Game Server Settings

# Freeciv-Web Server Commands

Freeciv server commands can change server options or affect various game behaviors also. See Server Commands for more info.

The following game settings and options are altered by using:

`/set <option name> <option values>`

# Freeciv-Web Server Options

### 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: 150

Value set to 7

### airliftdestdivisor - Airlifting destination divisor

```
This sets the limit on the units a city can receive via airlift to
its population divided by this number. When set to 0, the setting is
toggled off.
```

Level: Situational.
Category: Military.

Minimum: 0, Default: 0, Maximum: 20

Value set to 3 in MP rulesets.

### 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

### 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 allowed
```

Level: Rare.
Category: Networking.

Default: "HAhadOo"

### 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

### animals - Amount of animals

```
Amount of animals initially created to terrains defined for them in
the ruleset. The server variable's scale is animals per thousand
tiles.
```

Level: Vital.
Category: Geological.

Minimum: 0, Default: 20, Maximum: 500

### 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

### armisticelength - Length of Armistice before Peace

```
This setting sets the turn length of the Armistice that occurs when
two nations agree to a Peace treaty. Armistice is a state that comes
when agreeing to Peace, in which units that may be in the other
nation's territory are given a certain number of turns to vacate the
territory without that possibly being grounds for casus belli or
the movement being disallowed without first declaring war.
```

Level: Situational.
Category: Military.

Minimum: 1, Default: 16, Maximum: 100

### 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.

See also: autoattack_style
```

Level: Situational.
Category: Military.

Default: disabled

### autoattack\_style - Style for server side autoattack.

```
How the setting 'autoattack' behaves, if enabled. (Some rulesets
depend on non-default settings for this, in order to elicit intended
behavior from units.)
```
Level: Situational.
Category: Military.

0: ➤ DEFAULT:  Units on adjacent tiles generally attack enemy units if they have better odds attacking than defending, OR if the enemy has the flag "Provoking". Exception: a single unit in a city not wanting to leave the city undefended if it loses.
1: ➤ PROVOKED\_ONLY: "Provoking" units ONLY will be autoattacked. Rulesets use "will\_never" and "Provoking'" flags to make reqs for which units proactively attack specific types. Only units with the Vigil order will autoattack, giving players tactical control. This is used to minimize 'baiting' and other unnatural dynamics: e.g., a ruleset can be coded so that only Fighters auto-attack other Air units,

Default: 0

### 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.
- "Timer" (TIMER): Save every 'savefrequency' minutes.
```

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"

 TIMER: "Timer"

Default: "New turn", "Game over", "No player connections", and "Server interrupted" (TURN|GAMEOVER|QUITIDLE|INTERRUPT)

### 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

### 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)

### blueprints - Replace tech transfers with blueprint transfers.

```
To function, this setting needs 'multiresearch' to be enabled.

Trade, Theft, Conquest, Philosophy, etc. WILL NOT instantly give
you technology. Instead, you get technology Blueprints, which are
a bulb-credit toward one specific tech. Blueprints reduce the bulb
cost of a tech by a percentage. If blueprints=80 and Gunpowder=1000
bulbs, then Gunpowder Blueprints reduce cost to 200 bulbs.
```

Level: Rare.
Category: Scientific.

Situational override settings: ***diplbulbcost*** for TECH TRADE; ***conquercost*** for THEFT, CONQUEST; ***freecost*** for PHILOSOPHY, HUTS, GREAT LIBRARY, etc.

* Examples:

	+ `/set diplbulbcost 20`. Sets Blueprints to 80% for tech trades.
	+ `/set conquercost 10`. Sets Blueprints to 90% for theft and conquest.
	+ `/set freecost 1`. Sets Blueprints to 99% for free tech from Philosophy.
	+ `/set blueprints 80`. Sets Blueprints to 80% for all tech acquisition that is *not* overridden by non-zero values in the above 3 settings.

Minimum: **0**, Default: **0** (off), Maximum: **100**. Needs `multiresearch enabled` to function.

### borders - National borders

