Civ2civ3

== Overview ==
Civ2Civ3 is a ruleset shipped with Freeciv 2.5 and later. It is a striking departure and different game from Classic Freeciv. As its simplicity appeals to beginners, it is now the default ruleset in many releases of Freeciv. 
* 👉🏻 Those who prefer the Classic game: please note, it now has the name Classic (not "default"). 
** Upgrades to the Classic branch of rules are now in the Multiplayer Branch. The latest release is Multiplayer II Evolution. 
=== How to play ===
* Civ2Civ3, Classic, MP1, MP+, and MP2 can all be played in single or multi- player mode at www.freecivweb.org. To play Civ2Civ3, launch a new game and click GAME button >> Ruleset >> Civ2Civ3.
* On native client, users (with elevated admin rights for a Windows installation) can edit to set their favorite ruleset as default. Changing the ruleset in an already running client will reset all saved options to server defaults and then apply the ruleset settings, i.e., all saved settings are lost. Or in other words, any saved settings only affect the initially loaded ruleset. To set your default back to classic, edit default.serv and change the last line to classic
The Civ2Civ3 ruleset has three additional governments tribal, fundamentalism, and federation. It uses the same values for [effect_empire_size_base_…] and [effect_empire_size_step_…], i.e., the first citizen unhappy about an empire with many cities appears at the same rate as the next citizen unhappy about this issue.
== Changelog from Classic ==
Snapshot of (incl. date, please refresh if outdated):
=======================================================
Civ2Civ3 Ruleset for Freeciv v3.0 (Updated dd-mmm-20??)
=======================================================
OBJECTIVES:
-----------
- The main purpose is to get a gameplay more similar to civ3, keeping
 civ2 rules as reference.
- It tries to improve balance, reduce micromanagement, avoid
 counter-intuitive gameplay or hidden tricks, simplify the rules, and
 make it a bit more realistic, while keeping as many viable strategies
 as possible.
- Don't be afraid by the amount of changes, I think this ruleset is
 easier to learn than classic/civ2 rules, and it is designed so there is
 not a big disadvantage when you do not play optimally. I hope both
 rookies and experienced players can enjoy it.
- Rules that allowed a sudden boost were removed or redesigned. The
 result should be a simpler and more linear development of your cities,
 and a slower paced gameplay; with governments that keep a similar
 balance along the different ages; and smoother differences between
 terrains, units, buildings or wonders.
- All the new rules have been adapted so AI can play with them, and to
 avoid possible exploits by human players.
I wish to keep it updated and to improve it with the comments from the
players.
INFO:
-----
- Help texts have been updated (mainly buildings and wonders), so the
 info showed ingame already takes into account the changed rules. Some
 graphical tables from the manual might not match (mainly terrains and
 governments), so better use the tables in this Readme as reference.
- I suggest new players to start a game with 6 players or so, AI skill
 level Normal, and default ruleset options (small continental map with
 100 land tiles per player).
- For challenging games, you may place several AI players in the same
 team. For example, one team with 5 AIs together against you.
- Cheating AI level was adjusted for these rules, I suggest experienced
 players to use it (better than Hard AI). The "AI Love" effect reduces
 the amount of wars between the AIs, even when they are not in the same
 team, making them more hostile against the human players (or against
 other non cheating AIs).
CHEATING AI: +40% Science, Luxury, Gold and Production, +40 AI love,
 +40% Veteran chance, +40% Bribe and Incite costs, -20% Pollution, +1
 Content per city, no food penalty from units.
The following is a full list of changes compared to classic ruleset
(although it should be playable without reading it)...
CORE CHANGES:
-------------
- No Rapture Growth (celebration only causes additional Trade per tile,
 same as civ3). Foodbox readjusted to keep a constant city growth.
- Settlers cost 2 population (as in civ3). This way, the number of tiles
 worked in the original city are reduced by 2, equal to the number of
 tiles worked in the newly created city.
- Disabled national trade routes: it is still possible to create trade
 routes, but only to foreign cities that you are not at war with (trade
 routes are canceled when war breaks out). Each city can support a
 maximum of 2 trade routes. Removed the one time revenues, and reduced
 the ongoing revenues.
- Every unit (except Settlers, Migrants, and Fanatics, which cost
 population to build) pays some kind of upkeep cost. Some governments
 pay shields as upkeep, and others pay coins (similar to civ3), but not
 both.
- Most units also require upkeep in Food, except for Workers/Engineers,
 Diplomat/Spy, Caravan/Freight, Explorer/AWACS, and Cruise
 Missile/Nuclear.
 A city can support for free as many units (with upkeep in Food) as
 its population size (min 4, max 20). Additional units cause waste of
 Food. If the city shrinks due to starvation, one of those extra units
 will be disbanded.
- Units lose one veteran level when upgraded.
- Enabled tired attack: units that attack with less than a single move
 point will have their attack power reduced accordingly.
 If they have 2/3 movement points, they will attack with 2/3 strength.
 If they have 1/3 movement points, they will attack with 1/3 strength.
- Unlimited movement on rails delayed to maglev (available with
 Superconductors). Movement bonus on railroads x6, on roads x3, on
 rivers x3 (non diagonal).
