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3 Alien World ruleset for Freeciv
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9 Alien ruleset is very different from standard rules - it
10 has been one of the design goals of the ruleset that it
11 should provide users with "second game" to play with
12 Freeciv. We hope you can enjoy both more standard rulesets
13 and Alien ruleset, not selecting just one of them to play.
19 Before Alien World was made part of official Freeciv
20 distribution, it was developet independently and was
21 available from cazfi.net. Documentation of the last
22 cazfi.net version is available from
23 http://www.cazfi.net/freeciv/alien/dev/
24 Though some bits are outdated, it's still the most
25 comprehensive documentation of the Alien World ruleset.
28 Changes since last cazfi.net document version
29 ---------------------------------------------
31 This list is incomplete
33 - Citizens convert to city owning nationality over time
35 - Population is measered in hundreds in reports
37 - Road type "Tunnel" can be built to radiating tiles only
39 - Techs cannot be stolen from Lunatics or Madmen
41 - Intercontinental traderoutes give same trade than routes
42 within one continent. International routes give three
43 times as much trade as national ones
45 - Once player knows "Ocean Cities" tech, borders extend
46 to oceanic tiles just like land tiles
48 - Players are guaranteed to start from a Earthly units
49 reachable area of at least 15 tiles
51 - Explorer cost reduced to 20 shields
53 - Road type "Tunnel" provides 35% defense bonus for units
56 - Amphibious and Antigravity units kill citizens after succesfull
57 attack against a city, Burrowing units do not
59 - There's two river types. Earthly units do not gain movement
60 bonus from them. Both give trade bonus. Green River gives also
61 food bonus, and Brown River production bonus
63 - There can never be civil war
65 - Each movement point is divided to 4 fragments. IgTer movement
66 costs 2 fragments, river movement 2, road 2, highway 1.
68 - Specialists have been renamed, but their effects remain the same
70 Scientist -> Scientists
71 Taxman -> Government Merchants
73 - Governments production and trade adjustments have been changed to be
74 always positive. Old negative values have turned to 0, and old 0 and
75 positive values have been increased accordingly.
81 Dual Communism: 40% / 20%
82 Dual Democracy: 20% / 40%
84 - Math Club gets only 30% bonus to science
86 - There's third veterancy level, "Superb", that is available only for
87 units built by Team Gladiators in a city with Training Facility
89 - Cities cannot be built on Boiling Ocean tiles.
91 - Cities of Adventurers can grow one size bigger than cities of other
92 factions in lack of Basic Infrastructure or radiation fighting methods
94 - Increased unit move rates:
100 - Thick Mountains cannot be mined at all until Burrowing is known, but then
101 it requires just 17 movement points, road building time reduced to 12 movement
104 - Empire size causes additional unhappiness only once every 15 bases (was 10),
105 and knowledge of Communication eases it so that the step is 20 bases
107 - Added tech "Controlled Biomass" that provides new unit "Biomass" that can
108 transport Earthly and Amphibious units through Radiating tiles
110 - Water Engineer build_cost increased to 40, like other City Founding units