```
If this is not disabled, then any land tiles around a city or border
claiming Extra (like the classic ruleset's Fortress base) 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)

### casusbelli\_allies - Whether casus belli is also given to a nation's allies.

```
Under the default setting (0), casus belli may not be given to the allies of
a nation when war is declared on it or when an action is done which gives it
casus belli. With the setting value of 1, "an attack on one is an attack on all."
Any declaration of war or action which gives casus belli to a nation, will also
give casus belli to all of that nation's allies.
```

Level: Situational.
Category: Military.

Minimum: 0, Default: 0, Maximum: 1

### casusbelliturns - Length in turns of a first casus belli before it expires.

```
If there is already a state of casus belli, additional incidents will simply
refresh it to this value; or, if it is already this value or greater, add an
additional turn to the length.

NOTE: any new non-aggression treaty made after casus belli is considered to
supersede violations of past treaties and eliminate casus belli. Thus, players
may re-affirm a treaty that has casus belli on it, and eliminate the casus belli
status of that treaty.
```

Level: Situational.
Category: Military.

Minimum: 1, Default: 15, Maximum: 1000

### ceasefirelength - Length of Cease-Fire treaties

```
This setting sets how long Cease-Fire agreements will last, before they expire.
```

Level: Situational.
Category: Military.

Minimum: 1, Default: 15, Maximum: 1000

### 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: 11

Value set to 3

### city\_output\_style - Whether to replace city output behavior with WYSIWYG

```
The value of this setting regulates the order in which city output is calculated. Possible values:

0. Legacy:
A. When a city grows or shrinks, citizens are auto-assigned to new tiles and
specialists AFTER food, shields, and luxury are accumulated; but BEFORE science
and gold are accumulated. This gives an exploitable bonus to growing cities, but
overrides the science and gold output of tiles and specialists that were
selected before the city grew or shrank.
B. Food and gold upkeep on newly created units and buildings is deducted at the
instant of creation, but shield upkeep is deducted on the first Turn Change
after the unit's creation.

1. WYSIWYG "What you see is what you get":
A. All city outputs are calculated by the tiles and specialists the city
assigned before growing or shrinking, unless a new city improvement adds a bonus
and/or increases gold upkeep.
B. All unit upkeeps are uniformly paid on the first Turn Change AFTER a new unit's creation.

2. Strict WYSIWYG: The same as WYSIWYG except ALL unit and building upkeep is
uniformly deferred and deducted on the first Turn Change AFTER creation. This
means buildings get bonus effects on the first turn of existence, with no upkeep on that turn.
```

Level: Situational.
Category: Sociological.

Minimum: 1, Default: 2, Maximum: 11

Value set to 3

### 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)

### 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

### 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

### 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)

### 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

### 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

### 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
    T = include Trade Routes
    s = include Specialists
    M = include Military Service
    O = include Pollution
    C = include Culture
    U = include Units Built
    K = include Units Killed
    D = include Units Lost

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: "NASRLPEMOCqrb"

### diplbulbcost - Penalty when getting tech 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.
```

Level: Rare.
Category: Scientific.

Minimum: 0, Default: 0, Maximum: 100

### 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

### diplgoldcost - Penalty when getting gold from treaty

```
When transferring gold in diplomatic treaties, this percentage of the
agreed sum is lost to both parties; it is deducted from the donor but
not received by the recipient.
```

Level: Rare.
Category: Scientific.

Minimum: 0, Default: 0, Maximum: 100

### 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)

### 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

### 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

### 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

### 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

### 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

### 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

### 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

### 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

### 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

### 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

### flatpoles - How much the land at the poles is flattened

```
Controls how much the height of the poles is flattened during map
generation, preventing a diversity of land terrain there. 0 is no
flattening, 100 is maximum flattening. Only affects the 'RANDOM' and
'FRACTAL' map generators.
```

Level: Situational.
Category: Geological.

Minimum: 0, Default: 100, Maximum: 100

### 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

### 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

### 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

Value set to 150

### fortifywaittime - Time before a unit becomes fortified, if it began fortifying before turn change.

