit are now taken into account when a city is
deciding whether to build more caravans. Previously, a city
could end up building endless caravans if existing ones did
not complete their trade route. GNAPATCH#3529
* (as of RC1) The AI's new weighting of defence strength assessment
means that it is less fearful of its enemy's defenders when
attacking their cities. (part of GNAPATCH#3960)
* The AI's management of its tax rates has been reworked to be more
sophisticated; notably, it now takes tech upkeep into account. It
also considers tech upkeep when determining the value of a tech.
* AI planning for new cities has been improved slightly. GNA#19449
* Autosettler planning for building railroads (GNAPATCH#2885,
GNA#19560) and farmland (GNAPATCH#2889) has been improved. (Note
that the latter is still only triggered by the existence of a
Supermarket, so the AI still does not benefit, due to a
* The extensive reworking of the AI code (see #Development), while
not intended to introduce any functional changes (and extensively
tested for this), may have changed behavior in some rare cases.
* New Indonesian translation.
* (as of beta2) New Traditional Chinese translation.
* Updated translations: Bulgarian, Catalan, Spanish, Scottish Gaelic,
Korean, Polish, Dutch, Irish, French, German, Finnish, and British
* The AI code has been heavily refactored, with a view to making it
easier for people to start their own projects to write better
+ There's now a concept of AI type; different players can have
different AIs. The type can be specified to the server /create
command and the Lua function edit.create_player().
+ The server can be built to accept dynamically loadable AI
modules with the --enable-aimodules option to configure. A
module is loaded by starting the server with the --LoadAI
+ Alternatively, a fixed set of modules can be compiled in with
+ In addition to the 'classic' AI, the standard Freeciv package
ships with the 'stub' and 'threaded' AIs. These are both dummy
templates for development and do not work as shipped. They are
enabled with the configure option
+ See doc/README.AI_modules for some more information.
* There is now a hard dependency on libcurl for HTTP access. This is
used for metaserver communication and for freeciv-modpack.
* Efforts have been made to make the codebase compile without
warnings with GCC 4.6 and (as of beta2) 4.7.
* Use of some GNU make extensions has been removed from the build
system, so it may now be possible to build with a POSIX 'make'.
* freeciv-modpack can be built against either gtk2 or gtk3.
* The configure option --enable-sys-lua allows use of a system-wide
copy of Lua instead of the one shipped with Freeciv. GNAPATCH#2747
See doc/README.packaging for more information.
MAJOR CHANGES FROM 2.2.x to 2.3.0
(from <http://www.freeciv.org/wiki/NEWS-2.3.0>, 2011-08-08)
As well as many new features, many features from Longturn and some from
Warclient have been merged into the main codebase for this release.
A new program has been added to the Freeciv suite: 'freeciv-modpack'.
This makes it easier to download and install add-ons ('modpacks':
rulesets, tilesets, etc) to the right place; you can enter a URL,
choose an add-on from the list, and the tool will install it to the
correct place for this version of Freeciv to use it. Modpack authors
should see this page for details of how to publish modpacks for
installation by this program. GNAPATCH#1822
As is usual for major releases, 2.3 clients cannot interoperate with
pre-2.3 servers, and vice versa. Pre-2.3 savegames can however be
loaded into 2.3, and in most cases, the supplied rulesets have not
changed so much as to make it difficult to complete a game started with
Server / General
* Various limits have been lifted, including:
+ Maximum number of simultaneous players increased from 30 to
+ Map size
o Maximum map size increased from 30,000 to 128,000 tiles;
maximum linear map dimensions increased from 254 to 512
o Minimum map size reduced to 16x16(!) GNA#17031
+ Allow goto paths that take more than 99 turns GNA#16792
* There are now more ways of specifying the map size. Instead of
specifying the size in thousands of tiles (via the 'size' option),
you can specify the number of tiles per player ('tilesperplayer'),
or the exact X and Y sizes ('xsize' and 'ysize'). The method is
selected with the 'mapsize' option. GNAPATCH#1720
* A number of new server settings have been added to customise
+ 'killunhomed': units without a home city (such as starting
units) can be configured to lose hitpoints each turn until
they die. GNAPATCH#1501
+ 'unreachableprotects' controls whether 'unreachable' units
(such as Bombers) protect the whole stack on their tile as in
previous versions. If this is unset, a mixed stack is
vulnerable to attack (including normally-unreachable units).
+ 'unitwaittime' allows a minimum time to be enforced between
actions of a given unit on successive turns, to mitigate the
'double-move problem'. GNAPATCH#1500
+ 'restrictinfra' allows enemy use of infrastructure such as
roads and rails to be restricted. GNAPATCH#1266
+ 'airliftingstyle' allows airlifts between allied cities, and
unlimited airlifts per turn. GNAPATCH#1189
+ 'techlost_recv'/'techlost_donor' allow introduction of a risk
of technology loss when technologies are transferred between
civilizations (via diplomacy, espionage, conquest etc).
+ 'trading_tech'/'trading_gold'/'trading_city' allow certain
types of diplomatic agreements to be selectively disabled.
+ 'globalwarming'/'nuclearwinter' allow these global
catastrophes to be disabled. GNAPATCH#1505
+ 'team_pooled_research' allows pooled research to be disabled.
+ 'alliedvictory': all players in an alliance can share victory.
This new behaviour is enabled by default. GNA#14278
* (as of rc1) Changes to the 'timeout' setting now always have
immediate effect, as in 2.0.x; previously, changes between non-zero
values would not take effect until the next turn. GNA#18079
* Improvements to observing:
+ The demographic report is now available to global observers.