- Added Fort and Airstrip bases, required before you can build Fortress
 or Airbase, respectively. It prevents the construction of full bases
 in one single turn. The bases no longer protect full stacks from being
 killed when one unit is defeated.
- Specialists output reduced to 2 (same as civ2). There are wonders that
 increase it to 3 for all players.
- Enabled Tech Leakage: technologies are cheaper if already discovered
 by other nations you have embassy with.
- The cost of each tech is equal to the number of steps needed to get
 the tech (Tech Cost = Base Cost * Number of Parents). It is a linear
 formula more similar to civ2, and it fits better the new reduced
 bonuses from Trade and Science.
- Tech upkeep assigned to cities: some bulbs (research points) are
 required from each city to maintain a given technological level. The
 upkeep grows from 0 during the middle ages, up to 10 bulbs per city
 when the whole tech tree was researched.
- No holes allowed in the tech tree. To acquire a tech you must know
 its prerequisites, and you cannot lose a tech that another depends on.
- Some buildings, and all wonders, generate culture points in your
 cities; certain achievements such as mapping the world also generate
 culture points. By default, this only affects score; it also affects
 migration (which is not enabled by default), and a cultural victory
 can optionally be enabled.
- Enabled risk of plague at cities with population greater than 4.
 Chances reduced by the buildings Aqueduct and Sewer System, the tech
 Medicine, and the wonder Cure for Cancer.
- Added other random disasters: Earthquake (city on Hills), Fire (city
 larger than 8), Flood (city near rivers), Industrial Accident (city
 with Mfg. Plant), and Nuclear Accident (city with Nuclear Plant).
OPTIONAL RULES:
---------------
- Every player starts with 1 Settler, 1 Worker, 1 Explorer, 1 Diplomat,
 and 1 free tech. ('startunits', 'techlevel')
- Minimum distance between cities set to 3. ('citymindist')
- Initial national border equal to city radius (2 tiles). ('borders')
- Restricted the use of infrastructure (roads, railroads, and rivers)
 for enemy units inside national borders. ('restrictinfra')
- Unreachable units do not protect reachable ones (when they are in the
 same tile). ('unreachableprotects')
- Occupy chance set to 100%: Units automatically move to the target
 tile if the attack is successful and ZoC rules allow the movement.
 ('occupychance')
- Halved chance of building loss (to 10%) when a city is conquered.
 ('razechance')
- If the pool of research points ends negative, one random technology
 is lost, and half of its value is restored to the research pool.
 ('techlossforgiveness', 'techlossrestore')
- Revolutions become quicker the more times any player has changed to
 the target government. ('revolentype')
FOODBOX:
--------
- Foodbox size uniformed to even the population wasted when you build
 Settlers at larger cities (similar to civ3).
- Granary size is fixed to 10 Food for every city size.
- Cities with Pop <= 4 receive this granary effect for free, so they
 can create Settlers at best rate even without Granary. (This free
 granary effect helps the AI to build Settlers optimally).
CITY FOODBOX SETTLER FOODBOX SETTLER
SIZE NEW NEW OLD OLD
1 20 - 20 -
2 20(10)# - 30(15) 20(5-15)
3 20(10)# 20(20) 40(20) 30(10-20)
4 20(10)# 20(20) 50(25) 40(15-25)
5 20(10) 30(20) 60(30) 50(20-30)
6 30(10) 40(20) 70(35) 60(25-35)
7 30(10) 50(30) 80(40) 70(30-40)
8 40(10) 60(40) 90(45) 80(35-45)
9 40(10) 70(50) 100(50) 90(40-50)
10 40(10) 80(60) 110(55) 100(45-55)
11 40(10) 80(60) 120(60) 110(50-60)
12 40(10) 80(60) 130(65) 120(55-65)
13 40(10) 80(60) 140(70) 130(60-70)
14 40(10) 80(60) 150(75) 140(65-75)
15 ... ... ... ...
# Granary effect for free when city grows to this city level.
FOODBOX = Foodbox size at that city level. (In brackets = Granary size).
SETTLER = Food needed to recover the population if you create a Settler
 at that city size. (In brackets = The same but with Granary).
NEW = This ruleset. OLD = civ2 ruleset
TIP: In order to keep max growth, you should build the Granary before
 city grows larger than Pop 4 (same as Aqueduct at Pop 8, and Sewer
 System at Pop 16).
TIP: Optimal production of Settlers occurs at any city with Pop <= 4,
 or cities with Granary and Pop <= 6.
TERRAIN:
--------
- Jungles receive 1 extra Production (1/1/0).
- Tundras can be mined for +1 Production (instead of irrigated) and
 receive +1 Trade when roaded (up to 1/1/1).
- Swamps can be irrigated for +1 Food (to 2/0/0). Reduced Food bonus by
 1 to Spice resource (on Swamp).
- Deserts with a river receive 1 extra Food from irrigation (total 2),
 unless they have an Oasis resource; this simulates a growth boost like
 Nile floods.
- Hills receive 1 Production for free, and +2 from mines, same as civ3,
 (was 0 and +3). Mountains receive +2 Production from mines too (was +1).