```
If unitwaittime_style=FORTIFY, this sets a minimum time in seconds for the fortify
order to take effect, if the order was given before turn change. If this setting
is set to 20 and a unit starts fortifying 5 seconds before turn change, it will
not be fortified until 15 seconds after turn change. (May not exceed 2/3 of the
value for 'timeout')
```

Level: Vital.
Category: Internal.

Minimum: 0, Default: 0, Maximum: 8639999

### 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

### fulldisorder - Disorder prevents city production

```
This setting indicates whether disorder in a city prevents production.
In the default case where it is disabled, a city is merely not allowed to
buy units; and can in some cases avoid any turns of halted output, such as
if it purchases a building to restore order.
If this setting is enabled, cities in disorder can neither produce nor buy
anything.
```

Level: Situational.
Category: Sociological.

Default: disabled

### 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

### gameseed - Game random seed

```
For zero (the default) a seed will be chosen based on the current
time.
```

Level: Rare.
Category: Internal.
Can only be used in server console.

Minimum: 0, Default: 0, Maximum: 2147483647

### 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)

### globalwarming - Global warming

```
If set to 0, Global Warming will not occur as a result of pollution. If non-zero,
it regulates the strength of the effect: how many tiles are transformed. 100 is
standard. Lower is less, higher is more. This setting does not affect pollution.

If set to 0, Global Warming will not occur because of pollution. Otherwise, this
setting modifies the strength of global warming: the accumulated climate stress
added each turn, which also affects how many tiles will be transformed. 100 is
standard. Lower is less, higher is more. This setting does not affect pollution.

```

Level: Vital.
Category: Geological.

Default: enabled

### globalwarming\_percent - strength of global warming effect.

```
The percentage by which to modify the default strength of global warming tendencies.  The percentage by which to modify the default strength of global
warming sensitivity. Specifically, a lower value causes a higher threshold
for Pollution to trigger Global Warming, and a higher rate of ecologically
absorbing the cumulative climatic impact, each turn.
```

Level: Vital.
Category: Geological.

Default: enabled

### 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

### hangry - Starvation causes city disorder

```
If this is set to 0, starvation does not affect the mood of city citizens:
there will be no disorder after famine. If set to positive, there will be
disorder after starvation.
```

Level: Situational.
Category: Military.

Possible values:

 0: No disorder from starvation
 1-100: Starvation causes disorder.

Default: "No disorder from starvation" (0)

### happyborders - Units inside borders cause no unhappiness

```
If this is set, units will not cause unhappiness when inside your
borders, or even allies borders, depending on value.
```
Level: Situational.

Category: Military.

Possible values:

DISABLED: "Borders are not helping", NATIONAL: "Happy within own borders", ALLIED: "Happy within allied borders"

Default: "Happy within own borders" (NATIONAL)

### hideouts - Allows rulesets to elect to toggle hideouts

```
If this setting is enabled, then rulesets which optionally allow
the base type 'Hideout' will be instructed to enable this feature in the game.
```

Level: Rare.
Category: Military.

Default: enabled

### 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

### huts - Amount of huts (bonus extras)

```
This setting gives number of huts that will be placed on every one
thousand tiles. Huts are tile extras that may be investigated by
units.
```

Level: Vital.
Category: Geological.

Minimum: 0, Default: 15, Maximum: 500

### infrapoints - Starting infrapoints per player

```
At the beginning of the game, each player is given this many infrapoints.
```

Level: Vital.
Category: Economic.

Minimum: 0, Default: 0, Maximum: 50000

### 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

### 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. The percent chance a citizen will be killed can be further
regulated by killcitizen_pct (see below.)
```

Level: Rare.
Category: Military.