+ Global observers can now view the city report (it shows cities
from all nations). GNA#16699 GNAPATCH#2571
+ Global observers can now access the buildable target list in
the city dialog. GNA#16487
* The number of units built, killed, etc now contributes to the final
score, and appears in the endgame report. GNAPATCH#1870
* Changing a unit's activity is now more forgiving: if you
accidentally stop an activity such as irrigation, but restart it
without doing anything else, progress is no longer lost. GNA#15510
* Settings configuration on the client and server has been reworked.
The most notable change is that enumerated and bitwise options are
now set with strings instead of numbers (for instance, '/set
barbarians hordes' instead of 4, '/set topology wrapx|wrapy'
instead of 3). GNAPATCH#1301
* The FREECIV_PATH environment variable can be overridden by three
new variables: FREECIV_DATA_PATH, FREECIV_SAVE_PATH, and
* Add-ons are now loaded from a sub-path ~/.freeciv/<version>/ (e.g.,
~/.freeciv/2.3/), since they tend to be specific to a version of
* Servers send more information to the metaserver:
+ The 'timeout' and 'aifill' options (GNAPATCH#2092);
+ (as of beta2) the number of human players (as opposed to AIs)
(GNAPATCH#2312); as of beta3 this is displayed in the client
* New server command '/kick' and associated option 'kicktime' to lock
out troublesome users. GNA#16933
* New server commands '/ignore', '/unignore', and '/list ignored
users', allowing players to suppress chat messages from specific
* The '/create' command can now create a new player even in a running
* New command '/lua' to execute a line of Lua script on the server
command line. GNA#15644
* More options have been added to the '/reset' command. GNAPATCH#1284
* The name of the scorelog file is configurable with the new
'scorefile' option. GNAPATCH#1750
* The current ruleset can be shown by '/show rulesetdir' instead of
'/rulesetdir' (this allows less privileged users to do so).
* Observers can see the current votes in progress with the new
command '/list votes'. GNA#16635
* The server uses a new format for savegames. It can load savegames
generated by old versions of Freeciv, but old versions will not be
able to load new savegames. GNAPATCH#1541
+ Support has been added for future versions of Freeciv to save
backward-compatible savegames (back to 2.3.0) via the
'saveversion' server option.
* Various report screens have been reworked so as not to redraw and
lose their selections after a few seconds. GNA#16439
* The total revenue from trade routes is now visible in the city
* The chat log file name is now configurable. GNAPATCH#1749
* (GTK) Some rework of the pregame connection screen and menus
(GNA#16685). Buttons on this screen now adapt to selected
* (GTK) Tab completion of user and player names on the chatline.
* (GTK) The goto/airlift dialog now shows which nation each city
belongs to, and more detail on airlift capacity. GNA#15313
* The research report is now updated when tax rates or city science
output change. GNA#16776
* (as of beta2) Improve handling of (non-default) rulesets which
restrict reachability of technologies (via root_req in the ruleset)
in the science report. You can now choose whether unreachable
technologies are displayed. GNA#16852, GNA#16855, etc
* (as of beta2) (Xaw) The Take Player command is implemented.
* (as of rc1) In 2.2.x, the "Sell Obsolete" button in the Economy
report could never be pressed. It has been renamed to "Sell
Redundant", and now lets 'redundant' buildings be sold en masse
(redundant buildings are those whose effects are entirely
superseded by another, for which you may still be paying upkeep --
for instance, Power Plants are redundant in cities with a
Hydro/Nuclear/Solar Plants). In the Gtk client, the "Obsolete"
column in the Economy report has been replaced with a "Redundant"
column showing how many of each building in your empire are
Gameplay / Rules
Changes affecting supplied rulesets
* Two new rulesets are included in the distribution:
+ multiplayer: a ruleset based on the default but tuned for
multiplayer games, based on Madeline Book's "rewonder" ruleset
+ experimental: a ruleset showcasing new features of the Freeciv
"engine", without strict regard for game balance and
playability. It enables some of the new features mentioned
below, such as variable city radii.
* More than doubled the number of playable nations (from 185 to 385).
Many improvements to existing nations, such as using native
spellings for cities and leaders.
* The interaction of promotions and diplomat-vs-diplomat contests has
+ Attacking diplomats can now gain experience; previously, only
defending diplomats gained experience. GNA#17265
+ The effect of veterancy on the outcome of these contests has
been reduced; it can change the odds by at most 20%
(previously, elite diplomats could become practically
* The terrain effects of global warming and nuclear winter are now
more severe: land can be lost to ocean (and vice versa), and
glaciers can melt. GNA#17105
* If migration occurs, citizens take half the food in the granary
with them. GNAPATCH#1232
* (as of rc1) In rulesets with Fundamentalism, it now has a happiness
penalty for empire size (as it did in 2.0.x). GNA#18133
* (as of rc2) The civ2 ruleset now uses a restricted set of 25
nations, to better resemble the original game. Loading civ2
savegames from older versions of Freeciv may cause nations to be
reassigned; it will not be possible to load a civ2 savegame with
more than 23 (non-barbarian) players. GNA#18419
New features for ruleset/modpack/scenario authors
These features have been added to the Freeciv "engine", but aren't
enabled in standard rulesets (except the experimental ruleset, in some
* Variable city radius: the circle of tiles able to be worked by a
city is no longer fixed but can vary (radii from 1 to 5 possible)
depending on requirements defined by the ruleset. GNAPATCH#1235
+ Accordingly, the maximum value for the 'citymindist' server
option has been increased from 5 to 9. GNAPATCH#2262
* Build slots: in ruleset-defined circumstances, cities with large
production surpluses can now produce more than one of a given type
of unit per turn. GNAPATCH#1234
* Tech upkeep: rulesets can cause some research output to be diverted
to maintaining expertise in existing technology rather than
discovering new technology, with the risk of losing advances if the
upkeep is not met (similar to gold upkeep for city improvements).
