5 The most important changes between major releases are shown below.
6 Not all changes are shown here. Those who are interested in seeing
7 the detailed changes should check the ChangeLog file.
10 MAJOR CHANGES FROM 2.4.x to 2.5.0
11 ---------------------------------
13 (from <http://www.freeciv.org/wiki/NEWS-2.5.0>)
15 The main changes in Freeciv 2.5 are the inclusion of the 'civ2civ3'
16 ruleset, a new Qt client, and much more flexibility for those creating
17 their own rulesets. The AI has also had some improvements.
19 As is usual for major releases, 2.5 clients cannot interoperate with
20 pre-2.5 servers, and vice versa. Pre-2.5 savegames can however be
21 loaded into 2.5, and in most cases, the supplied rulesets have not
22 changed so much as to make it difficult to complete a game started with
27 Changes affecting players (supplied rulesets)
29 A new ruleset civ2civ3 is included, an evolution of the civ2_3 ruleset
30 by David Fernandez (bardo). This has some elements from Civ3, and is
31 also designed to reduce the gap between inexperienced and optimal play,
32 and for the AI to play well. It is suitable for single-player and
33 multiplayer games. See doc/README.ruleset_civ2civ3 for more
34 information. GNAPATCH#3366
35 * This version of the ruleset is similar to previous versions but
36 does have some changes, including taking advantage of new
37 facilities in the game engine. civ2_3 games started in previous
38 versions of Freeciv cannot be continued with this version.
39 * This is planned to become the default ruleset in a future release.
40 The current default ruleset has been renamed to 'classic' and will
41 continue to be available. From now on the name 'default' will refer
42 to whatever ruleset the running version of Freeciv defaults to.
45 Rules changes affecting all or most rulesets:
46 * (not civ1/civ2) City tiles are no longer an exception to the rule
47 that the 'Bridge Building' technology is required to build roads
48 over rivers. Cities on river tiles no longer automatically get
49 roads until the technology is acquired. GNAPATCH#3007
50 * (not civ2/multiplayer) Cities suffer random disasters such as loss
51 of population or buildings. A new server setting 'disasters'
52 controls their frequency, or disables them entirely.
53 * (not civ1/civ2) 'Barracks' buildings and 'Sun Tzu's War Academy'
54 are now cumulative: if you have both, new units are created at the
55 Hardened veteran level. GNAPATCH#3062
56 * In rulesets with nationality tracking (classic, experimental,
58 + Citizens now gradually convert to the nationality of the city
59 owner over time, at a ruleset-defined rate. GNAPATCH#2365
60 + Units now have their own nationality, which remains the same
61 even if they are bribed or captured. Settler units add
62 citizens of their own nationality when founding or adding to
63 cities. GNAPATCH#3625 GNAPATCH#3635
64 * Changes to what happens if research points go negative (due to
65 transfer costs or tech upkeep):
66 + A new server setting 'techlossforgiveness' controls whether
67 technologies can be lost at all, and if so, how much debt
68 triggers tech loss. Previously this was controlled by the
69 ruleset; of the supplied rulesets, only the experimental
70 ruleset had this behavior. GNAPATCH#3193
71 + When technology is lost, half the bulb cost of the lost
72 technology is now added on to the current bulb balance (this
73 may not be sufficient to make it positive). The proportion is
74 controlled by the new server setting 'techlossrestore'. The
75 old behavior, where any bulb debt was completely cancelled,
76 can be restored by setting this to -1. GNA#21623
77 * When a freshwater terrain (lake) and an oceanic terrain type become
78 adjacent due to terrain change, the ocean now floods the whole
79 lake. GNAPATCH#3478 In rulesets which support it, transforming a
80 swamp bordering a lake now results in lake, not ocean. GNA#20043
81 * In games where 'startunits' includes a k)ing unit, such units are
82 also given to new players created as a result of civil war.
85 Rule changes to specific rulesets:
87 + The limit on trade routes now depends on what technology you
88 have. You start with 2 per city, and can add one more with
89 each of 'Magnetism' and 'The Corporation'.