Default: enabled

### killcitizen\_pct - Odds of 'killcitizen' engagements killing a citizen

```
If setting 'killcitizen' is enabled, then this setting regulates
the odds that a successful attack on a city will engage this setting's
functionality. See the 'killcitizen' setting for more info.
```

Level: Rare.
Category: Military

Minimum:0 Default: 100 Maximum: 100

### 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

### 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

### latejoin\_gold- Gold given to late-joining players per each turn absent

```
When a player joins a longturn game late, the amount of extra gold per turn of
absence that they are awarded, in order to compensate not acting during early
turns.

This is added to whatever gold the nation had accumulated if idle, but the total
will not exceed the value in the server setting 'latejoin_gold_max'.
```

Level: Rare.
Category: Economic.

Minimum: 0, Default: 10, Maximum: 2000

### latejoin\_gold\_max - The maximum amount of gold a late-joining player can start with

```
The amount of gold a late-joining longturn player inherits from the nation taken
plus the 'latejoin_gold' bonus will not exceed the value of this setting, but will
be capped at this value.

See also: 'latejoin_gold'
```

Level: Rare.
Category: Economic.

Minimum: 0, Default: 700, Maximum: 50000

### 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

### looting - Formula for loot from city conquest

```
This setting controls the formula for how much loot is captured from conquered
cities.

CLASSIC = Classic loot formula, based on treasury of conquered city's nation.
OFF = Cities yield no loot.
BASE_TRADE = Proportional to Base Trade of city.
PROPERTY = Proportional to Base Trade of city, plus value of razed buildings.
```

Level: Situational.
Category: Geological.

Minimum: 15, Default: 30, Maximum: 85

### 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.
```

Level: Rare.
Category: Internal.
Can only be used in server console.

Minimum: 0, Default: 0, Maximum: 2147483647

### 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)

Value set to "Tiles per player" (PLAYER)

### 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: 320

### 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: 150, Maximum: 150

### 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

### 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

### 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

### 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

### 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

### 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

### 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: 150

### move\_bonus\_in\_frags - move bonuses are applied in fragments (not whole moves.)

```
If this is enabled, the ruleset applies move bonuses in fragments instead
of whole moves. This allows it to award partial movement points as a bonus.
```

Category: Military.

***This setting is only intended to be set inside a ruleset.***

Default: set by ruleset.

### move\_cost\_in\_frags - ruleset move costs are applied in fragments (not whole moves.)

```
If this is enabled, the ruleset applies terrain move costs in
fragments instead of whole moves. This allows it to tune terrain costs
with more granularity.
```

Category: Military.

***This setting is only intended to be set inside a ruleset.***

Default: set by ruleset.

### multiresearch - Allow research to invest bulbs in multiple technologies

```
With this setting on, accumulated bulbs in an undiscovered technology can never
transfer to new technology. Instead, each bulb that was researched in any
specific technology, is permanently assigned to that specific technology.

The techpenalty setting is made useless if this option is enabled, since no
bulbs are ever transferred from one tech to another tech.
```

Category: Scientific.

Possible Values:

ENABLED: on, DISABLED: off.

Default: DISABLED, or set by ruleset.

### 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: ""

### 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

### 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

### 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

### 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

### nuclearwinter - Nuclear winter

```
If set to 0, Nuclear Winter will not occur from the uncleaned nuclear fallout
caused by nuclear explosions. Otherwise, this setting modifies the strength of
nuclear winter: the accumulated climate stress added each turn, which also affects
how many tiles will be transformed. 100 is standard. Lower is less, higher is
more.