* Rulesets can define units that can be converted into another type
of unit on the player's command. GNA#13890
* Rulesets can define "Capturable" units that can be captured by
certain other "Capturer" units. (There is an associated server
option 'homecaughtunits'.) GNAPATCH#1851
* Rulesets can suggest or mandate server settings. GNA#13873,
* A start position in a scenario can now be restricted to a set of
nations rather than a single nation. The built-in editor now
supports editing this set. GNA#13803
* Various improvements to Lua scripting. See Events Reference Manual
for some more detail.
Tilesets / Art
* New default tileset with redrawn terrain graphics: "Amplio 2". The
original Amplio tileset is available for 2.3 as an add-on (it can
be found with the freeciv-modpack utility). GNAPATCH#1777
* Larger versions of flags and shields are now included in the
Freeciv distribution for use by larger tilesets; they are used in
Amplio2 (as of beta4). GNAPATCH#2202
* (as of rc2) New Scottish Gaelic localization (complete).
* (as of beta3) New Irish Gaelic localization (not yet complete:
* Updated translations:
+ Complete translations: Polish, French, Spanish, Catalan, and
+ Incomplete translations: Danish (95.8%), Finnish (85%),
Ukrainian (81%), Italian (74%), Japanese (70%), Brazilian
Portuguese (70%), Russian (69%), Swedish (60%), Lithuanian
(43%), and Simplified Chinese (40%).
* There are some regressions in the SDL client relative to 2.2.x:
+ The city dialog has not been redesigned to accommodate the
larger city map required by variable city radius support. As a
result, the city map display is scaled down and difficult to
+ Not all setting types can now be modified; bitwise and color
settings are not yet supported. GNAPATCH#1631 GNAPATCH#1957
MAJOR CHANGES from 2.1.x to 2.2.0
(from <http://www.freeciv.org/wiki/NEWS-2.2.0>, 2010-02-21)
* Built-in editor
* Expanded ruleset format:
+ Unit classes
+ Movement restrictions
o Can limit which terrains a unit can enter
o Wheeled units
o Which units another unit can transport
+ Calendar effects
* Changes to gameplay with default ruleset:
+ New terrains:
o Deep Ocean (as Ocean but no specials and cannot be
o Lake (as Ocean but no Whales special; inland water below
a certain size is generated as Lake)
+ Triremes are not restricted to tiles next to land, but to
(shallow) Ocean tiles; they now cannot even attempt to enter
+ Triremes no longer get the +1 movement bonus from Nuclear
Power that other sea units get
+ Triremes and Carriers can no longer attack land units
+ Submarine attack strength reduced from 15 to 12 (to make it
easier to defend against them with escorts)
+ New base type buoy, which can be built by Engineers on water
tiles with the Radio advance, and gives vision.
+ Ruins (left behind by destroyed cities, no effect on gameplay
+ New advance Environmentalism and Solar Plant improvement,
which can eliminate pollution from production
+ Trade route value now depends on size of cities, not on trade
generated in them
+ New national borders system
+ Coastal Defense now available earlier (requires Gunpowder
instead of Metallurgy)
+ No restrictions on specialists in small cities
+ Terrain within working range of a city can no longer remain
+ Units in fortresses now regain 25% HP per turn (as in 2.0.x)
instead of 100%
+ New nations
* AI difficulty level: Cheating
* New server options:
+ foggedborders: visibility of borders is subject to fog of war
+ borders gains new modes where player can see all tiles inside
borders, and borders extend to unknown tiles revealing them
+ endspaceship controls whether spaceship reaching Alpha Cen
ends the game
+ trademindist controls the minimum distance for trade routes
between your cities
+ Times now specified in turns instead of years (endyear becomes
endturn, onsetbarbs expressed in turns)
+ simultaneousphases renamed to phasemode and gains new options
* Client interface changes:
+ Menus and shortcut keys revamped; notable changes include:
o Connect with Road/Rail/Irrigation changes from
Ctrl+Shift+R/L/I to Shift+R/L/I
o City Report: F1 to F4
o Go/Airlift to City: Shift+L to T
o Wake up Others (Shift+W) becomes Unsentry all on tile
o Orders menu split into Select, Unit, Work, and Combat;
Reports becomes Civilization
* Scripting improvements
* Event cache: messages from the last few turns can be replayed to
clients on connection and saved in savegames
* Featured text in Gtk client, including colour coding and clickable
links to mentioned cities/units/tiles
WHAT'S CHANGED SINCE 2.0.7
- Significantly improved features for modmakers.
- New default tileset: Amplio.
- New city tab on main map.
- City outlines.
- Added lua as scripting language. New tutorial scenario.
- Many new nations, flags and nation information and options.
- New /surrender command to yield in multiplayer games.
- Score now shown in player dialog.
- Reputation removed from the game.
- New borders rules. Borders are static, fortresses expand borders
and cities expand more borders with city size growth.
- New diplomacy rules. Neutral state replaced with Armistice. You
now start in War state, and cannot cross borders with military
units except in War or Alliance states.
- GTK+ 1.2 client removed.
- Votes need over 50% of votes to pass. Voting is now only during game.
- First player to join becomes game organizer and sets all options.
- Many AI changes. Improved AI diplomacy.
- Palace has a production bonus of +75% under Despotism and +50%
- New animated cursors.
- Support for GGZ Gaming Zone.
- Multiple units may be moved at once as a battlegroup.
- As usual, tons of changes under the hood.
WHAT'S CHANGED SINCE 1.14.2
- Research cost has doubled, effects of science buildings doubled. SETI
now improves Research Labs instead of giving free Research Labs to every
city. Isaac Newton's College now improves all the player's universities.