90 + Tracking of citizen nationality is now enabled. See the help
91 for what this means. GNAPATCH#3624
93 + New road type 'Maglev', requiring 'Superconductors' and giving
94 unlimited movement to 'Land' units. Regular railroads now give
95 fast but limited movement (each tile takes 1/9 of a movement
96 point). GNAPATCH#3295 GNAPATCH#4008
97 + Citizens of your enemies in your own cities cause unhappiness,
98 with the amount depending on your government type.
100 + Partisan appearance now depends on how many of the conquered
101 city's citizens had the nationality of the defeated player,
102 rather than the original city owner. GNAPATCH#3762
103 + Paratroopers can now paradrop directly to a transport in the
105 + Most technologies now have 'root_req' requirements, preventing
106 acquisition of the technology by any means (such as trading)
107 unless some key earlier technology is known.
108 + By default, it is possible to sustain a small research point
109 debt without losing a technology. However, if a technology is
110 lost, the debt may not be completely cancelled.
111 * civ1 and civ2 (to improve their fidelity):
112 + Maximum number of trade routes per city reduced from 4 to 3.
113 + When a free tech is granted, it's now chosen randomly, rather
114 than being whatever the player was researching.
117 * 'killstack', which controls whether all units on a tile die
118 simultaneously, is now a game setting (previously it was controlled
119 by the ruleset). GNA#18698
120 * 'killcitizen' is now a boolean setting rather than a bitfield;
121 exactly which units can reduce city population is now controlled by
122 the ruleset. GNAPATCH#3613
123 * Two new values for the 'diplomacy' setting: "NOAI" which allows
124 diplomacy except between AIs, and "NOMIXED" which only prevents
125 human/AI diplomacy. GNAPATCH#4213
126 * A new setting 'startcity' causes players to start with their first
127 city already founded. GNAPATCH#3495
128 * (as of beta2) New map generation features ported from warserver: a
129 'fair' island map generator ('generator=fair'), which creates an
130 identical island for each player or team, and 'teamplacement',
131 allowing control of whether team-mates start near each other on the
132 map. GNAPATCH#5146 GNAPATCH#5145
136 + Added 16 new playable nations to standard rulesets, bringing
138 + The set of 50 'core' nations introduced in 2.4 are now by
139 default the only nations that will appear in games. To play
140 with the full set of (possibly untranslated) nations, change
141 the nation set in the 'pick nation' dialog, or with the server
142 'nationset' option. GNAPATCH#3448
143 + The pirate and barbarian flags be swapped, so that pirates now
144 have the Jolly Roger, as they should. GNA#22236
145 * In the classic and civ2civ3 rulesets, maps are now generated with
146 scenic tile labels on a few random tiles. These have no effect on
147 gameplay. GNAPATCH#3147
148 * Minor changes to transport units:
149 + Units may now load onto and unload from transports that are
150 themselves inside another transport. GNA#22050 GNA#22190
151 + While there is still no way to choose which transport is used
152 if there are several on a tile, cargo units will now prefer
153 the transport with more move points. GNA#22189
154 * Goto / pathfinding:
155 + You can now set waypoints for groups of units starting on
156 different tiles. GNAPATCH#4418
157 + Improved route planning across 'pontoon bridges' (units
158 bridging water). GNA#21871
159 + Multiple units working on overlapping connect-with-road or
160 similar projects no longer interrupt each other's work.
163 Changes affecting other rulesets / modders
165 Ruleset authors can control much more of the game behavior. Existing
166 rulesets need changes to work with 2.5; see
167 <http://www.freeciv.org/wiki/How_to_update_a_ruleset_from_2.4_to_2.5>
168 for a minimal recipe, and comments in supplied ruleset files for
169 documentation and usage examples of new features.
171 + Rulesets can now define new types of paths, replacing
172 hard-coded road, railroad, and river behavior. Up to 8
173 distinct road and/or river types can be defined. Many
174 previously hardcoded behaviors are now configurable.