This setting does not affect likelihood of nuclear fallout from detonation.

```

Level: Vital.
Category: Geological.

Default: enabled

### nuclearwinter\_percent - strength of nuclear winter effect

```
The percentage by which to modify the default strength of nuclear winter
sensitivity. Specifically, a lower value causes a higher threshold for Fallout to
trigger Nuclear Winter, and also causes a higher rate of ecologically absorbing
the cumulative climactic impact on each turn.
```

Level: Vital.
Category: Geological.

Default: 100

### nukes\_major - Allow nuclear detonations

```
Allow players to create major thermonuclear weapons. If turned off,
this will have no effect on standard fission nuclear weapons; but in
rulesets which require this setting to be on for thermonuclear fusion
weapons, they will be disallowed for the current game. If turn on, rulesets
which require this setting for the creation of advanced fusion weapons will
allow them to be created in that particular game.
```

Level: Vital.
Category: Military.

Default: enabled

### nukes\_minor - Allow nuclear detonations

```
If turned off, will not allow detonating nukes in rulesets which
require the setting to be on in order to detonate nukes. In all rulesets,
this setting turn on will allow nuclear detonations and (in some rulesets)
the creation of units considered to be "minor nukes."  See also: nukes_major
```

Level: Vital.
Category: Military.

Default: enabled

### 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

### onsetbarbs - Barbarian onset turn

```
Barbarians will not appear before this turn.
```

Level: Vital.
Category: Military.

Minimum: 0, Default: 60, Maximum: 32767

### partisan\_max\_spawns - Maximum number of partisan spawns per city

```
This setting regulates the maximum number of times a city can spawn
partisans, before the recruitment base is depleted, and it can no
longer generate partisans.
```

Level: Rare.
Category: Military.

Minimum: 0, Default: 50000, Maximum: 50000

### partisan\_turns - Number of turns before a city can spawn partisans again

```
This setting sets how frequently a city can spawn partisans. For
example: 0 = unlimited spawns on the same turn; 1 = must wait a turn
between spawnings, 10 = must wait ten turns to spawn again. generate
partisans.
```

Level: Rare.
Category: Military.

Minimum: 0, Default: 0, Maximum: 5000

### pax\_dei\_counter - Pax Dei counter

```
The turn length that Pax Dei will have effect when it gets
set. Pax Dei is set when a player builds the Pax Dei wonder;
or, at game start if the server setting 'pax_dei_set' was
enabled. Also see: 'pax_dei_set'.
```

Level: Rare.
Category: Networking.

Possible values:

 Minimum: 0, Maximum: 1000, Default: 13

### pax\_dei\_set- Whether the game considers Pax Dei in effect at game start.

```
Usually, this gets set in a game when the Pax Dei wonder is built. "
However, it is possible to enable 'pax_dei_set' at game start.
This activates the ruleset effects for the Pax Dei wonder at
game start, for exactly 'pax_dei_counter' # of turns. Note: this
intentionally disallows Pax Dei from being made by any player.
Thus, this setting can be used to enable Pax Dei wonder effects
at game start and/or completely disable the Pax Dei wonder in the
current game (if 'pax_dei_counter' is set to 0.) Also see:
'pax_dei_counter'.
```

Level: Rare.
Category: Military.

Possible values:

 DISABLED: "Not set at game start", ENABLED: "Set at game start. Disallow building wonder."

Default: "Disabled" (DISABLED)

### persistentready - When the Readiness of a player gets autotoggled off

```
In pre-game, usually when new players join or old ones leave, those
who have already accepted game to start by toggling "Ready" get that
autotoggled off in the changed situation. This setting can be used to
make readiness more persistent.
```

Level: Rare.
Category: Networking.

Possible values:

 DISABLED: "Disabled", CONNECTED: "As long as connected"

Default: "Disabled" (DISABLED)

### 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)

### 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

### 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

### 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)

Value set to "Per-nation, in order" (NATION\_ORDER)

### polarstrip - Whether the map will generate polar strip(s)

```
If this setting is disabled, then any geological settings that
normally generate polar strip(s) on the top and/or bottom of the map,
will be forcibly suppressed. This does not suppress the formation of natural
continents and islands in these regions.
```

Level: Situational.
Category: Geological

Default: disabled

### 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 of revolution

