Freeciv-manual/1 (2.5)

Freeciv 2.5.11+ server options
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===aifill - Limited number of AI players===
If set to a positive value, then AI players will be automatically
created or removed to keep the total number of players at this amount.
As more players join, these AI players will be replaced. When set to
zero, all AI players will be removed.Level: Vital.Category: Internal.
Minimum: 0, Default: 5, Maximum: 126
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===airliftingstyle - Airlifting style===
This setting affects airlifting units between cities. It can be a set
of the following values:
- "Allows units to be airlifted from allied cities" (FROM_ALLIES).
- "Allows units to be airlifted to allied cities" (TO_ALLIES).
- "Unlimited units from source city" (SRC_UNLIMITED): note that
airlifting from a city doesn't reduce the airlifted counter, but still
needs at least 1.
- "Unlimited units to destination city" (DEST_UNLIMITED): note that
airlifting to a city doesn't reduce the airlifted counter, and doesn't
need any.Level: Situational.Category: Military.
Possible values (option can take any number of these):
* FROM_ALLIES: "Allows units to be airlifted from allied cities"
* TO_ALLIES: "Allows units to be airlifted to allied cities"
* SRC_UNLIMITED: "Unlimited units from source city"
* DEST_UNLIMITED: "Unlimited units to destination city"Default: empty value
Admin note: This page had repeated attempts to censor clarification info. The page is temporarily locked to prevent content removal. See Talk. The original entry is above. Clarification info is below: 
* DEST_UNLIMITED is poorly documented: many do not know that it allows unlimited airlifts to any destination city regardless of it having an airport, and can be used as an exploit to gain advantage against unknowing players. It allows unlimited armies to immediately airlift after founding or capturing a new city. (Note: Freeciv-web has a non-standard implementation which requires an airport in the destination city.)
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===alliedvictory - Whether allied players can win together===
If this option is turned on and a point is reached where all the
players still able to win the game are allies, and at least one
defeated player is not part of this alliance, then the game will end
in an immediate shared victory for the allied players.Level: Situational.Category: Military.
Default: enabled
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===allowtake - Players that users are allowed to take===
This should be a string of characters, each of which specifies a type
or status of a civilization (player).
Clients will only be permitted to take or observe those players which
match one of the specified letters. This only affects future uses of
the "take" or "observe" commands; it is not retroactive. The
characters and their meanings are:
 o,O = Global observer
 b = Barbarian players
 d = Dead players
 a,A = AI players
 h,H = Human players
The first description on this list which matches a player is the one
which applies. Thus 'd' does not include dead barbarians, 'a' does not
include dead AI players, and so on. Upper case letters apply before
the game has started, lower case letters afterwards.
Each character above may be followed by one of the following numbers
to allow or restrict the manner of connection:
(none) = Controller allowed, observers allowed, can displace
connections. (Displacing a connection means that you may take over a
player, even when another user already controls that player.)
 1 = Controller allowed, observers allowed, can't displace
connections;
 2 = Controller allowed, no observers allowed, can displace
connections;
 3 = Controller allowed, no observers allowed, can't displace
connections;
 4 = No controller allowed, observers allowedLevel: Rare.Category: Networking.
Default: "HAhadOo"
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===alltemperate - All the map is temperate===
If this setting is enabled, the temperature will be equivalent
everywhere on the map. As a result, the poles won't be generated.Level: Rare.Category: Geological.
Default: disabled
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===aqueductloss - Percentage food lost when city can't grow===
If a city would expand, but it can't because it lacks some
prerequisite (traditionally an Aqueduct or Sewer System), this is the
base percentage of its foodbox that is lost each turn; the penalty may
be reduced by buildings or other circumstances, depending on the
ruleset.Level: Rare.Category: Economic.
Minimum: 0, Default: 0, Maximum: 100
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===autoattack - Turn on/off server-side autoattack===
If set to on, units with moves left will automatically consider
attacking enemy units that move adjacent to them.Level: Situational.Category: Military.
Default: disabled
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===autosaves - Which savegames are generated automatically===
This setting controls which autosave types get generated:
- "New turn" (TURN): Save when turn begins, once every 'saveturns'
turns.
- "Game over" (GAMEOVER): Final save when game ends.
- "No player connections" (QUITIDLE): Save before server restarts due
to lack of players.
- "Server interrupted" (INTERRUPT): Save when server quits due to
interrupt.Level: Vital.Category: Internal.Can only be used in server console.
Possible values (option can take any number of these):
TURN: "New turn"
 
GAMEOVER: "Game over"
 
QUITIDLE: "No player connections"
 
INTERRUPT: "Server interrupted"Default: "New turn", "Game over", "No player connections", and "Server interrupted" (TURN|GAMEOVER|QUITIDLE|INTERRUPT)
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===autotoggle - Whether AI-status toggles with connection===
If enabled, AI status is turned off when a player connects, and on
when a player disconnects.Level: Situational.Category: Networking.
Default: disabled
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===barbarians - Barbarian appearance frequency===
This setting controls how frequently the barbarians appear in the
game. See also the 'onsetbarbs' setting.Level: Vital.Category: Military.