176 + Granularity of movement points ('move_fragments') is now
177 specified by the ruleset, rather than being hardcoded at 1/3.
178 Move rate of 'IgTer' units is also configurable. GNAPATCH#3990
179 + The 'Relaxed' orthogonal move mode for rivers (now also
180 available for roads) no longer gives a movement bonus for
181 diagonal moves unless the path actually links the two tiles.
183 + Rulesets can allow units to paradrop directly onto transport
185 + Rulesets have more control over when units can enter and leave
186 'unreachable' transports (usually air transports). By default,
187 cargo of such transports can no longer embark/disembark unless
188 in a city or a base native to the transport, but exceptions
189 can be made for individual units. GNAPATCH#3804
190 + The game now enforces that no transport unit may contain a
191 unit which could transport it, and that units can be nested no
192 more than six deep, even if the ruleset would allow these
193 situations. This may simplify defining complex transport
194 relations in rulesets without defining many unit classes.
196 (Some versions of 2.4.x had attempts to enforce this, but they
197 merely caused error messages rather than preventing the
198 situation from occurring.)
199 * Terrain and alterations
200 + More flexible bases:
201 o Rulesets can now define bases which are allowed on city
202 tiles, or automatically added to cities. GNAPATCH#3826
203 o Ability and time to build bases can now be
204 terrain-dependent. GNAPATCH#3152
205 o Owned bases can now display their owner's flag.
207 + Rulesets can now change when any of the built-in terrain
208 alterations and transformations can be performed by units (in
209 2.4, it was only possible to affect irrigation). The full set
211 o Irrig_Possible: is building irrigation possible?
212 o Mining_Possible: is building a mine possible?
213 o Irrig_TF_Possible: is changing terrain type with
214 "irrigation" action possible?
215 o Mining_TF_Possible: is changing terrain type with "mine"
217 o Transform_Possible: is "transform" action possible?
218 + Terrains can now be marked with the 'NotGenerated' flag, so
219 that the map generator will not use them (for use in
220 scenarios, etc). GNAPATCH#4158
222 + The unit 'convert' action is no longer instant; it takes a
223 ruleset-defined time (at least one turn) for suitable units to
224 convert into another type. GNAPATCH#3110
225 + The 'Veteran_Build' effect (used for 'Barracks', etc) can now
226 cause units to gain multiple veteran levels. GNAPATCH#3062
227 + Rulesets are now permitted to contain no city-founding units.
230 + Added a general framework for combat value modification based
231 on unit type. The old hardcoded 'AEGIS', 'AirUnit', 'Horse',
232 'Pikemen', 'Helicopter', and 'Fighter' flags are gone; it's
233 now possible to add similar bonuses with different numeric
234 values, and more of them. GNAPATCH#3548
235 + Whether conquering units reduce city population is now defined
236 by the ruleset, per unit class ('KillCitizen'). GNAPATCH#3613
237 + Units defending while on non-native terrain (that is, ships in
238 harbor) can have a defense penalty applied in this situation,
239 via the unit class flag 'non_native_def_pct'. (This is
240 distinct from the existing 'BadCityDefender' unit flag, which
241 affects firepower.) GNA#20544
242 + Sea units' ability to attack neighboring land is generalized
243 as ability to attack non-native terrain, and controllable at
244 unit class and type level ('AttackNonNative' and
245 'Only_Native_Attack' respectively). GNAPATCH#3264
246 + Sea units' attack from harbor is generalised as unit class
247 ability to attack from city or transport in non-native terrain
248 ('AttFromNonNative'). GNA#3333
250 + Cities can suffer ruleset-defined random disasters, whose
251 effects can be mediated by the requirements system, and whose
252 effects can be implemented by Lua script.
253 + The limit on trade routes per city can now vary during
254 gameplay (up to a maximum of 5). GNAPATCH#3178 Bonuses,
255 ability to establish based on whether route is international
256 and/or intercontinental, and what happens if a trade route
257 becomes invalid are all now ruleset configurable.