```
When changing governments, a period of anarchy will occur. Value of
this setting, used the way 'revolentype' setting dictates, defines the
length of the anarchy.
```

Level: Rare.
Category: Sociological.

Minimum: 1, Default: 5, Maximum: 20

Value set to 7

### revolentype - Way to determine revolution length

```
Which method is used in determining how long period of anarchy lasts
when changing government. The actual value is set with 'revolen'
setting.
```

Level: Rare.
Category: Sociological.

Possible values:

 FIXED: "Fixed to 'revolen' turns"

 RANDOM: "Randomly 1-'revolen' turns"

 QUICKENING: "First time 'revolen', then always quicker"

 RANDQUICK: "Random, max always quicker"

Default: "Randomly 1-'revolen' turns" (RANDOM)

### savefrequency - Minutes per auto-save

```
How many minutes elapse between automatic game saves. Unlike other
save types, this save is only meant as backup for computer memory, and
it always uses the same name, older saves are not kept. This setting
only has an effect when the 'autosaves' setting includes "Timer".
```

Level: Vital.
Category: Internal.
Can only be used in server console.

Minimum: 2, Default: 15, Maximum: 1440

### 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

Value set to 150

### 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

### scoreloglevel - Scorelog level

```
Whether scores are logged for all players including AIs, or only for
human players.
```

Level: Situational.
Category: Internal.
Can only be used in server console.

Possible values:

 ALL: "All players"

 HUMANS: "Human players only"

Default: "All players" (ALL)

### 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

### singlepole - Whether there's just one pole generated

```
If this setting is enabled, only one side of the map will have a pole.
This setting has no effect if the map wraps both directions.
```

Level: Situational.
Category: Geological.

Default: disabled

### 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

### slot\_control - Ruleset can specify which units can use extra City\_Build\_Slots

```
If this is turned on, cities which can build more than one unit per turn can only
do so for units which have the utype flag "SHIELD2GOLD". This should get its own
custom flag later but for now it works in rulesets which use S2G as the balancing
factor to encourage higher population of certain units (such as infantry), vis-à-vis the game's artificial scarcity of City_Build_Slots.
```

Level: Rare.
Category: Sociological.

Default: disabled, OR, set by ruleset.

### slot\_control\_style - Style in which City\_Build\_Slots are regulated.

```
This affects rulesets where City_Build_Slots>1 may occur. In such games, cities
can potentially build more than one unit at a time. This setting regulates
allowed behaviour for which types of units may be made if more than one is
made.

***If the setting slot_control is ON, then Shield2Gold units are privileged to
be made more than once. The value of this setting will have the following
1: ➤ Mixed: Units will be made from the worklist whether S2G or not,
but two non-S2G units cannot be made in the same turn. Production stops when worklist arrives at the second non-S2G unit.

2: ➤ Segregated:  Any S2G unit can be made with any other S2G unit, and
production stops the moment a non-S2G unit is arrived at. In other words,
multiple S2G units can be made in one turn as long as no non-S2G units are
bundled with them.

3: ➤ Same Type Only: Multiple City Build Slots can be used on S2G or non-S2G
units, but only when the worklist repeats the exact same type of unit.

***If slot_control is OFF, the values of this setting will have the regulatory
1: ➤ Mixed: Multiple units of multiple types can be made from the worklist.
2: ➤ Segregated:  This value is identical to 1, if slot_control is off.
3: ➤ Same Type Only: Multiple City Build Slots can only be used when the
worklist repeats the exact same type of unit.
```

Level: Rare.
Category: Sociological.

Possible values: see description above.

Default: 1, OR, set by ruleset.

### spaceship\_travel\_time - Percentage to multiple spaceship travel time by.