Possible values:
 
DISABLED: "No barbarians"
 
HUTS_ONLY: "Only in huts"
 
NORMAL: "Normal rate of appearance"
 
FREQUENT: "Frequent barbarian uprising"
 HORDES: "Raging hordes"Default: "Normal rate of appearance" (NORMAL)
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===borders - National borders===
If this is not disabled, then any land tiles around a city or
border-claiming base (like the classic ruleset's Fortress) will be
owned by that nation.Level: Situational.Category: Military.
Possible values:
 DISABLED: "Disabled"
 ENABLED: "Enabled"
 SEE_INSIDE: "See everything inside borders"
 EXPAND: "Borders expand to unknown, revealing tiles"Default: "Enabled" (ENABLED)
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===citymindist - Minimum distance between cities===
When a player attempts to found a new city, it is prevented if the
distance from any existing city is less than this setting. For
example, when this setting is 3, there must be at least two clear
tiles in any direction between all existing cities and the new city
site. A value of 1 removes any such restriction on city placement.Level: Situational.Category: Sociological.
Minimum: 1, Default: 2, Maximum: 9
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===citynames - Allowed city names===
- "No restrictions" (NO_RESTRICTIONS): players can have multiple
cities with the same names.
- "Unique to a player" (PLAYER_UNIQUE): one player can't have multiple
cities with the same name.
- "Globally unique" (GLOBAL_UNIQUE): all cities in a game have to have
different names.
- "No city name stealing" (NO_STEALING): like "Globally unique", but a
player isn't allowed to use a default city name of another nation
unless it is a default for their nation also.Level: Rare.Category: Sociological.
Possible values:
 NO_RESTRICTIONS: "No restrictions"
 PLAYER_UNIQUE: "Unique to a player"
 GLOBAL_UNIQUE: "Globally unique"
 NO_STEALING: "No city name stealing"Default: "Unique to a player" (PLAYER_UNIQUE)
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===civilwarsize - Minimum number of cities for civil war===
A civil war is triggered when a player has at least this many cities
and the player's capital is captured. If this option is set to the
maximum value, civil wars are turned off altogether.Level: Rare.Category: Sociological.
Minimum: 2, Default: 10, Maximum: 1000
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===compress - Savegame compression level===
If non-zero, saved games will be compressed depending on the
'compresstype' setting. Larger values will give better compression but
take longer.Level: Rare.Category: Internal.Can only be used in server console.
Minimum: 1, Default: 6, Maximum: 9
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===compresstype - Savegame compression algorithm===
Compression library to use for savegames.Level: Rare.Category: Internal.Can only be used in server console.
Possible values:
 PLAIN: "No compression"
 LIBZ: "Using zlib (gzip format)"
 BZIP2: "Using bzip2"
 XZ: "Using xz"Default: "Using bzip2" (BZIP2)
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===conquercost - Penalty when getting tech from conquering===
For each technology you gain by conquering an enemy city, you lose
research points equal to this percentage of the cost to research a new
technology. If this is non-zero, you can end up with negative research
points.Level: Rare.Category: Scientific.
Minimum: 0, Default: 0, Maximum: 100
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===contactturns - Turns until player contact is lost===
Players may meet for diplomacy this number of turns after their units
have last met, even when they do not have an embassy. If set to zero,
then players cannot meet unless they have an embassy.Level: Rare.Category: Military.
Minimum: 0, Default: 20, Maximum: 100
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===demography - What is in the Demographics report===
This should be a string of characters, each of which specifies the
inclusion of a line of information in the Demographics report.
The characters and their meanings are:
 N = include Population
 P = include Production
 A = include Land Area
 L = include Literacy
 R = include Research Speed
 S = include Settled Area
 E = include Economics
 M = include Military Service
 O = include Pollution
Additionally, the following characters control whether or not certain
columns are displayed in the report:
 q = display "quantity" column
 r = display "rank" column
 b = display "best nation" column
The order of characters is not significant, but their capitalization
is.Level: Situational.Category: Internal.
Default: "NASRLPEMOqrb"
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===diplchance - Base chance for diplomats and spies to succeed===
The base chance of a spy returning from a successful mission and the
base chance of success for diplomats and spies.Level: Situational.Category: Military.
Minimum: 40, Default: 80, Maximum: 100
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===diplcost - Penalty when getting tech or gold from treaty===
For each technology you gain from a diplomatic treaty, you lose
research points equal to this percentage of the cost to research a new
technology. If this is non-zero, you can end up with negative research
points. Also applies to gold transfers in diplomatic treaties.Level: Rare.Category: Scientific.
Minimum: 0, Default: 0, Maximum: 100
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===diplomacy - Ability to do diplomacy with other players===
This setting controls the ability to do diplomacy with other players.Level: Situational.Category: Military.
Possible values:
 ALL: "Enabled for everyone"
 HUMAN: "Only allowed between human players"
 AI: "Only allowed between AI players"
 NOAI: "Only allowed when human involved"
 NOMIXED: "Only allowed between two humans, or two AI players"
 TEAM: "Restricted to teams"
 DISABLED: "Disabled for everyone"Default: "Enabled for everyone" (ALL)
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===disasters - Frequency of disasters===
Affects how often random disasters happen to cities, if any are
defined by the ruleset. The relative frequency of disaster types is
set by the ruleset. Zero prevents any random disasters from occurring.Level: Vital.Category: Sociological.