- Mountains give extra vision range. Cities can not be placed on
 Mountains (nor Glaciers). Ground units starting the turn on unroaded
 Mountains receive a -1 penalty to movement (this way it is not so good
 for cavalry to end the turn on Mountains).
- The discovery of Refining allows to upgrade the mines placed on
 Desert and Glacier to Oil Wells (+2 Production in total).
- Lake tiles receive for free +1 Food (2/0/2), but Harbours do not
 affect them. Lakes do not enable wonders that needs a coastal city.
- Deep ocean tiles must be mined (resulting in an oil platform) in
 order to take advantage of the production bonus from Offshore Platforms.
- Pollution may appear in Ocean tiles, and Transports can clean it
 without the need of Workers/Engineers. Oceans, Jungles and Forests are
 less affected by global warming.
- Cities on rivers always get roads, even before Bridge Building is
 known.
- The only terrain transformations available before the end of the tech
 tree are: Jungle -> Swamp; and Plains <-> Forest <-> Grassland.
- The following diagram shows all the transformations available with
 the discovery of Fusion Power. Redesigned so all useful alterations can
 be finished in 1 or 2 steps, and all effects of global warming can be
 reverted:
 Glacier --> Lake <--
 /\ |
 Ocean --\ \/ |
 --> Grassland |
--> Swamp --/ /\ |
| \/ |
<-- Jungle --> Forest --> |
 /\ | |
 Tundra --\ \/ | |
 --> Plains --|-->
 Desert --/ /\ |
 || |
 Mountains --> Hills <--
- No minimum city output (was 1/1/0). City central tile simply gets +1
 Production.
 This way, no matter the tile where you place your city, you never
 waste any resource (for example, with classic/civ2 rules, a city placed
 over bonused Grassland was wasting the Production bonus).
TILE F/P/T IRRIG(t) MINE(t) ROAD MAX1 MAX2 TRANSFORM
Deep 1/0/2 NO NO NO 2/0/2 2/1/2 No
Ocean 1/0/2 NO NO NO 2/0/2 2/1/2 *Grass(36)
Lake *2/0/2 NO NO NO 2/0/2 2/1/2 *Grass(36)
Swamp 1/0/0 *+1(5) *NO +0(4) 2/0/0 3/0/0 *Grass(24)
Glacier 0/0/0 NO +1(10) +0(4) 0/1/0 0/3/0 *Lake(24)
Tundra 1/0/0 *NO *+1(5) *+1(2) 1/1/1 1/1/1 *Plains(24)
Desert 0/1/0 +1(5) +1(5) +1(2) 0/2/1 0/4/1 Plains(24)
Plains 1/1/0 +1(5) Forest(10) +1(2) 2/1/1 3/1/1 *Lake(36)
Grassland 2/0/0 +1(5) Forest(15) +1(2) 3/0/1 4/0/1 *Lake(36)
Jungle *1/1/0 *Swamp(10) *NO +0(4) 1/1/0 1/1/0 *Forest(24)
Forest 1/2/0 Plain(10) *Grass(15) +0(4) 1/2/0 1/3/0 *Hills(24)
Hills *1/1/0 +1(10) *+2(10) +0(4) 1/3/0 1/4/0 Plains(24)
Mountains 0/1/0 NO *+2(10) +0(6) 0/3/0 0/4/0 Hills(36)
F/P/T = Food/Production/Trade output; (t) = turns
MAX1 = Irrigation/Mine/Road/Harbour; MAX2 = Farmland/Railroad/Oil Well.
* = Changes compared to civ2 ruleset. Most affected are Jungles, Swamps
 and Tundras.
TIP: The optimal tiles to place your initial cities are those with MAX
 output equal or similar to 2/1/2, mainly those with bonus
 resources or rivers. Hills and Plains are always good places for
 cities, as well as Flood Desert (desert with river), or bonused
 Grassland. The best defense comes from cities placed on Hills with
 river.
DEFENSE:
--------
- Halved the terrain defense bonuses, now more similar to civ3 values:
TERRAIN NEW OLD
Forest/Jungle/Swamp +25% +50%
Hills +50% +100%
Mountains +100% +200%
RIVER +25% +50%
VETERAN
Veteran +50% (=)
Hardened +75% (=)
Elite +100% (=)
FORTIFIED +50% (=)
(only Land and Big Land units can fortify; inside cities, they are
always considered fortified)
BASE VS LAND VS SEA VS AIR VS MISSILE
Fort +50% +50% - -
Fortress +100% +100% +50% +50%
Airstrip - - +50% +50%
Airbase +50% +50% +100% +100%
CITY VS LAND VS SEA VS AIR VS MISSILE
Town (Pop<=8) +50% - - -
City (Pop>8) +100% +50% - -
Buildings each add:
Great Wall(W) +50% - - -
Walls +100% - - -
Coastal Defense - +100% - -
SAM Battery - - +100% -
SDI Defense - - - +100%
- Every city of any size receives an inherent +50% defense bonus
 against all kinds of ground units.