- New units: AWACS and Workers.
- New option: national borders. Units inside your borders do not cause
unhappiness under Republic and Democracy.
- It is no longer possible for one player to be in alliance with a player
who is at war with another player you are allied with.
- The Civ2 ruleset now has waste. Default ruleset does not.
- Incite costs changed, now cities closer to capital, with units and with
buildings have much higher incite cost.
- Killing a defending diplomat now costs you 1 movement point.
- Units now have multiple, configurable veteran levels.
- Team mates now pool their research. You may opt out and research
individually by cancelling the 'Team' treaty.
- Server has voting on commands and options. You need over 50% of votes.
- When moving a unit from a transport on an ocean tile to a land tile,
you lose all movement points.
- You can specify a list of players that you would like to share victory
with, using the 'endgame' command.
- Nations added: Swiss, Afghanistan, Ethiopian, Assyrian, Columbian,
Elvish, Galician, Hobbits, Indonesian, Kampuchean, Malaysian, Martian,
Nigerian, Quebecois, Sumerian, Taiwanese, Austrian, Belgian, Phoenician
- New wonder: The Eiffel Tower. Makes AIs love you and improves reputation.
- The building requirements of several buildings have been changed.
- The whale special is reduced to 2 food, 1 shield and 2 trade.
- Settlers / Workers / Engineers can never get veterancy.
- Trireme's high sea loss now considers veterancy level (green 50%,
veteran 25%, hardened 5%, elite 0%) before being divided by 2 if you
have Seafaring or 4 when you reach Navigation (previously only fixed
at 50% before being divided).
- Glacier terrain is now unsafe for land units (15% chance per turn of
being lost). Also doesn't count as coastline for Trireme safety or Fish
and Whale generation. Roads/railroads can be built but all units (worker
too) get 15% chance per turn of being lost any way!
- King Richard's Crusade is now made obsolete by Robotics (previously
- Fixed tech costs based on the number of prerequisites of the tech
in the tech tree.
- Nations have preferred nations to fork off when civil war occurs.
- AI is much improved, and does not use 'double-move' any more.
- AI now conducts diplomacy with you (and against you).
- New difficulty level: Novice. It severely handicaps the AI players.
- Smarter autoexplorer and autosettler code.
- Modpack options vastly improved: You can customize buildings,
add buildings as requirements to units, restrict technologies to certain
nations, have split technology trees, gold upkeep for units, new units
and terrain flags and lots of other options. (This is still done by
editing configuration files with a text editor.)
- Fewer popups (eg choose the new government from the menu directly)
- Alternative map topologies, e.g., real support for isometric and
hexagonal maps and "donut" map wrapping.
- Incomplete support for drawing civ3 graphics. See the civ3gfx tileset.
- Global observer can observe the entire game.
- New method of settings map dimensions: Just use 'size'.
- Modified map generators.
- Initial units can be selected with a server option.
- 'Home' key centers on your capital.
- Drag and drop goto.
- Player authentication with optional passwords.
- You can start the server and set server options from the client.
- You can meet with other players for 20 turns after your units have last
met, and you can exchange embassies when meeting.
- You can bind the server to a given IP on multihomed hosts.
- New client dialog which uses multicast to find servers on your LAN.
- Compress network traffic and send only a delta (diff) of the data.
- GTK2 client can now run in fullscreen mode.
- GTK2 is now the default client (the code base also features fully
functional GTK1, Xaw and native Win32 clients).
- Convert charsets as they are sent between client and server. All data
files are now in UTF-8.
- New (and incompatible) metaserver.
- New ALSA sound plugin.
- The s(entry) command no longer doubles as a means to put units on
boats - use the new l(oad) command instead.
- Many more (smaller) changes, and massive changes under the hood.
WHAT'S CHANGED SINCE 1.13.0
- Unique city names, you no longer can name your cities the same,
and you can enforce unique city names globally (optional).
- A new map generator (generator 5) which creates pretty fractal
- You can load savegames from the server prompt.
- You can save client commandline defaults.
- Specialists are taken from content citizens first, instead of from
unhappy citizens first. This makes it more difficult to quell unrest
using taxmen and scientists.
- You now start with no technologies by default, and angry citizens
are enabled by default, although they will rarely make an apperance.
- The algorithm used for calculating the effects of tax settings has
been changed. It is now no longer possible to get 100% effect from
60% choice of tax goal.
- A new, historically more correct version of the rulesets included.
- There is an option to require several turns of rapture/celebration
before it takes effect. See "show rapturedelay" in server.
- The sequence of some end of turn activities have been regrouped.
- Several AI improvements. It should now build and buy units and
buildings slightly more intelligently.
- Many internal code improvements that will lead to more features
- /fix and /unfix commands to stop modifications after game has
- The server commands "rulesout", "log", "freestyle" and "crash"
have been removed, while "rfcstyle" now toggles between rfcstyle
- civ2 ruleset now more accurately reflects civ2 deity level defaults.
- A truly massive amount of bugfixes.
WHAT'S CHANGED SINCE 1.12.0
- Citizen Management Agent (CMA) allows you to automate workers
and specialists in cities.
- Sound support has been added.
- The new "isotrident" tileset has been made the default. The
"hires" and "engels" tilesets have been taken out of the
distribution but can be downloaded from the web page.
- New city dialog in the gtk client.
- Windows version of the client. It has improved connection
dialog and supports loading and saving from the client.
- GTK 2.0 version of the client.
- The client will try to suggest names for your cities that
correspond with what they mean.
- Improved players dialog shows sortable and colored information,
including the players' flags.