Minimum: 0, Default: 10, Maximum: 1000
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===dispersion - Area where initial units are located===
This is the radius within which the initial units are dispersed.Level: Situational.Category: Sociological.
Minimum: 0, Default: 0, Maximum: 10
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===ec_chat - Save chat messages in the event cache===
If turned on, chat messages will be saved in the event cache.Level: Situational.Category: Internal.
Default: enabled
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===ec_info - Print turn and time for each cached event===
If turned on, all cached events will be marked by the turn and time of
the event like '(T2 - 15:29:52)'.Level: Situational.Category: Internal.
Default: disabled
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===ec_max_size - Size of the event cache===
This defines the maximal number of events in the event cache.Level: Situational.Category: Internal.
Minimum: 10, Default: 256, Maximum: 20000
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===ec_turns - Event cache for this number of turns===
Event messages are saved for this number of turns. A value of 0
deactivates the event cache.Level: Situational.Category: Internal.
Minimum: 0, Default: 1, Maximum: 32768
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===endspaceship - Should the game end if the spaceship arrives?===
If this option is turned on, the game will end with the arrival of a
spaceship at Alpha Centauri.Level: Vital.Category: Scientific.
Default: enabled
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===endturn - Turn the game ends===
The game will end at the end of the given turn.Level: Vital.Category: Sociological.
Minimum: 0, Default: 5000, Maximum: 32767
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===first_timeout - First turn timeout===
If greater than 0, T0 will last for 'first_timeout' seconds.
If set to 0, T0 will not have a timeout.
If set to -1, the special treatment of T0 will be disabled.
See also 'timeout'.Level: Vital.Category: Internal.
Minimum: -1, Default: -1, Maximum: 8639999
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===fixedlength - Fixed-length turns play mode===
If this is turned on the game turn will not advance until the timeout
has expired, even after all players have clicked on "Turn Done".Level: Situational.Category: Internal.
Default: disabled
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===foggedborders - Whether fog of war applies to border changes===
If this setting is enabled, players will not be able to see changes in
tile ownership if they do not have direct sight of the affected tiles.
Otherwise, players can see any or all changes to borders as long as
they have previously seen the tiles.Level: Rare.Category: Military.
Default: disabled
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===fogofwar - Whether to enable fog of war===
If this is enabled, only those units and cities within the vision
range of your own units and cities will be revealed to you. You will
not see new cities or terrain changes in tiles not observed.Level: Rare.Category: Military.
Default: enabled
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===foodbox - Food required for a city to grow===
This is the base amount of food required to grow a city. This value is
multiplied by another factor that comes from the ruleset and is
dependent on the size of the city.Level: Situational.Category: Economic.
Minimum: 1, Default: 100, Maximum: 10000
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===freecost - Penalty when getting a free tech===
For each technology you gain "for free" (other than covered by
'diplcost' or 'conquercost': for instance, from huts or from Great
Library effects), you lose research points equal to this percentage of
the cost to research a new technology. If this is non-zero, you can
end up with negative research points.Level: Rare.Category: Scientific.
Minimum: 0, Default: 0, Maximum: 100
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===fulltradesize - Minimum city size to get full trade===
There is a trade penalty in all cities smaller than this. The penalty
is 100% (no trade at all) for sizes up to 'notradesize', and decreases
gradually to 0% (no penalty except the normal corruption) for
size='fulltradesize'. See also 'notradesize'.Level: Rare.Category: Economic.
Minimum: 1, Default: 1, Maximum: 50
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===gameseed - Game random seed===
For zero (the default) a seed will be chosen based on the current
time. This setting is usually only of interest while debugging the
game.Level: Rare.Category: Internal.Can only be used in server console.
Minimum: 0, Default: 0, Maximum: 2147483647
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===generator - Method used to generate map===
Specifies the algorithm used to generate the map. If the default value
of the 'startpos' option is used, then the chosen generator chooses an
appropriate 'startpos' setting; otherwise, the generated map tries to
accommodate the chosen 'startpos' setting.
- "Scenario map" (SCENARIO): indicates a pre-generated map. By
default, if the scenario does not specify start positions, they will
be allocated depending on the size of continents.
- "Fully random height" (RANDOM): generates maps with a number of
equally spaced, relatively small islands. By default, start positions
are allocated depending on continent size.
- "Pseudo-fractal height" (FRACTAL): generates Earthlike worlds with
one or more large continents and a scattering of smaller islands. By
default, players are all placed on a single continent.
- "Island-based" (ISLAND): generates 'fair' maps with a number of
similarly-sized and -shaped islands, each with approximately the same
ratios of terrain types. By default, each player gets their own
island.
- "Fair islands" (FAIR): generates the exact copy of the same island
for every player or every team.
If the requested generator is incompatible with other server settings,
the server may fall back to another generator.Level: Vital.Category: Geological.
Possible values:
 SCENARIO: "Scenario map"
 RANDOM: "Fully random height"
 FRACTAL: "Pseudo-fractal height"
 ISLAND: "Island-based"
 FAIR: "Fair islands"Default: "Fully random height" (RANDOM)
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===globalwarming - Global warming===
If turned off, global warming will not occur as a result of pollution.
This setting does not affect pollution.Level: Vital.Category: Geological.
Default: enabled
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===gold - Starting gold per player===
At the beginning of the game, each player is given this much gold.Level: Vital.Category: Economic.