- Every city with Pop>8 receives an additional +50% defense bonus
 against both ground and naval units.
- City Walls effect reduced from 200% to 100%, and cost reduced from 60
 to 30.
- Great Wall wonder gives an additional +50% defense bonus against
 ground units.
Total Defense = (UNIT DEFENSE) * (100+TERRAIN)/100 * (100+RIVER)/100
 * (100+CITY+BASE)/100 * (100+FORTIFIED)/100 * (100+VETERAN)/100
(Same as classic/civ2 rules).
EXAMPLE: Riflemen fortified in a fortress, on mountains, with a river,
 will get a total defense of 30 against land attacks:
 Riflemen: defense 4
 Fortified (+50%): 4 + 2 = 6
 In Fortress (+100%): 6 + 6 = 12
 On Mountains (+100%): 12 + 12 = 24
 With River (+25%): 24 + 6 = 30.
EXAMPLE: Riflemen in a size 9 city, with walls, on hills,
 will get a total defense of 27 against land attacks:
 Fortified (+50%): 4 + 2 = 6
 On Hills (+50%): 6 + 3 = 9
 In City with Walls (+200%): 9 + 18 = 27.
GOVERNMENTS:
------------
 Anarch Tribal Despot Monarc Fundam Republ Democr Federat Commun
Tax/Lux/Sci Rate 0 60 60 70 70 80 90 90 80
Output per tile # -1(if>2) -1(if>2) -1(if>2) 0 0 +1Trade +1Trade 0 0
Celebration Bonus (no -1) (no -1) (no -1) (+1Trade) 0 (+1Trade)(+1Trade)(+1Trade) 0
Unit Upkeep Shield Shield Coin Coin Coin(x2) Shield Coin(x2) Coin(x2) Shield
Free Units 2 2 2 3 2 1 1 2 3
War Unhappiness 0 0 0 -1 -1 -1 -2 -1 -1
Martial Law +1 0 +1 +1 0 0 0 0 +2
Civil war % 99% 90% 80% 70% 60% 40% 30% 20% 50%
Empire Size 0 /12 /10 /14 /20 /16 /32 /24 /28
Special +NoUpkeep +Veteran +75%Gold +50%Gold +Tithes +Bribe +Brib/Sub +Subvert +NoUpkeep
 -50%Lux (Land/Mil)(Palace) (Palace) -50%Sci -Revolt -Rev/Sen -Senate (Cost=1)
 -NoTaxes +Content +Fanatic +Partisan +Luxury +Partisan
Base Corruption 0% 30% 20% 10% 15% 25% 5% 0% 30%
Base Waste 30% 0% 10% 20% 15% 5% 25% 30% 0
By Distance * +1% +1% +1% +1% +1% +1% +1% +0% +0%
* Corruption by distance is doubled (+2% per tile of distance to
 capital, or +1% for Federation) until The Corporation is researched by
 the player.
 Waste by distance is doubled (+2% per tile of distance to capital)
 until Trade is researched by the player.
# The output per tile penalty is negated by The Pyramids wonder, or
 when Railroad is researched by the player.
+ Partisans appear around conquered cities (democratic or communist) if
 Guerilla Warfare has been researched by any player.
- Added Fundamentalism (available with Theology), Tribal (available at
 start) and Federation (available with Economics).
- "Base Corruption/Waste": Modern governments cause less Corruption in
 Trade, but more Waste in Production. The total % lost (Waste +
 Corruption) is equal for all governments.
- "Empire Size" (number of cities before they start causing extra
 unhappiness): Modern governments have double size limit than his
 ancient counterpart. Empire Base Size is always equal to Empire Step
 Size.
- "Unit Upkeep": Tribal, Republic and Communism use the standard unit
 upkeep in shields, while the other governments use upkeep in coins (x2
 coins per unit for modern governments).
- "Free Units": Means units free of shield/coin upkeep and also free of
 unhappiness due to military activity. By default 2 free units per city.
- "War Unhappiness": Most governments cause unhappiness when military
 units end the turn outside national borders (same as Republic with civ2
 rules).
- "Martial Law": Max 3 units can apply martial law (was max 20 for
 Despotism and Anarchy).
- The bonus "+1 Trade" (for every worked tile that is already producing
 trade) under Republic and Democracy does not affect oceanic tiles.
- Republic gets "Revolution when unhappy" effect and has unbribable
 units. Federation gets "Has senate" effect and has unincitable cities.
 Democracy gets all them.
- Spies and Diplomats built under Communism or Federation will start at
 the first veteran level. Federation gets +2 Luxury points in every city.
- Under Communism you do not pay upkeep for buildings that cost 1 coin.
 Communism cancels the bonus from Mysticism and Theology (to Temples and
 Cathedrals).
- Under Fundamentalism, your cities receive extra Gold from tithes
 (from buildings that make citizens content), but -50% to Science (like
 subtracting the effect of a library in each city).
- The output bonus of Palace (under Despotism and Monarchy) switched
 from Production to Gold.
- Tribal government increases by half the chance of ground units
 getting the next veteran level after a battle. Every city gets 1 extra
 content citizen, but units can't apply martial law.