259 + As well as the changes to nationality listed in the gameplay
261 o Rulesets can use the "Nationality" requirement in effects
262 to test whether cities contain citizens of a specific
263 nationality. GNAPATCH#3623
264 o Rulesets can control whether and how much enemy citizens
265 cause unhappiness with the "Enemy_Citizen_Unhappy_Pct"
266 effect. GNAPATCH#3684
267 o Rulesets can choose whether partisan appearance depends
268 on the original city owner or the current nationality of
269 the citizens, and if so what proportion is required for
270 partisans. GNAPATCH#3762
271 + The 'Inspire_Partisans' effect can now depend on properties of
272 a specific city, not just player-wide requirements.
274 + Specialists can now define a fallback graphics tag, so that
275 rulesets with custom specialists can be played without tileset
276 support. GNAPATCH#4239
277 + The image to display for a city (City_Image) is now calculated
278 on the server side, allowing ruleset authors to use
279 requirements for it that the client may not have reliable
281 + The way city size is converted into a (cosmetic) population
282 number is now more configurable. GNAPATCH#3406
284 + New effect 'Not_Tech_Source' prevents players from having
285 technology stolen from them. GNAPATCH#3546
286 + When a player gets a free technology, the method used to
287 choose it is defined in the ruleset in 'free_tech_method'.
288 Instead of the previous behavior of giving the player their
289 currently researched technology, the ruleset can now specify
290 the cheapest or a random technology. GNAPATCH#3552
292 + New tech_upkeep_style 'Cities', where tech upkeep scales with
294 + A player will no longer lose a technology (due to tech upkeep,
295 etc) if it's a root_req for another technology the player
297 + The ruleset can request that technology help be popped up in
298 the client when a new technology is acquired, via
299 'popup_tech_help'. (This can be overridden by the user.)
302 + Nations can have an associated color; if the server setting
303 'plrcolormode' is set to the new value 'NATION_ORDER',
304 players' colors will depend on their nation. GNAPATCH#3443
305 + Rulesets can now define playable subsets of their nations
306 ('nation sets'), one of which can be picked by players during
307 game setup. This could be used for instance to define a number
308 of different balanced sets of nations which have unique
309 traits, perhaps tailored to different numbers of players.
311 + The list of supplied nations has been split out to a new
312 'nationlist.ruleset', so that rulesets can use these nations
313 while changing other aspects of 'nations.ruleset'.
314 nationlist.ruleset has its own lists of governments, terrains,
315 etc, so that it can be used by rulesets that are slightly
316 different without errors.
317 * Effects and requirements
318 + 'Resource' added as requirement to effects system.
320 + City effects can now depend on the presence of terrain with
321 certain properties within the city's workable radius, by
322 specifying 'Terrain', 'Resource', etc with 'City' range.
324 + City effects can now place requirements on the city's own
326 + Expanded the ability to group ruleset objects into sets for
327 requirement purposes with custom flags:
328 o Terrains and technologies now have custom flags, as well
329 as units, enabling limited disjunctive ("or") requirement
330 definitions for these types. GNAPATCH#3487 GNAPATCH#4074
331 o Requirements can test these flags. GNAPATCH#3395
333 o User flags now have ruleset-defined help text.
334 o The maximum number of user flags for unit types has
335 increased from 4 to 16 (as these are used for the combat
336 bonuses framework). GNAPATCH#3393
337 + For boolean effects, negative values are now evaluated as
338 'false', to ease ruleset development. GNAPATCH#3396
340 + Updated scripting engine to Lua 5.2. GNAPATCH#3230
341 + Scripts can now set tile labels. GNAPATCH#3136
342 + Scripts can now run on a new 'map_generated' signal.