Minimum: 0, Default: 50, Maximum: 50000
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===happyborders - Units inside borders cause no unhappiness===
If this is set, units will not cause unhappiness when inside your own
borders.Level: Situational.Category: Military.
Default: enabled
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===homecaughtunits - Give caught units a homecity===
If unset, caught units will have no homecity and will be subject to
the 'killunhomed' option.Level: Rare.Category: Military.
Default: enabled
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===huts - Amount of huts (minor tribe villages)===
This setting gives the exact number of huts that will be placed on the
entire map. Huts are small tribal villages that may be investigated by
units.Level: Vital.Category: Geological.
Minimum: 0, Default: 50, Maximum: 500
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===kicktime - Time before a kicked user can reconnect===
Gives the time in seconds before a user kicked using the "kick"
command may reconnect. Changing this setting will affect users kicked
in the past.Level: Rare.Category: Networking.Can only be used in server console.
Minimum: 0, Default: 1800, Maximum: 86400
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===killcitizen - Reduce city population after attack===
This flag indicates whether a city's population is reduced after a
successful attack by an enemy unit. If this is disabled, population is
never reduced. Even when this is enabled, only some units may kill
citizens.Level: Rare.Category: Military.
Default: enabled
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===killstack - Do all units in tile die with defender===
If this is enabled, each time a defender unit loses in combat, and is
not inside a city or suitable base, all units in the same tile are
destroyed along with the defender. If this is disabled, only the
defender unit is destroyed.Level: Rare.Category: Military.
Default: enabled
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===killunhomed - Slowly kill units without home cities (e.g., starting units)===
If greater than 0, then every unit without a homecity will lose
hitpoints each turn. The number of hitpoints lost is given by
'killunhomed' percent of the hitpoints of the unit type. At least one
hitpoint is lost every turn until the death of the unit.Level: Rare.Category: Military.
Minimum: 0, Default: 0, Maximum: 100
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===landmass - Percentage of the map that is land===
This setting gives the approximate percentage of the map that will be
made into land.Level: Situational.Category: Geological.
Minimum: 15, Default: 30, Maximum: 85
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===mapseed - Map generation random seed===
The same seed will always produce the same map; for zero (the default)
a seed will be chosen based on the time to give a random map. This
setting is usually only of interest while debugging the game.Level: Rare.Category: Internal.Can only be used in server console.
Minimum: 0, Default: 0, Maximum: 2147483647
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===mapsize - Map size definition===
Chooses the method used to define the map size. Other options specify
the parameters for each method.
- "Number of tiles" (FULLSIZE): Map area (option 'size').
- "Tiles per player" (PLAYER): Number of (land) tiles per player
(option 'tilesperplayer').
- "Width and height" (XYSIZE): Map width and height in tiles (options
'xsize' and 'ysize').Level: Vital.Category: Geological.
Possible values:
 FULLSIZE: "Number of tiles"
 PLAYER: "Tiles per player"
 XYSIZE: "Width and height"Default: "Number of tiles" (FULLSIZE)
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===maxconnectionsperhost - Maximum number of connections to the server per host===
New connections from a given host will be rejected if the total number
of connections from the very same host equals or exceeds this value. A
value of 0 means that there is no limit, at least up to the maximum
number of connections supported by the server.Level: Rare.Category: Networking.
Minimum: 0, Default: 4, Maximum: 256
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===maxplayers - Maximum number of players===
The maximal number of human and AI players who can be in the game.
When this number of players are connected in the pregame state, any
new players who try to connect will be rejected.
When playing a scenario which defines player start positions, this
setting cannot be set to greater than the number of defined start
positions.Level: Vital.Category: Internal.
Minimum: 1, Default: 126, Maximum: 126
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===mgr_distance - Maximum distance citizens may migrate===
This setting controls how far citizens may look for a suitable
migration destination when deciding which city to migrate to. The
value is added to the current city radius and compared to the distance
between the two cities. If the distance is lower or equal, migration
is possible. This setting has no effect unless migration is activated
by the 'migration' setting.Level: Rare.Category: Sociological.
Minimum: -5, Default: 0, Maximum: 6
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===mgr_foodneeded - Whether migration is limited by food===
If this setting is enabled, citizens will not migrate to cities which
would not have enough food to support them. This setting has no effect
unless migration is enabled by the 'migration' setting.Level: Rare.Category: Sociological.
Default: enabled
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===mgr_nationchance - Percent probability for migration within the same nation===
This setting controls how likely it is for citizens to migrate between
cities owned by the same player. Zero indicates migration will never
occur, 100 means that migration will always occur if the citizens find
a suitable destination. This setting has no effect unless migration is
activated by the 'migration' setting.Level: Rare.Category: Sociological.
Minimum: 0, Default: 50, Maximum: 100
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===mgr_turninterval - Number of turns between migrations from a city===
This setting controls the number of turns between migration checks for
a given city. The interval is calculated from the founding turn of the
city. So for example if this setting is 5, citizens will look for a
suitable migration destination every five turns from the founding of
their current city. Migration will never occur the same turn that a
city is built. This setting has no effect unless migration is enabled
by the 'migration' setting.Level: Rare.Category: Sociological.