- Server no longer takes the --server command line option,
instead you can use the --info option to set the metaserver
announcement text to whatever you like. The -a option when given
to the client skips the connection dialog entirely.
- A "wall" server command added which gives message to all players.
- A new flexible timeout set through "timeoutinc" server option.
- Leftover research bulbs will carry over to next advance.
- Trade routes are more effective.
- Units attacking ships in cities double their firepower, while
defenders get only 1 firepower.
- Helicopters defending against air units get 50% penalty, and
have their firepower reduced to 1 against fighter units.
- You can build city walls even though you have Great Wall wonder.
- The Communism government's food cost in default ruleset has
been changed to 1, while it has been changed to 2 for the Civ2
- Stealth fighter and bomber now really are stealthy, and are
partially invisible just like subs. Also, stealth bombers have
increased their attack strength from 14 to 18.
- Civ2 ruleset now has Fundamentalism.
- Improved modpack abilities: The caravan ability has been split.
New ways to calculate technology costs. Better documentation.
Rulesets can specify starting techs. You can have more than one
bonus tech. Split settler abilities. Buildings ruleset syntax
has been significantly extended, but effects do not work yet.
- Server option "tinyisles" allow 1x1 size islands and
"separatepoles" allow continents connected to the poles
- "citymindist" specify minimum distance between cities, while
"notradesize" and "fulltradesize" regulate the trade generated
by smaller cities.
- You can turn on angry citizens with "angrycitizens" option.
- Fortresses may give you extended vision. See watchtower options.
- If you lose your palace, you get a new one for free in a
randomly chosen city. This behaviour can be turned off with the
server option "savepalace".
- Rulesets are now loaded from inside the server through the
- The limit on the number of nations that can be included with
Freeciv has been removed.
- The format of the isometric tileset spec-files has changed.
- The map and ai code has been cleaned up significantly.
- Translations improved. Added better support for plural forms.
- Several bugs squished and a lot of work done under the hood.
- For an overview of the remaining bugs please visit doc/BUGS.
WHAT'S CHANGED SINCE 1.11.4
- Internationalization extended. Still needs improvement.
Current localizations: de en_GB es fr hu it ja nl no pl pt pt_BR
ro ru sv.
- Isometric view in gtk and amiga clients using the mostly civ2-
compatible HiRes tileset. This is on by default, but the old non-
isometric tiles are still available by giving a --tiles argument to
the client, fx "civclient --tiles trident".
- While planning a goto (after hitting "g") a line will be displayed
showing the route from the selected unit to the mouse pointer.
Hitting "g" will insert a waypoint at the mouse pointer.
- The server now has readline completion. This works at all levels,
fx "cu<TAB>" completes to "cut", and if there exist a player named
"paulz" "cut pau<TAB>" will complete to "cut paulz".
- Players can agree to give shared vision, which means that you
automatically see everything the other player sees.
- Layer view menu items allow you to only display some map info on the
main map. Fx you can choose to not show roads.
- The server will ping all connected clients and cut off those too slow
- Smarter placing of partisans.
- The server no longer automatically starts when the maximum number of
players have been reached.
- If commandlevels are used and the controlling player disconnects a
connected player can assume the "first" level with the "/firstlevel"
- "Restrictions and Limitations" section added to the README.ruleset
- Caravans, diplomats and spies can move into allied cities.
- Elephants, Crusaders and Fanatics activated in civ 2 ruleset.
- The size of the city foodbox is now controlled by the ruleset
variables "granary_food_ini" and "granary_food_inc".
- Limit on number of improvement types in rulesets removed.
- Capitalization is available from the start of the game in the default
ruleset. (renamed coinage)
- Cities can have 0 trade. (used to be at least 1)
- Settlers can only be added to cities less than size 8, as in civ 2.
- If you paradrop a unit into unknown terrain and the terrain contains
an enemy unit the paradropping unit is lost. If you drop into terrain
you thought was land, but which has changed to water, the unit is
- diplomats/spies can't take action from a ship.
- Refueling air units at turn update will refuel units with only 1 fuel
first. Secundary criteria is unit cost.
- Trireme loss percentage depends upon known technologies.
- Leonardo's workshop will upgrade a random unit each turn, and not
just the next one.
- Allied cities count as friendly when determining whether a unit is
being agressive. (gives unhappyness under some govs.)
- Deserts are created primarily 15 to 35 degrees off the equator.
- Only arctic tiles generated at poles.
- The server will report when a new government becomes available.
- Changed wording of message "famine feared" to "famine occurred". New
"famine feared" message just before food runs out.
- "wonder soon build" message when another player is about to complete
- Players are notified when one of their wonders has become obsolete.
- In the players dialog it is now reported which nations have an
embassy with you. Your embassies are also listed.
- Wonders being built are listed in the "wonders of the world" popup.
- Server "save" command saves to <auto-save name prefix><year>m.sav[.gz]
if it is not given any arguments.
- "quitidle" server commandline option makes server quit if there has
been no connected players for the specified amount of time.
- When turning on the autotoggle option existing human nations without
a connected player will be put on AI.
- Server doesn't block as long when writing to a slow host, controlled
by variables "tcptimeout" and "netwait".
- "savename" server variable controls the prefix of autosaves.
- "allowconnect" server variable lets you control which types of
players (new players; human players; AI players; dead players;
barbarian players) can connect.
- More nations added.
- New maps in data/scenario: british-isles-80x76-v2.51.sav,
hagworld-120x60-v1.2.sav (earth map).
- Amiga internationalization/localization.
- Amiga client: history added to chatline.
- Lots of bug fixes and code cleanups.
WHAT'S CHANGED SINCE 1.11.0:
- Readline support added to the server.