TIP: There is some hurry to get Monarchy or Republic (or to build
 Pyramids), in order to avoid the initial penalty to output per tile.
 However, the Corruption and Waste are evened for all governments, so
 there are no big differences, and each government could be useful in
 different situations.
TECHS:
------
- Added new wonders: Mausoleum of Mausolos (available with Ceremonial
 Burial), and Statue of Zeus (available with Polytheism). Oracle of
 Delphi renamed to Temple of Artemis (in order to allow all 7 wonders).
- Moved Great Wall to Construction (was Masonry). Moved King Richard's
 Crusade to Chivalry, so it requires Monarchy and Knights. Women's
 Suffrage moved to Conscription, so it requires Democracy. Switched
 Darwin's Voyage and Eiffel Tower (Darwin was earlier than Eiffel).
 Shakespeare's Theatre available with Sanitation (was Medicine).
- Diplomats available with Alphabet (was Writing), and Migrants with
 Pottery, so every initial tech allows some unit or building.
- Coastal Defense moved to Navigation. The labels and icons for
 "Magnetism" and "Navigation" were switched, because compass was already
 used by historical Caravels, while sextants were not invented until the
 age of Galleons/Frigates.
- Construction requires Iron Working instead of Currency. This way,
 Iron Working is a prerequisite to build Frigates and Ironclads.
- Bridge Building merged to old Engineering in the tech tree. Added
 modern "Engineering" in the Industrial Ages that allows Destroyers
 (was Electricity) and Transports (was Industrialization), and it is
 required for Steel (Cruiser), Amphibious Warfare (Ports), and
 Combustion (Submarines).
- Battleship available with Mass Production instead of Automobile.
 Mfg Plant available with Plastics instead of Robotics.
- Nuclear Fission requires Refrigeration, in order to delay the atomic
 age, and to force the AI to research farms. Communism requires Theology
 (Fundamentalism) instead of Philosophy, to encourage AI to research all
 governments.
Special effects:
- Astronomy: Increases units vision when in Fortress.
- Invention: Halves upgrade cost of your units.
- Medicine: Reduces by 30% the chance of plague in your cities.
- Electricity: Allows irrigation without adjacent water, increases city
 vision radius, and improves the effect of Amphitheatres.
- Trade: Decreases one-time the waste of Production caused by distance
 to capital.
- The Corporation: Decreases one-time the corruption of Trade caused by
 distance to capital.
- Fusion Power: Allows Engineers to perform terrain transformations.
Almost all techs, buildings, wonders and units are the same as
classic/civ2, but some requirements have been changed to improve a bit
the historical accuracy, to encourage the use of every military unit,
and to avoid units or wonders becoming obsolete too soon. The following
is a list of some inaccuracies from classic/civ2 tech tree that were
addressed in the new tree:
- It was possible to research Pikemen before Phalanxs; Musketeers before
 Pikemen; Ironclads before Frigates; Destroyers before Ironclads;
 Armors before Artillery; Mech Infantry without Barracks III.
- Cathedrals did not require Construction nor Masonry. Ironclads and
 Eiffel Tower were available without Iron Working. Chivalry and Pikemen
 did not need Iron nor Bronze.
- Pottery was not needed to research Trade, Economics, Explosives,
 Invention, or Sanitation.
- Chemistry was not related to Atomic theory, Refrigeration, Gunpowder,
 Steam Engine, or Steel.
- Theory of Gravity did not need Physics, Invention, or even The Wheel,
 and it was not needed for Automobile, Robotics, or Miniaturization.
- Offshore Platforms did not require Refining, Combustion or Explosives.
 Miniaturization was not needed for Rocketry or Laser.
In the new tree, you are forced to research most of the ancient techs
before you can research the modern ones, but overall, researching paths
are similar to classic/civ2 tree.
BUILDINGS:
----------
- Aqueduct is cheaper near rivers or lakes. Sewer System is needed to
 grow larger than pop 16 (instead of 12). Each one reduces the chances
 of plague by -30%.
- Added new building: Ecclesiastical Palace (available with Theology),
 that acts as a second center of government that lowers corruption and
 waste.
- Courthouse: Makes 1 citizen content, and halves any kind of waste
 (Trade, Production or Food).
 Added new effect: Food wasted by distance to Palace is -1% Food each
 2 tiles. For example, cities at distance 10 of the Palace lose -5%
 Food, so they lose -1 Food when their output reaches 20 Food per turn
 (noticeable with 10 Food per turn due to rounding effects).
- Granary halves the waste of Food caused by distance to Palace.
 Together with a Courthouse, it eliminates completely the waste of Food.
- Police Station: Makes 2 citizens content, and reduces unhappiness
 caused by 1 military unit.
- Science bonus from Library, University, and Research Lab restored to
 civ2 values (+50%). There are wonders that double the effect later.
- Production bonus by Factory and Mfg Plant reduced to +25% each
 (was +50%), so the Power Plants are as important as the Factories.
 Mfg Plants allows the construction of 2 units per turn.
- Super Highways double the effect of Stock Exchange (+50% to
 Gold/Luxury), and they produce extra Trade at tiles with roads but
 without farmlands (the city center tile can still have both farmland
 and Super Highways bonuses).