Minimum: 1, Default: 5, Maximum: 100
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===mgr_worldchance - Percent probability for migration between foreign cities===
This setting controls how likely it is for migration to occur between
cities owned by different players. Zero indicates migration will never
occur, 100 means that citizens will always migrate if they find a
suitable destination. This setting has no effect if migration is not
enabled by the 'migration' setting.Level: Rare.Category: Sociological.
Minimum: 0, Default: 10, Maximum: 100
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===migration - Whether to enable citizen migration===
This is the master setting that controls whether citizen migration is
active in the game. If enabled, citizens may automatically move from
less desirable cities to more desirable ones. The "desirability" of a
given city is calculated from a number of factors. In general larger
cities with more income and improvements will be preferred. Citizens
will never migrate out of the capital, or cause a wonder to be lost by
disbanding a city. A number of other settings control how migration
behaves:
 'mgr_turninterval' - How often citizens try to migrate.
 'mgr_foodneeded' - Whether destination food is checked.
 'mgr_distance' - How far citizens will migrate.
 'mgr_worldchance' - Chance for inter-nation migration.
 'mgr_nationchance' - Chance for intra-nation migration.Level: Rare.Category: Sociological.
Default: disabled
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===minplayers - Minimum number of players===
There must be at least this many players (connected human players)
before the game can start.Level: Vital.Category: Internal.
Minimum: 0, Default: 1, Maximum: 126
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===nationset - Set of nations to choose from===
Controls the set of nations allowed in the game. The choices are
defined by the ruleset.
Only nations in the set selected here will be allowed in any
circumstances, including new players and civil war; small sets may
thus limit the number of players in a game.
If this is left blank, the ruleset's default nation set is used.
See '/list nationsets' for possible choices for the currently loaded
ruleset.Level: Rare.Category: Internal.
Default: ""
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===naturalcitynames - Whether to use natural city names===
If enabled, the default city names will be determined based on the
surrounding terrain.Level: Rare.Category: Sociological.
Default: enabled
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===nettimeout - Seconds to let a client's network connection block===
If a network connection is blocking for a time greater than this
value, then the connection is closed. Zero means there is no timeout
(although connections will be automatically disconnected eventually).Level: Rare.Category: Networking.
Minimum: 0, Default: 10, Maximum: 120
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===netwait - Max seconds for network buffers to drain===
The server will wait for up to the value of this parameter in seconds,
for all client connection network buffers to unblock. Zero means the
server will not wait at all.Level: Rare.Category: Networking.
Minimum: 0, Default: 4, Maximum: 20
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===notradesize - Maximum size of a city without trade===
Cities do not produce any trade at all unless their size is larger
than this amount. The produced trade increases gradually for cities
larger than 'notradesize' and smaller than 'fulltradesize'. See also
'fulltradesize'.Level: Rare.Category: Economic.
Minimum: 0, Default: 0, Maximum: 49
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===nuclearwinter - Nuclear winter===
If turned off, nuclear winter will not occur as a result of nuclear
war.Level: Vital.Category: Geological.
Default: enabled
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===occupychance - Chance of moving into tile after attack===
If set to 0, combat is Civ1/2-style (when you attack, you remain in
place). If set to 100, attacking units will always move into the tile
they attacked when they win the combat (and no enemy units remain in
the tile). If set to a value between 0 and 100, this will be used as
the percent chance of "occupying" territory.Level: Rare.Category: Military.
Minimum: 0, Default: 0, Maximum: 100
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===onsetbarbs - Barbarian onset turn===
Barbarians will not appear before this turn.Level: Vital.Category: Military.
Minimum: 0, Default: 60, Maximum: 32767
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===phasemode - Control of simultaneous player/team phases===
This setting controls whether players may make moves at the same time
during a turn. Change in setting takes effect next turn.Level: Situational.Category: Internal.
Possible values:
 ALL: "All players move concurrently"
 PLAYER: "All players alternate movement"
 TEAM: "Team alternate movement"Default: "All players move concurrently" (ALL)
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===pingtime - Seconds between PINGs===
The server will poll the clients with a PING request each time this
period elapses.Level: Rare.Category: Networking.
Minimum: 1, Default: 20, Maximum: 1800
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===pingtimeout - Time to cut a client===
If a client doesn't reply to a PING in this time the client is
disconnected.Level: Rare.Category: Networking.
Minimum: 60, Default: 60, Maximum: 1800
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===plrcolormode - How to pick player colors===
This setting determines how player colors are chosen. Player colors
are used in the Nations report, for national borders on the map, and
so on.
- "Per-player, in order" (PLR_ORDER): colors are assigned to
individual players in order from a list defined by the ruleset.
- "Per-player, random" (PLR_RANDOM): colors are assigned to individual
players randomly from the set defined by the ruleset.
- "Set manually" (PLR_SET): colors can be set with the 'playercolor'
command before the game starts; these are not restricted to the
ruleset colors. Any players for which no color is set when the game
starts get a random color from the ruleset.
- "Per-team, in order" (TEAM_ORDER): colors are assigned to teams from
the list in the ruleset. Every player on the same team gets the same
color.
- "Per-nation, in order" (NATION_ORDER): if the ruleset defines a
color for a player's nation, the player takes that color. Any players
whose nations don't have associated colors get a random color from the
list in the ruleset.
Regardless of this setting, individual player colors can be changed
after the game starts with the 'playercolor' command.Level: Rare.Category: Internal.