- May now disperse initial units over specified area. See "dispersion"
- May now arrange for first client to connect to have a higher cmdlevel
than the following clients. See "cmdlevel" server option.
- Save files now transparently (un)compressed when (loaded) saved.
- Now requires a minimum number of ocean tiles to be adjacent to a land
tile wished to be transformed into ocean. Default is 1.
- Added Nuclear Fallout. Industrialization and population still
generate Pollution. Dropping a Nuke generates Nuclear Fallout, which
is distinct from Pollution. There is a new command to clean Fallout
vs. cleaning Pollution. Fallout contributes to Nuclear Winter --
which also changes terrain, but tends to Desert, Tundra and Glacier.
Added a new "cooling" icon to the info area to indicate the progress
towards Nuclear Winter, and also an icon for Fallout on the main map.
AIs are now more aggressive at cleaning up Pollution, but not Fallout.
- Ported to OpenVMS.
- Moved most of the dependencies on the "civstyle" server option to
separate values in game.ruleset files.
- Fixed bugs in "turns to build" displays.
- Fixed bug whereby Diplomat/Spy investigations of cities did not
reveal the correct supported and present unit lists.
- Fixed multiple bugs in go-to code.
- Fixed bug where starting a revolution, saving the game and restarting
the server would allow switching governments without anarchy.
- Fix bug that you could paradrop into cities you were at war with even
if they contained enemy units.
WHAT'S CHANGED SINCE 1.10.0:
- Internationalization extended. Still needs improvement.
Current localizations: de en_GB es fr hu ja nl no pl pt pt_BR ru.
- Added full Fog of War. Controlled by "fogofwar" server option.
- Added explicit Diplomatic States between civilizations: war, neutral,
no-contact, cease-fire peace and alliance.
- Allow terrain changes to/from land/ocean. Default ruleset allows
Engineers to Transform Swamp to Ocean and Ocean to Swamp. Also
allows Forest to be Mined into Swamp.
- Increased maximum number of players to 30.
- Fortifying now takes a turn to complete (like Civ1/2).
- Added correct Civ2 style of Apollo wonder (shows entire map, rather
than just cities). Selected by "civstyle" server option.
- Aggressive sea units no longer cause unhappiness when in a city.
- Added Civ2 rule that firepower is reduced to 1 for both the defender
and the attacker when a ship bombards a land unit.
- When changing current research, if user changes back to what was being
researched, the penalty is not applied (you keep all your bulbs).
- Added pop-up of more details when clicking on info box in GTK+ client.
- Improved the global warming danger indicator.
- Added warning of incipient city growth.
- The server "remove <player>" command is no longer available after the
game has started.
- Added "fixedlength" server option to make all turns exactly "timeout"
- The "timeout" time may be much longer (up to a day).
- Added goto for air units. If destination is beyond range, they will
stop in cities/airfields/etc. to get there.
- May now select a unit by clicking on the unit pile display on the left.
- Diplomats/Spies moving by goto now do pop-up the Diplomat/Spy command
dialog when they reach a city.
- Improved goto algorithm and implementation.
- Help dialog displays which buildings an advance will obsolete.
- Optionally show city food/shields/trade productions on main map.
- Added server option "autotoggle", which toggles AI status on and off
as players connect and disconnect.
- Allow Hoover Dam to be built anywhere, to conform to Civ2.
- Show turns per advance in Science Advisor dialog.
- Improved map and unit movement drawing code.
- Added "End Turn when done moving" local option.
- City production penalties now applied more correctly.
- Added Sentry and Fortify to Present Units' City Dialog pop-up.
- More nations added.
- Added a resource file for the GTK+ client.
- Improved network code for more reliable connections.
- Split nations.ruleset into individual <nation>.ruleset files.
- Extended registry file format to allow including files and overriding
- Added --with-xaw and --enable-client=xaw3d options to ./configure
- Lots of bug fixes and code cleanups.
WHAT'S CHANGED SINCE 1.9.0:
- Internationalization extended. Still needs improvement.
New ./doc directory for localized versions of README and INSTALL.
Current localizations: de en_GB es fr hu no pl pt pt_BR ru.
- Added Civ1/2-like Barbarians. Controlled by two server options.
- Many more nations added.
- Worklists -- Players can now specify a list of things to be built in
- The AI now utilizes diplomats/spies aggressively.
- Added a variant (1) of Michelangelo's Chapel.
- Initial rates after Revolution will try to maximize Science.
- Rapture-triggered city growth will no longer empty the foodbox.
- Map generator improvements:
- Gen 1 hills more uniform north/south.
- Gen 2+ will tend to make fewer length-one rivers.
- Added unit-death explosion animation.
- No longer will cities with exactly 0 (zero) production surplus be given
a "free" shield every turn.
- Command-line arguments made more consistent between server and client.
- Caravans now provide a research benefit when initially establishing a
trade route, equal to the monetary benefit.
- Diplomat/Spy changes:
- Changed all actions to more closely conform to Civ2 rules.
- Changed "diplchance" to be %-chance of success. Used in many ways.
- Diplomat/Spy may attempt action with any movement left.
- Added "At Spy's Discretion" selection to steal and sabotage dialogs.
- Allow Spies to steal tech from a city more than once (gets harder).
- May only poison towns of size greater than 1 (one).
- May only sabotage units that are alone on a square.
- When a city is subverted, only nearby units change sides.
- Veteran status improves defense against other Diplomats/Spies.
- Added production display of number of turns remaining to build.
- Small, shield-like flags tilesets (trident_shields, engels_shields).
- Airbase changes (for Civ2 compliance):
- Ground units can attack Air units when they are parked on an Airbase.
- Units are defeated only singly when on an Airbase (like a Fortress).