- Doubled costs of all Spaceship parts. All them require Library,
 University, Research Lab and Factory present in the city in order to
 be built.
- Reduced by one the upkeep of Aqueduct, Colosseum (renamed to
 Amphitheatre), University, Bank, Stock Exchange, Port Facility, SDI
 Defense, and Factory; reduced by two for Mass Transit and Mfg. Plant.
- Pollution caused by population is increased by buildings instead of
 by techs:
 Industrialization -> Factory; Automobile -> Highways; Plastics -> Mfg
 Plant; Mass Production -> Offshore platforms.
- Adjusted the pollution of all electrical plants, and increased the
 building cost of Nuclear Plants:
 Cost Upkeep Pollution (+Recycling)
Power plant 130 4 100%(50%)
Hydro plant 180 4 50% (25%)
(+Hoover Dam) (=) (=) 25% (0%)
Nuclear plant 240 2 50% (25%)
Solar plant 320 4 25% (0%)
Recycling Center 140 2 -50%/-25%
UNITS:
------
- Population cost of Settlers increased to 2, and removed the upkeep.
 New unit Migrants available to work, or to migrate 1 population; they
 can't create cities and can be captured. Costs more similar to civ3:
Settlers: pop 2, cost 30, upkeep 0, food 1
Migrants: pop 1, cost 10, upkeep 0, food 1
Workers: pop 0, cost 20, upkeep 1, food 0
- Non-military units now belongs to a new unit class ("Small Land")
 that can not pillage, nor capture cities, and does not create Zones of
 Control (ZOC) that would affect the movements of enemy units.
- Created a new unit class for Caravans and Freights ("Merchant") that
 doesn't get the unlimited movement from maglev, and can be captured.
 They can only establish trade routes to foreign cities.
- Military "Land" units can capture enemy Migrants (as slaves) and
 Caravans/Freights (as loot).
- Wheeled units (new unit class "Big Land") can't move to Mountains,
 Jungles and Swamps, unless they are travelling on a road. They do not
 get defensive bonuses from the terrain, can not perform pillage, and
 need Galleons or Transports to travel by sea.
- Only "Big Land" units can cause population loss when attacking a city.
- Diplomat units stay alive when they investigate cities, and they can
 establish embassies or investigate cities directly from boats without
 disembarking. Explorers can perform those two actions, same as
 Diplomats. Increased vision range of Explorers and Partisans.
- Added Elephants from civ2, available with Polytheism:
 (att/def/mov-hp,cost) = (3/2/2-10,30). Obsolete by Dragoons.
- Added Crusaders from civ2, available with Monotheism: (5/1/2-10,40).
 Obsolete by Dragoons. They do not cause unhappiness due to military
 activity.
- Added Fanatics from civ2, available with Guerrilla, under
 Fundamentalism government: (5/5/1-20,20). They cost 1 population, but
 do not cause unhappiness and do not need upkeep.
- Archers defense reduced to 1 (was 2), and cost to 20 (was 30). Legion
 cost reduced to 30 (was 40). This way the ratio Attack/Cost of ancient
 units is more even to Catapults.
- Pikemen changed to (2/3), cost to 30, and removed the doubled defense
 vs horses. Attack of Chariots increased to 4 (was 3). Defense of
 Knights increased to 3 (was 2). In order to encourage early use of
 cavalry.
- Alpine Troops changed to (7/4), and Partisan to (4/5). This way,
 Riflemen do not become obsolete as city defenders until Partisan or
 Marine are researched, and every modern infantry is somehow useful.
- Given Marine ability to Legion, Musketeer, and Rifleman. This way,
 one-tile islands can be assaulted early in game. Yet, the Marine unit
 is still the best offensive/defensive infantry.
- Triremes can navigate rivers. Caravel changed from (2/1) to (1/2), in
 order to encourage peaceful exploration of the seas in the age of
 discovery.
- Removed transport capability from Frigates, to force the use of
 Galleons. Reduced attack of Frigate and defense of Ironclad to 3
 (was 4).
- Battleship hit points reduced to 30 (was 40), Ironclad and Submarine
 to 20 (was 30). Doubled the defense of Destroyers against Submarines.
 Now there is a Rock-paper-scissors relation between
 Destroyer-Cruiser-Submarine.
- All units that had Firepower 2 now have Firepower 1, in order to even
 the power of naval, air, and artillery units, and to simplify the
 mental calculation to compare them.
- Artillery and Howitzer receive the ability CityBuster, so their
 firepower is 1 in open field, and 2 against cities. Removed Ignore
 Walls for Howitzer (that would bypass the new city defense bonuses),
 and reduced movement to 1.
- Bombers and Helicopters receive the Bombarder ability: when they
 attack ground units, they can only damage (not kill) them, but they
 damage every unit in a stack or city; and are never damaged while
 attacking. Note they have a normal attack against naval units (they
 still can kill or die). Halved the attack so it is harder to bombard
 ground enemies successfully. Increased hit points so it is still
 possible to kill naval units.