Possible values:
 PLR_ORDER: "Per-player, in order"
 PLR_RANDOM: "Per-player, random"
 PLR_SET: "Set manually"
 TEAM_ORDER: "Per-team, in order"
 NATION_ORDER: "Per-nation, in order"Default: "Per-player, in order" (PLR_ORDER)
----
===rapturedelay - Number of turns between rapture effect===
Sets the number of turns between rapture growth of a city. If set to n
a city will grow after celebrating for n+1 turns.Level: Situational.Category: Sociological.
Minimum: 1, Default: 1, Maximum: 99
----
===razechance - Chance for conquered building destruction===
When a player conquers a city, each city improvement has this
percentage chance to be destroyed.Level: Rare.Category: Military.
Minimum: 0, Default: 20, Maximum: 100
----
===restrictinfra - Restrict the use of the infrastructure for enemy units===
If this option is enabled, the use of roads and rails will be
restricted for enemy units.Level: Rare.Category: Military.
Default: disabled
----
===revealmap - Reveal the map===
If "Reveal map at game start" (START) is set, the initial state of the
entire map will be known to all players from the start of the game,
although it may still be fogged (depending on the 'fogofwar' setting).
If "Unfog map for dead players" (DEAD) is set, dead players can see
the entire map, if they are alone in their team.Level: Situational.Category: Military.
Possible values (option can take any number of these):
 START: "Reveal map at game start"
 DEAD: "Unfog map for dead players"Default: empty value
----
===revolen - Length in turns of revolution===
When changing governments, a period of anarchy lasting this many turns
will occur. Setting this value to 0 will give a random length of 1-5
turns.Level: Rare.Category: Sociological.
Minimum: 0, Default: 0, Maximum: 10
----
===savename - Definition of the save file name===
Within the string the following custom formats are allowed:
 %R = <reason>
 %S = <suffix>
 %T = <turn-number>
 %Y = <game-year>
Example: 'freeciv-T%04T-Y%+05Y-%R' => 'freeciv-T0100-Y00001-manual'
Be careful to use at least one of %T and %Y, else newer savegames will
overwrite old ones. If none of the formats is used '-T%04T-Y%05Y-%R'
is appended to the value of 'savename'.
Level: Vital.Category: Internal.Can only be used in server console.
Default: "freeciv"
----
===savepalace - Rebuild palace whenever capital is conquered===
If this is turned on, when the capital is conquered the palace is
automatically rebuilt for free in another randomly chosen city. This
is significant because the technology requirement for building a
palace will be ignored. (In some rulesets, buildings other than the
palace are affected by this setting.)Level: Rare.Category: Military.
Default: enabled
----
===saveturns - Turns per auto-save===
How many turns elapse between automatic game saves. This setting only
has an effect when the 'autosaves' setting includes "New turn".Level: Vital.Category: Internal.Can only be used in server console.
Minimum: 1, Default: 1, Maximum: 200
----
===sciencebox - Technology cost multiplier percentage===
This affects how quickly players can research new technology. All tech
costs are multiplied by this amount (as a percentage). The base tech
costs are determined by the ruleset or other game settings.Level: Situational.Category: Scientific.
Minimum: 1, Default: 100, Maximum: 10000
----
===scorefile - Name for the score log file===
The default name for the score log file is 'freeciv-score.log'.Level: Situational.Category: Internal.Can only be used in server console.
Default: "freeciv-score.log"
----
===scorelog - Whether to log player statistics===
If this is turned on, player statistics are appended to the file
defined by the option 'scorefile' every turn. These statistics can be
used to create power graphs after the game.Level: Situational.Category: Internal.Can only be used in server console.
Default: disabled
----
===separatepoles - Whether the poles are separate continents===
If this setting is disabled, the continents may attach to poles.Level: Situational.Category: Geological.
Default: enabled
----
===shieldbox - Multiplier percentage for production costs===
This affects how quickly units and buildings can be produced. The
base costs are multiplied by this value (as a percentage).Level: Situational.Category: Economic.
Minimum: 1, Default: 100, Maximum: 10000
----
===size - Map area (in thousands of tiles)===
This value is used to determine the map area.
 size = 4 is a normal map of 4,000 tiles (default)
 size = 20 is a huge map of 20,000 tiles
For this option to take effect, the "Map size definition" option
('mapsize') must be set to "Number of tiles" (FULLSIZE).Level: Vital.Category: Geological.
Minimum: 0, Default: 4, Maximum: 2048
----
===spacerace - Whether to allow space race===
If this option is enabled, players can build spaceships.Level: Vital.Category: Scientific.
Default: enabled
----
===specials - Amount of "special" resource tiles===
Special resources improve the basic terrain type they are on. The
server variable's scale is parts per thousand.Level: Vital.Category: Geological.
Minimum: 0, Default: 250, Maximum: 1000
----
===startcity - Whether player starts with a city===
If this is set, game will start with player's first city already
founded to starting location.Level: Vital.Category: Sociological.
Default: disabled
----
===startpos - Method used to choose start positions===
The method used to choose where each player's initial units start on
the map. (For scenarios which include pre-set start positions, this
setting is ignored.)
- "Generator's choice" (DEFAULT): the start position placement will
depend on the map generator chosen. See the 'generator' setting.