345 + It's now possible to have multiple centers of government for
346 the purposes of calculating waste and corruption, through the
347 'Gov_Center' effect. The distance to the nearest determines
349 + When a 'GameLoss' unit is killed, instead of the player's
350 assets (units, cities, etc) just disappearing, the ruleset can
351 cause some of them to be transferred to the conqueror,
352 barbarians, and/or a new AI player ('gameloss_style').
354 + Rulesets can specify that start positions must be surrounded
355 by a minimum area whose terrain is native to starting units
356 ('min_start_native_area'). GNAPATCH#3614
357 + Rulesets can completely disable civil war
358 ('civil_war_enabled'). GNAPATCH#3818
359 + Technologies with the 'Claim_Ocean' flag lift the normal
360 restrictions on borders claiming ocean tiles. GNAPATCH#3355
361 + The ruleset can define a 'preferred_soundset' which will be
362 suggested to clients. (Only Gtk2/3 clients can ask the user;
363 with other clients the user has to have enabled auto-accept
364 for this to take effect.) GNAPATCH#3226
366 Tileset authors have a few new facilities. Existing tilesets need
367 changes to work with 2.5 at all; see
368 <http://www.freeciv.org/wiki/How_to_update_a_tileset_from_2.4_to_2.5>
369 for a minimal recipe.
370 * When a unit is building a base or road, tilesets can now display an
371 icon specific to that base/road. GNAPATCH#3305
372 * The layer that darkness is drawn at is now configurable
373 ('darkness_layer'). GNAPATCH#4461
374 * Tilesets can now supply icons for unit upkeep greater than 2 to be
375 displayed in the city dialog. GNAPATCH#3824
376 * In the supplied tilesets, government and specialist icons have been
377 split to separate files, so custom tilesets can replace them while
378 continuing to use other graphics from the standard small.spec.
379 GNAPATCH#4076 GNAPATCH#4422
381 Scenario creators have a couple of new features available. (Scenarios
382 created with previous versions should continue to work in 2.5.)
383 * Most of the supplied rulesets now include an 'Inaccessible' terrain
384 type, for use by scenario authors to shape the map area. See the
385 France scenario for an example of its use. GNAPATCH#4159
387 * Scenarios can now restrict the set of available nations (to those
388 with start positions). GNA#21268
390 Changes affecting server operators
392 * Failure to load a ruleset no longer causes the server to quit; it
393 now reverts to the previously loaded ruleset, or failing that the
394 default ruleset. GNAPATCH#1449
395 * There's no longer support for attempting to save games in formats
396 compatible with previous major releases of Freeciv. The
397 'saveversion' server option has been removed. GNAPATCH#3188
399 * On Windows, the server no longer sets the socket option
400 SO_REUSEADDR on its listening socket. This may fix some issues with
401 clients connecting to the wrong server. GNA#21583
402 * The default database backend has changed from MySQL to SQLite.
407 There have been some improvements to the standard AI's behavior:
409 + The AI should more correctly account for travel time when
410 assessing danger to cities from enemy units; previously it
411 treated them as its own, which could be wrong for ZoC,
412 restrictinfra etc. GNAPATCH#3729
413 + Autosettlers are smarter about spotting danger: GNAPATCH#3854
414 o Sea and air units are now considered threats, not just
416 o Military units which can't attack are no longer
418 + Cities needing defense are less prone to building walls before
420 + The AI now considers non-land units that can conquer cities
421 (such as Helicopters) a threat to continents it controls.
424 + Some fixes to AI's handling of boats as transports.
425 * Terrain improvement
426 + The AI and autosettlers' relative weightings have been tweaked
427 to give slightly better behavior with typical rulesets. In
428 particular, production is now valued less compared to other
429 outputs. GNAPATCH#3692
430 + The AI and autosettlers can now decide to build bases, if they
431 provide any direct output bonus to a nearby city, or enable
432 another base which does so. (Bases are still not built for
433 purely strategic purposes.) GNAPATCH#3341 GNAPATCH#3833
435 + When the AI is on a war footing, it now prefers diverting
436 taxes to science rather than luxury. GNA#21640
437 + The AI now considers keeping units in cities for their martial
438 law effect, although it will not yet build units specially for
440 + The AI values coinage less, to balance it compared to
441 gold-producing buildings. GNA#21796
442 + The AI may now create trade routes between continents.