- Revised and improved the server 'help' command.
- New intro graphics.
- Ships may now have their movement reduced after a combat in which they
- Added display of production values to main map "city tiles" display.
- Increased the Add-To City size limit to 9 to conform to Civ2.
- Settler's "Connect" feature -- Automatically connect two points with
Road, Railroad, Irrigate or Fortress.
- Several AI improvements.
- New ruleset support for CITIES, most notably cities are now drawn in
different sizes and styles.
- Allow specifying unambiguous player name prefix, instead of full
player name, for server commands taking a player name argument.
- Added multi-client configuration support.
- Added 'read' and 'write' server commands.
- Added "best nation" column to Demographics report.
- Changed Fighters and Stealth Fighters to not cause unhappiness (Civ2).
- Cities on mountains will produce an extra food (Civ2).
- Fixed bug where Lighthouse was not producing veteran sea units.
- Ported to Amiga. (This is not included with a "distribution"; get it
directly from the CVS <http://www.freeciv.org/contribute.html#SetupCVS>,
or from a CVS Snapshot <http://www.freeciv.org/latest.html>.)
- Lots of bug fixes, code cleanups, and help-text improvements.
WHAT'S CHANGED SINCE 1.8.1:
- Internationalization added. Some aspects still need improvement,
and in particular currently only works well if client and server
both use the same language. Initial (partial) translations
included are: de es fr hu pl pt pt_BR.
- Improvements to "trident" tileset, and this set is now the default.
- New ruleset support for NATIONS, and many new nations added --
there are now 32 nations in the default nations file. Also allow
multiple leaders choices for each nation, allow longer player
names, and allow specifying/choosing sex of leader.
- New ruleset support for TERRAIN, and changes to allow Civ2 style
terrain with more specials, multi-terrain rivers, and new farmland
infrastructure. Moved some server options into terrain ruleset,
and added new rule option regarding movement along rivers.
- New ruleset support for GOVERNMENTS, and more general unit upkeep.
- The contents and layout of the graphics files is now described in
user-editable 'spec' files, instead of being hardwired into the
code; see README.graphics for details.
- Changes to city graphics: can now see cities grow. Also, code
support for different city styles for different nations, and for
technology dependent styles, but lacking good graphics except for
the default style. Cities show a small flag when occupied by one
or more units.
- From Civ2, added Paratroopers unit and Airbase infrastructure.
- Initial window size of Gtk+ client is smaller, to fit better on
smaller screens, and can now resize detached chat/output window.
- City report enhancements: New "Change All" dialog to convert all
production of a given item to some other item (both clients); can
select multiple cities and issue commands (Gtk+ client only); can
sort by different columns (Gtk+ client only). Can also select
multiple items in the Trade Report (Gtk+ client only).
- In Civ2 style, can select which infrastructure item to pillage, and
multiple units can pillage together. Can now pillage fortresses,
as well as new farmland and airbase infrastructure items.
- More fields added to Demographics Report, and now configurable from
a server option.
- Added more information to "Active Units Report", and renamed to
- New cursors added for Goto, Nuke and Paradrop modes; <Escape> key
cancels Go-To/Paradrop/nuke mode; pollution on city squares is now
always clearly visible; improvements to refresh method for pixmaps
in Gtk+ client; various other improvements to both clients.
- Autosettlers no longer convert Plains/Grasslands to Forests, but
will now Transform terrain.
- AI can build spaceships, although does not do so very aggressively
or intelligently yet.
- Server and client may specify a different metaserver to use. There
is now a metaserver running on www.freeciv.org, and that is now the
default metaserver (http://www.freeciv.org/metaserver).
- New server option for "turn blocking" mode, in which players will
never miss a turn even if sometimes disconnected.
- More flexible rulesets for units and techs (advances) allowing
variable number of items in each (up to 200) and no longer any
techs with hardwired effects depending on position in ruleset file.
- Appropriate helptext now appears in ruleset files, allowing
modpacks to give modified help to correspond to modified items.
- Format of ruleset files is changed, no longer compatible with
those for 1.8.0 and 1.8.1.
- Removed science bonus of +1 per city per turn.
- In Civ2 mode, overflight of a hut causes it to disappear, and can't
build cities next to each other.
- Rapture_size now 3, to conform to Civ2.
- Settlers and Engineers now cost shield upkeep as well as food
upkeep (depending on government type) as in both Civ1 and Civ2.
- Helicopters do not lose hitpoints when over an airbase.
- The amount of food required for a city grow is now ((citysize+1) *
foodbox), instead of (citysize * foodbox); new behavior matches
both Civ1 and Civ2.
- Some re-organization of data directory, in adding data/scenario,
and graphics now in data/trident, data/engels and data/misc.
- Preliminary support for compiling the server on Mac (but networking
code not yet ported).
- Progressively moving code out of client gui-dependent directories.
- Lots of bug fixes, code cleanups, and help-text improvements.
WHAT'S CHANGED SINCE 1.8.0:
- The biggest change is a new client which uses the popular Gtk+
toolkit. The old Xaw client is still included as well.
- A new alternate (30x30) tileset: the "trident" tileset.
Start the client with "--tiles trident" to try it out.
(This replaces the "classic/brunus" tileset, which is still
available separately from the Freeciv ftp site.)
- In the Gtk+ client, parts of the main window can be detached.
Detaching them all allows a full-screen map window!
- The data directory can now be specified as a "path" ($FREECIV_PATH),
instead of a single directory. By default, ~/.freeciv is now in
the path, so if you download new tiles, modpacks, etc, you can now
simply put them in ~/.freeciv
- Server console improvements: can abbreviate server command names,
and server option names. Better prompt handling - eg, server no
longer prints an unnecessary prompt each turn.