```
This percentage is multiplied onto the time it will take for a
spaceship to arrive at Alpha Centauri.
```

Level: Vital.
Category: Science.

Minimum: 10, Default: 100, Maximum: 1000

### 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. The first character must be native to at least one "Starter"
terrain. 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)
    f   = Ferryboat (eg., Trireme)
    d   = Ok defense unit (eg., Warriors)
    D   = Good defense unit (eg., Phalanx)
    a   = Fast attack unit (eg., Horsemen)
    A   = Strong attack unit (eg., Catapult)
    t   = Trade unit (eg., Caravan)
    u   = User defined start unit #1 (ie., ruleset specified)
    U   = User defined start unit #2
    z   = User defined start unit #3

```

Level: Vital.
Category: Sociological.

Classic Default: "ccwwx"

```
MP2 startunit override codes:

D: Tribesmen
t: Caravan
u: Founders
U: Well-Digger, Peasants

mp2c and before:
a: Well-Digger
A: Caravan

```

### 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

Value set to 300

### 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)

Value set to "Wrap East-West", "Wrap North-South", "Isometric", and "Hexagonal" (WRAPX|WRAPY|ISO|HEX)

### 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

### trademinforeign - Minimum distance for foreign trade routes

```
In order for two foreign cities 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: 1, 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

### traitdistribution - AI trait distribution method

```
How trait values are given to AI players.
```

Level: Rare.
Category: Sociological.
Is locked by the ruleset.

Possible values:

 FIXED: "Fixed"

 EVEN: "Even"

Default: "Fixed" (FIXED)

### 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'.

Also see: 'unitwaittime_style', 'fortifywaittime'
```

Level: Vital.
Category: Internal.

Minimum: 0, Default: 0, Maximum: 8639999

### unitwaittime\_style - Unitwaittime style

```
Affects wait time behaviours if 'unitwaittime' is set.

Any/all/none of the following values may be set:

"Activities" (ACTIVITIES): Units who moved less than 'unitwaittime' seconds before
Turn Change will complete tile modifications immediately after 'unitwaittime'
expires. (Roads, forts, etc.)

"Fortify" (FORTIFY): Units who fortify less than 'fortifywaittime' seconds before
Turn Change will become fortified after 'fortifywaittime' expires.

"DelayGoto" (DELAYGOTO): When 'unitwaittime' prevents a unit from moving, movement
will be delayed until after 'unitwaittime' expires (instead of cancelled).

```

Level: Vital.
Category: Internal.

Minimum: 0, Default: 0, Maximum: 8639999

### universal\_unload - Transported units unload the same regardless of tile nativity

```
This makes all transported units affected by terrain speed unload
with the same behavior: unloading from native tiles behaves the same as
unloading from non-native. This limits double-move issues in games which
allow transporting units on rivers, canals, rails, or other native tiles.
Units with the BeachLander flag aren't affected by this option.
```

Category: Military.

Default: set by ruleset

### unload\_override - Move fragment cost for unloading from native tiles

```
When universal_unload is enabled, this option overrides the move
fragment cost that universal_unload adds, when transported units unload
from a native tile. If zero, this option is off.
```

Category: Military.

Minimum: 0, Default: 0, Maximum: 1000

### 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

### victories - What kinds of victories are possible

```
This setting controls how game can be won. One can always win by
conquering entire planet, but other victory conditions can be enabled
or disabled:
- "Spacerace" (SPACERACE): Spaceship is built and travels to Alpha
Centauri.
- "Allied" (ALLIED): After defeating enemies, all remaining players
are allied.
- "Culture" (CULTURE): Player meets ruleset defined cultural
domination criteria.

```

Level: Vital.
Category: Internal.

Possible values (option can take any number of these):

 SPACERACE: "Spacerace"

 ALLIED: "Allied victory"

 CULTURE: "Culture victory"

Default: "Spacerace" and "Allied victory" (SPACERACE|ALLIED)

### 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

### zoc\_purity - Whether units who ignore ZoC lift ZOC for units who don't ignore ZoC.

```
If enabled, igZOC units do not negate ZOC for other units. This decreases
exploits and increases importance of tactical positioning, notably in games with
RestrictINFRA off.
```

Level: Situational.
Category: Military.

Default: disabled