- Air units can perform pillage (representing bombardment of
 infrastructure), and can be airlifted from a city with an Airport to
 another. Increased defense of all Air units, in order to discourage the
 use of ground units to protect them.
- Increased fuel of all planes by one (giving them an extra turn in
 the air), in order to allow battles for air control. All planes
 lose 10% of HPs, like helicopters, when they end a turn outside a city,
 airstrip, or airbase.
- Helicopters can carry 1 military Land unit, and can only be attacked
 by Fighters (with no extra attack bonuses), and by Missiles. Carriers
 can also transport military Land units.
- Cruise Missile no longer cause unhappiness, range increased to 16,
 and allowed to attack Air units.
- Nuclear weapons can be built with Nuclear Fission, but you need
 Advanced Flight to move them, and Rocketry to get max movement.
- Readjusted many costs so units with better stats are always more
 expensive. At the same time, modern units always get better ratio
 Att/Cost or Def/Cost.
UNIT Att Def Mov FP HP Cost
Warrior 1 1 1 1 10 10
Phalanx 1 2 1 1 10 20
Archers 3 *1 1 1 10 *20
Legion 4 2 1 1 10 *30 *Marines
Pikemen *2 *3 1 1 10 *30 *(No bonus anti-horse)
Musketeers 3 3 1 1 20 *40 *Marines
Riflemen 5 4 1 1 20 *50 *Marines
Alpine Troops *7 *4 1 1 20 *60 IgTer
Partisan 4 *5 1 1 20 *60 IgTer, IgZOC
Fanatics *5 *5 1 1 20 20 *1 Pop, No upkeep, No unhappy
Marines 8 5 1 1 20 60 Marines
Paratroopers 6 4 1 1 20 60 Paratroopers
Horsemen 2 1 2 1 10 20
Chariot *4 1 2 1 10 30 *Wheeled
Elephants *3 *2 2 1 10 *30
Crusaders 5 1 2 1 10 40 *No unhappy
Knights 4 *3 2 1 10 40
Dragoons 5 2 2 1 20 50
Cavalry 8 3 2 1 20 60
Mech. Inf. 6 6 3 1 30 *70 *Wheeled
Armor 10 5 3 1 30 *90 *Wheeled
Catapult 6 1 1 1 10 40 *Wheeled
Cannon 8 1 1 1 20 *50 *Wheeled
Artillery 10 *2 1 *1(2) 20 *60 *Wheeled,*CityBuster
Howitzer 12 2 *1 *1(2) 30 *80 *Wheeled,*CityBuster
Trireme 1 1 3 1 10 *20 Cargo 2, Coastal
Caravel *1 *2 3 1 10 *30 Cargo 3
Galleon 0 2 4 1 20 40 Cargo 4,*No unhappy
Transport 0 3 5 1 30 50 Cargo 8,*No unhappy
Carrier *0 9 5 *1 40 *150 Cargo 8,*No unhappy
Frigate *3 2 4 1 20 *40 *No Cargo
Ironclad 4 *3 4 1 *20 *50
Destroyer 4 4 6 1 30 60 *(x2 def anti-submarine)
Cruiser 6 6 5 *1 30 80
AEGIS Cruiser 8 8 5 *1 30 100 *(x5 def anti-air/missile)
Battleship 12 12 4 *1 *30 160
Submarine *12 *5 *5 *1 *20 *70 Cargo 8, Invis
Fighter 4 *4 10 *1 20 60 Fuel 2
Bomber *6 *2 8 *1 *30 *100 *Bombard 3, Fuel 3, FieldUnit
Helicopter *5 3 6 *1 *30 *70 *Bombard 2,*Cargo 1
Stealth Fighter 8 *8 14 *1 20 80 Fuel 2, Invis
Stealth Bomber *9 5 12 *1 *30 *120 *Bombard 4, Fuel 3, FieldUnit, Invis
Cruise Missile 18 0 *16 *1(2) 10 *50 *CityBuster,*No FieldUnit
Nuclear 99 0 16 1 10 160 Nuclear, FieldUnit
FP = Firepower, HP = Hit Points
* = Changes compared to civ2 ruleset. Most affected are modern
 infantry, air units, and all units that had 2 firepower.
WONDERS:
--------
- Replaced all effects that worked as if you had certain building in
 every city.
- Replaced every effect Make_Happy, Force_Content, and No_Unhappy, by
 additional Luxury in the city tiles. Else they would avoid unhappiness
 caused by military activity too easily.
- Replaced effects that give a percentage bonus to Science output, by
 additional Science in the city tiles. This way, they do not multiply
 the effect of other wonders like Colossus, and it is not mandatory to
 build them all in the same city.
- These bonuses to Science, Gold or Luxury are produced by the citizens
 (same as the bonuses to Trade or Production), so they can be increased
 by other city improvements (same as the output of specialists).
- Your Caravans and Freight can help build allies' or team-mates'
 wonders.
- Wonders become obsolete by techs researched by the owner (not affected
 by the researches of other players).
- Some wonders require certain building in the city to be built.
- Readjusted effects of most wonders. Restored civ2 costs:
FULL LIST OF WONDERS
(#) It has some global effect that affects other nations.