- Server commands can now be issued from the client chatline.
There is a new server command "cmdlevel", to control access to
this feature on a per-player basis.
- Some of the "small" graphics have been improved.
- Added a nice cursor for selecting the destination for "goto".
- New column "corruption" in the city report.
- Implemented Marco Polo's Embassy wonder.
- New command to explode Nuclear units at an empty square.
- Improved behavior of Caravans and "goto": the Caravan dialog will
now popup when the Caravan arrives, whether moving by goto or by
- Allow connecting to metaserver (in client) via $http_proxy.
- Minor "Zone of Control" (ZOC) rules changes to better match Civ2.
- Improved debug logging.
- Server will refuse to run as root, as a security measure.
- As always: lots of bug fixes, code cleanups, and help-text
WHAT'S CHANGED SINCE 1.7.2:
- Space race! Be the first player to build a space ship and colonize
- Civil war! Capturing the enemy capital may split his empire. Half
of his towns will join a new AI leader!
- Two tile sets in this release! The "big" ones are from Ralph Engels.
I hope you will enjoy them. The second set is an enhancement of the
classic ones. The server option -tiles allows to choose a subdirectory
of the data directory to use different tiles. (The data directory can
be set with the DATADIR environment variable.) Also, diagonal roads
and railroads are now drawn. Changed some of the national flags
(especially changed Soviet flag to the Russian flag for Russians).
- Rulesets can be used to customise units, advances, wonders, and
improvements without recompiling -- see README.rulesets.
- Units in a town can be put in auto-attack mode. In this mode, they
will attack any enemy units which come nearby.
- New city options for each city, controlling whether new citizens are
workers or specialists, whether to allow disbanding a size 1 city by
building a settler, and options for units on auto-attack mode in the
- Mapgen 4 (selected with the server command "set generator 4") is a new
map generator which generates a map with 2 players on each island.
- Cities can be a traded in diplomatic treaties. This effectively
allows you to exchange, sell or buy cities.
- The AI now builds diplomats to defend against enemy diplomats.
- Settlers and engineers can do teamwork. With enough manpower, all
terrain improvements can be done fast!
- With engineers, the terrain type can be changed using the new Transform
command ('O'). For example, hills can be turned into plains.
- Units only regenerate hit points if they have not moved at all for a
- Gamelog option. The whole history of a game can be stored in the
- One can select a unit with 0 moves left from the main map.
- City workers can be adjusted from the main map, with shift+button1.
- Changed the order of libraries to fix problems on IRIX and Cygwin.
- Changed the client-server protocol to use network byte order.
- Other bug fixes and code and help text cleanups.
WHAT'S CHANGED SINCE 1.7.1:
- Improvements to the configure script, so it should now work
properly on all systems.
- Ability to configure to use Xaw3d instead of the normal Xaw.
- New "easy" AI mode, which is now the default.
- Improved "City Report" dialog, with configurable columns.
- Improved "Message Options" dialog, with customizable filtering and
selection for the different message types.
- Improved "Messages" dialog, with a scrollbar, and a "Popup City"
- Improved multi-column "Unit Select" dialog when there are lots of
- In city dialog, middle-click unit icons to "activate and close".
- New client command "t" to show tiles used by city under mouse.
- New metaserver dialog to make connecting to metaserver games easier.
- Ability to save and re-load client settings.
- Clearer Yes/No toggle buttons in various places in the client.
- Reduced color usage (but looks almost identical), so the client should
now work fine on systems with 8 bit color displays.
- Ability to use "scenarios", that is, pre-designed maps. Scenarios
for Earth and Europe games are included in the data directory.
(Use them with the server command-line option -f, like savegames.)
- More city names, so you're less likely to see "City 41" etc.
- Saving large games is now much faster, and the savefile is smaller.
- Improvements to the documentation and online help system, including
a new help section on the "Zones of Control" game concept.
- Detect repeated log messages and print repeat counts.
- New server options randseed and aqueductloss.
- Many other enhancements and bug fixes.
WHAT'S CHANGED SINCE 1.7.0:
- Removed two C++-style comments, the most reported problem with 1.7.0!
- Tweaks to the configure script for Solaris, although it's still not
- Spy and diplomat improvements.
- Added the "W" command, which Wakes up sentried units.
- Added the "scorelog" command, which can be read by a script to generate
power graphs after the game.
- Loading games is now MUCH faster.
- AI improvements from John Stonebraker.
- Visual improvements to dialogs and the map screen.
- Settlers may not fortify.
- Numerous bug fixes.
WHAT'S CHANGED SINCE 1.6.3:
- Massive AI changes. It plays smarter, and the AI uses seagoing vessels.
- The contents of the help system have been improved substantially.
- Many bugs fixed.
- We now recommend you use "configure" instead of Imake.
- Settlers have a new "e"xplore mode.
- The makefiles now contain auto-generated dependency information.
- Units within the radius of the city to which they belong no longer
cause unhappiness. This will allow much more realistic defense
- The tax/lux/sci rates are now limited by your government type.
Also, they can modified by clicking on the rate status icons.
- The behaviour of spies and diplomats has been greatly improved.
- Freeciv now needs to transmit a lot less data (<25%!) when playing
over the Internet. This will greatly speed up games.
- Preliminary support for compiling Freeciv under Windows and OS/2,
when used in conjunction with the GNU tools.
- From now on, it will be possible for different Freeciv versions to
talk to each other if they're able.
- Tracy Reed (who provides www.freeciv.org) reports that our site is
getting over 6,000 hits per month. He was quoted as saying "Cool!
Now my computer is doing something!"
- Lots, and Lots, and Lots of donated patches. Thanks guys, keep 'em