- "One player per continent" (SINGLE): one player is placed on each of
a set of continents of approximately equivalent value (if possible).
- "Two or three players per continent" (2or3): similar to SINGLE
except that two players will be placed on each continent, with three
on the 'best' continent if there is an odd number of players.
- "All players on a single continent" (ALL): all players will start on
the 'best' available continent.
- "Depending on size of continents" (VARIABLE): players will be placed
on the 'best' available continents such that, as far as possible, the
number of players on each continent is proportional to its value.
If the server cannot satisfy the requested setting due to there being
too many players for continents, it may fall back to one of the
others. (However, map generators try to create the right number of
continents for the choice of this 'startpos' setting and the number of
players, so this is unlikely to occur.)Level: Vital.Category: Geological.
Possible values:
 DEFAULT: "Generator's choice"
 SINGLE: "One player per continent"
 2or3: "Two or three players per continent"
 ALL: "All players on a single continent"
 VARIABLE: "Depending on size of continents"Default: "Generator's choice" (DEFAULT)
----
===startunits - List of players' initial units===
This should be a string of characters, each of which specifies a unit
role. There must be at least one city founder in the string. The
characters and their meanings are:
 c = City founder (eg., Settlers)
 w = Terrain worker (eg., Engineers)
 x = Explorer (eg., Explorer)
 k = Gameloss (eg., King)
 s = Diplomat (eg., Diplomat)
 d = Ok defense unit (eg., Warriors)
 D = Good defense unit (eg., Phalanx)
 a = Fast attack unit (eg., Horsemen)
 A = Strong attack unit (eg., Catapult)
Level: Vital.Category: Sociological.
Default: "ccwwx"
----
===steepness - Amount of hills/mountains===
Small values give flat maps, while higher values give a steeper map
with more hills and mountains.Level: Situational.Category: Geological.
Minimum: 0, Default: 30, Maximum: 100
----
===team_pooled_research - Team pooled research===
If this setting is turned on, then the team mates will share the
science research. Else, every player of the team will have to make its
own.Level: Vital.Category: Scientific.
Default: enabled
----
===teamplacement - Method used for placement of team mates===
After start positions have been generated thanks to the 'startpos'
setting, this setting controls how the start positions will be
assigned to the different players of the same team.
- "Disabled" (DISABLED): the start positions will be randomly assigned
to players, regardless of teams.
- "As close as possible" (CLOSEST): players will be placed as close as
possible, regardless of continents.
- "On the same continent" (CONTINENT): if possible, place all players
of the same team onto the same island/continent.
- "Horizontal placement" (HORIZONTAL): players of the same team will
be placed horizontally.
- "Vertical placement" (VERTICAL): players of the same team will be
placed vertically.Level: Vital.Category: Geological.
Possible values:
 DISABLED: "Disabled"
 CLOSEST: "As close as possible"
 CONTINENT: "On the same continent"
 HORIZONTAL: "Horizontal placement"
 VERTICAL: "Vertical placement"Default: "As close as possible" (CLOSEST)
----
===techlevel - Number of initial techs per player===
At the beginning of the game, each player is given this many
technologies. The technologies chosen are random for each player.
Depending on the value of tech_cost_style in the ruleset, a big value
for 'techlevel' can make the next techs really expensive.Level: Vital.Category: Scientific.
Minimum: 0, Default: 0, Maximum: 100
----
===techlossforgiveness - Research point debt threshold for losing tech===
When you have negative research points, and your shortfall is greater
than this percentage of the cost of your current research, you forget
a technology you already knew.
The special value -1 prevents loss of technology regardless of
research points.Level: Rare.Category: Scientific.
Minimum: -1, Default: -1, Maximum: 200
----
===techlossrestore - Research points restored after losing a tech===
When you lose a technology due to a negative research balance (see
'techlossforgiveness'), this percentage of its research cost is
credited to your research balance (this may not be sufficient to make
it positive).
The special value -1 means that your research balance is always
restored to zero, regardless of your previous shortfall.Level: Rare.Category: Scientific.
Minimum: -1, Default: 50, Maximum: 100
----
===techlost_donor - Chance to lose a technology while giving it===
The chance that your civilization will lose a technology if you teach
it to someone else by treaty, or if it is stolen from you.Level: Rare.Category: Scientific.
Minimum: 0, Default: 0, Maximum: 100
----
===techlost_recv - Chance to lose a technology while receiving it===
The chance that learning a technology by treaty or theft will fail.Level: Rare.Category: Scientific.
Minimum: 0, Default: 0, Maximum: 100
----
===techpenalty - Percentage penalty when changing tech===
If you change your current research technology, and you have positive
research points, you lose this percentage of those research points.
This does not apply when you have just gained a technology this turn.Level: Rare.Category: Scientific.
Minimum: 0, Default: 100, Maximum: 100
----
===temperature - Average temperature of the planet===
Small values will give a cold map, while larger values will give a
hotter map.
100 means a very dry and hot planet with no polar arctic zones, only
tropical and dry zones.
 70 means a hot planet with little polar ice.
 50 means a temperate planet with normal polar, cold, temperate, and
tropical zones; a desert zone overlaps tropical and temperate zones.
 30 means a cold planet with small tropical zones.
 0 means a very cold planet with large polar zones and no tropics.