"Name", Cost, Requirements, Obsolescence, Effect.
- "Pyramids" 200. Obsolete by Railroad (that increases even more the
 production):
 +1 Production per worked tile in the city (already producing shields).
 Disables the output per tile penalty under Despotism/Tribal governments.
- "Colossus" 200. Obsolete by Automobile (Super Highways):
 +1 Trade per worked tile in the city (already producing Trade).
- "Copernicus' Observatory" 300. Obsolete by Computers (Research Lab):
 +1 Science per worked tile in the city.
- "Hanging Gardens" 200. Obsolete by Electricity (that increases
 Amphitheatre effect):
 +1 Content all your cities. +4 Luxury in the city where it is built.
- "Mausoleum of Mausolos" 200. Obsolete by Sanitation (that enables
 wonder with similar effect):
 +1 Content in your cities with Walls, and +1 extra content in your
 cities with Courthouse. Your cities cannot be incited to revolt.
- "Temple of Artemis" 200. Requires Temple. Obsolete by Theology (that
 increases Cathedral effect):
 +2 Content in your cities with Temple.
- "Michelangelo's Chapel" 400. Requires Cathedral:
 +3 Content in your cities with Cathedral.
- "J.S. Bach's Cathedral" 400:
 +2 Luxury in all your cities.
- "Cure For Cancer" 600:
 +2 Luxury in all your cities. -10% chance of plague.
- (#)"Shakespeare's Theatre" 300:
 Entertainer specialists output increases to 3 for every nation.
 +1 Luxury in all your cities, +6 Luxury where it is built.
- (#)"A.Smith's Trading Co" 400. Requires Stock Exchange:
 Taxman specialists output increases to 3 for every nation. Free upkeep
 for buildings that cost 1 coin, in all your cities with Stock Exchange.
- (#)"Darwin's Voyage" 400:
 Scientist specialists output increases to 3 for every nation.
 +1 Science in all your cities.
- (#)"Great Library" 300. Requires Library:
 Doubles the effect of Library for every nation. Gives an immediate
 technology advance. +4 Science in the city where it is built.
- (#)"Isaac Newton's College" 400. Requires University:
 Doubles the effect of University for every nation. Gives an immediate
 technology advance. +6 Science in the city where it is built.
- (#)"Internet" 600. Requires Research Lab:
 Doubles the effect of Research Lab for every nation. Gives an immediate
 technology advance. Reveals all cities in the map for the owner.
- "Lighthouse" 200. Requires adjacent sea. Obsolete by Engineering
 (Destroyer):
 +1 Move point for all your naval units, and they are built veteran in
 all your cities.
- "Magellan's Expedition" 400, Obsolete by Nuclear Power (that
 increases even more movement of naval units):
 +1 Move point, and +50% chance to become veteran after a battle, for
 Sea units (no Triremes).
- "Sun Tzu's War Academy" 300. Obsolete by Mobile Warfare (Barracks III):
 +1 Veteran level for all military ground units built in your cities
 (cumulative to Barracks).
- "Statue of Zeus" 200. Obsolete by Conscription (that enables wonder
 with similar effect):
 +1 Military Content, +1 free shield per city for upkeep of units.
- "King Richard's Crusade" 300. Obsolete by Communism (Police Station):
 +1 Military Content, +2 free coins per city for upkeep of units.
- "Women's Suffrage" 600:
 +1 Military Content (cumulative to Police Stations). Under Democracy it
 halves the unhappiness caused by each military unit.
- "Marco Polo's Embassy" 200. Obsolete by Democracy:
 Embassy with all players (tech costs are reduced depending on the
 number of players which already know them).
- "Eiffel Tower" 300:
 +10 to AI love for the owner. Reduces -25% the pollution caused by the
 population in all your cities.
- "Statue of Liberty" 400:
 Disables Has Senate effect. Any government available. No Anarchy
 periods when government changes.
- (#)"United Nations" 600:
 +10 to AI love for the owner. Revolution when unhappy effect for every
 nation.
- "Great Wall" 300. Obsolete by Machine Tools (Artillery):
 +50% Defense bonus against ground units in all your cities, and no loss
 of population due to attacks.
- "Leonardo's Workshop" 400. Obsolete by Combustion:
 Upgrades one obsolete unit per game turn.
- "Hoover Dam" 600. Requires Factory (and adjacent river):
 Gives to to all your Hydro Plants the same effect as Solar Plants (-25%
 pollution caused by production).
- (#)"Manhattan Project" 600:
 Enables nuclear units for every nation.
- (#)"Apollo Program" 600:
 Enables space race for every nation. Makes entire map permanently
 visible for the owner.
Special "Cold War" effect: if Manhattan Project and United Nations were
built, every nation with nuclear power receives the Has Senate effect,
until the Apollo Program is finished.
THANKS:
-------
To every people who collaborated to create this wonderful Freeciv game.
Specially to those who programmed the Ruleset modding capabilities and
the AI capable to play with them.
Original developer David Fernandez (Bardo).
== See also ==
* Civ2
* Comparison of Freeciv's civ2 modpack and Civilization II
Category:Rulesets