Level: Situational.Category: Geological.
Minimum: 0, Default: 50, Maximum: 100
----
===tilesperplayer - Number of (land) tiles per player===
This value is used to determine the map dimensions. It calculates the
map size at game start based on the number of players and the value of
the setting 'landmass'.
For this option to take effect, the "Map size definition" option
('mapsize') must be set to "Tiles per player" (PLAYER).Level: Vital.Category: Geological.
Minimum: 1, Default: 100, Maximum: 1000
----
===timeaddenemymove - Timeout at least n seconds when enemy moved===
Any time a unit moves while in sight of an enemy player, the remaining
timeout is increased to this value.Level: Vital.Category: Internal.
Minimum: 0, Default: 0, Maximum: 8639999
----
===timeout - Maximum seconds per turn===
If all players have not hit "Turn Done" before this time is up, then
the turn ends automatically. Zero means there is no timeout. In
servers compiled with debugging, a timeout of -1 sets the autogame
test mode. Only connections with hack level access may set the timeout
to lower than 30 seconds. Use this with the command "timeoutincrease"
to have a dynamic timer. The first turn is treated as a special case
and is controlled by the 'first_timeout' setting.Level: Vital.Category: Internal.
Minimum: -1, Default: 0, Maximum: 8639999
----
===tinyisles - Presence of 1x1 islands===
This setting controls whether the map generator is allowed to make
islands of one only tile size.Level: Rare.Category: Geological.
Default: disabled
----
===topology - Map topology index===
Freeciv maps are always two-dimensional. They may wrap at the
north-south and east-west directions to form a flat map, a cylinder,
or a torus (donut). Individual tiles may be rectangular or hexagonal,
with either a classic or isometric alignment - this should be set
based on the tileset being used.
Classic rectangular: Isometric rectangular:
 _________ /\/\/\/\/\
 |_|_|_|_|_| /\/\/\/\/\/
 |_|_|_|_|_| \/\/\/\/\/\
 |_|_|_|_|_| /\/\/\/\/\/
 \/\/\/\/\/
Hex tiles: Iso-hex:
 /\/\/\/\/\/\ _ _ _ _ _
 | | | | | | | / \_/ \_/ \_/ \_/ \
 \/\/\/\/\/\/\ \_/ \_/ \_/ \_/ \_/
 | | | | | | | / \_/ \_/ \_/ \_/ \
 \/\/\/\/\/\/ \_/ \_/ \_/ \_/ \_/
Level: Vital.Category: Geological.
Possible values (option can take any number of these):
 WRAPX: "Wrap East-West"
 WRAPY: "Wrap North-South"
 ISO: "Isometric"
 HEX: "Hexagonal"Default: "Wrap East-West" and "Isometric" (WRAPX|ISO)
----
===trademindist - Minimum distance for trade routes===
In order for two cities in the same civilization to establish a trade
route, they must be at least this far apart on the map. For square
grids, the distance is calculated as "Manhattan distance", that is,
the sum of the displacements along the x and y directions.Level: Rare.Category: Economic.
Minimum: 1, Default: 9, Maximum: 999
----
===trading_city - City trading===
If turned off, trading cities in the diplomacy dialog is not allowed.Level: Rare.Category: Sociological.
Default: enabled
----
===trading_gold - Gold trading===
If turned off, trading gold in the diplomacy dialog is not allowed.Level: Rare.Category: Sociological.
Default: enabled
----
===trading_tech - Technology trading===
If turned off, trading technologies in the diplomacy dialog is not
allowed.Level: Rare.Category: Sociological.
Default: enabled
----
===turnblock - Turn-blocking game play mode===
If this is turned on, the game turn is not advanced until all players
have finished their turn, including disconnected players.Level: Situational.Category: Internal.
Default: enabled
----
===unitwaittime - Minimum time between unit actions over turn change===
This setting gives the minimum amount of time in seconds between unit
moves and other significant actions (such as building cities) after a
turn change occurs. For example, if this setting is set to 20 and a
unit moves 5 seconds before the turn change, it will not be able to
move or act in the next turn for at least 15 seconds. This value is
limited to a maximum value of 2/3 'timeout'.Level: Vital.Category: Internal.
Minimum: 0, Default: 0, Maximum: 8639999
----
===unreachableprotects - Does unreachable unit protect reachable ones===
This option controls whether tiles with both unreachable and reachable
units can be attacked. If disabled, any tile with reachable units can
be attacked. If enabled, tiles with an unreachable unit in them cannot
be attacked.Level: Rare.Category: Military.
Default: enabled
----
===wetness - Amount of water on landmasses===
Small values mean lots of dry, desert-like land; higher values give a
wetter map with more swamps, jungles, and rivers.Level: Situational.Category: Geological.
Minimum: 0, Default: 50, Maximum: 100
----
===xsize - Map width in tiles===
Defines the map width.
For this option to take effect, the "Map size definition" option
('mapsize') must be set to "Width and height" (XYSIZE).Level: Vital.Category: Geological.
Minimum: 16, Default: 64, Maximum: 128000
----
===ysize - Map height in tiles===
Defines the map height.
For this option to take effect, the "Map size definition" option
('mapsize') must be set to "Width and height" (XYSIZE).Level: Vital.Category: Geological.
Minimum: 16, Default: 64, Maximum: 128000