445 + The AI now considers more combat bonuses when deciding what
446 technology to research. For instance, it may now work harder
447 towards AEGIS Cruiser when defending against air units.
448 GNAPATCH#3555 GNAPATCH#3563
449 + The AI no longer chases technologies to gain units that are
450 already obsolete. GNAPATCH#4013
451 + The AI no longer remembers its past desire for long-obsolete
452 technologies indefinitely. GNA#22260
454 + In rulesets which support ocean cities, the AI now considers
455 building them. GNAPATCH#3533
456 + The AI no longer builds sea-only worker units if the ruleset
457 has them. This is a temporary solution to a previous issue
458 where AI would build only sea worker units when they became
459 available, and not land ones. GNAPATCH#4610
461 AI behavior is also now somewhat more configurable by rulesets:
462 * The new traits framework allows AI behavior to be parameterized
463 (current traits are Expansionist/Trader/Aggressive). Traits can be
464 set in rulesets (globally or for specific nations), or by Lua
465 script. GNAPATCH#3001
466 * The 'Cheating' level AI no longer intrinsically ignores tax rate
467 limitations. This is instead left up to the ruleset. The supplied
468 rulesets give cheating AIs this bonus, so there no functional
471 The following changes are only relevant to AI developers:
472 * 'Default' AI logic, which was previously tied to the 'classic' AI
473 type, can now be used selectively by custom AI modules, each with
474 their own instance data.
475 * The default AI type can be chosen at configure time. GNAPATCH#3666
476 * Some progress has been made on the 'threaded' AI variant. It is now
477 functional, but does not yet offer much advantage over the
478 'classic' AI. The only difference is that cities can make specific
479 requests of worker units. The 'threaded' AI is not included in
484 * (as of beta2) The Qt client is now substantially complete, and an
485 experimental Windows build is available. A Qt version of the
486 modpack installer is also available.
487 * The city map size in the city dialog now adapts to the ruleset.
488 This means that the city dialog in the SDL client is no longer
489 unusably small with the classic and similar rulesets. GNAPATCH#4389
490 * The client now only lists scenarios for "Start Scenario Game";
491 previously it could include ordinary save files that happened to be
492 on the scenario path. GNA#22209
493 * Client options to control whether tileset and soundset suggestions
494 made by the ruleset are automatically accepted. This allows clients
495 other than the Gtk clients to make use of these suggestions.
496 GNAPATCH#3599 GNAPATCH#3605
497 * (Gtk) The pregame nation selection dialog has been rewritten,
498 fixing many small bugs. GNAPATCH#4347
499 * (Gtk) The client can now optionally pop up help for a new
500 technology when it's acquired. GNAPATCH#3608
504 * The modpack installer now keeps track of versions of packages it
505 has previously installed. (It does not track changes made
506 manually.) GNAPATCH#3163
507 * A command-line tool for downloading modpacks, freeciv-mp-cli, has
508 been created for use on headless servers. GNAPATCH#4436
509 * The modpack installer can be built into multiple GUI flavored
510 executables simultaneously. As a result, the executables have been
512 * Modpacks can now have descriptions GNAPATCH#3645 and a 'subtype'
513 field (e.g. to distinguish iso/hex tilesets) GNAPATCH#4394.
517 * The icons for entertainers, scientists, and tax collectors now have
518 both male and female versions. GNAPATCH#4506
519 * The base building icons in Amplio2 are now small versions of the
520 bases themselves. GNAPATCH#4059
521 * Improve colors for global warming / nuclear winter progress
522 indicators. GNAPATCH#4827
523 * Made a few specialist icons available for custom rulesets (worker,
524 farmer, merchant). These are not used in the supplied rulesets.
529 * Updated French, Polish, Catalan, Russian, Korean, Scottish Gaelic,
530 British English, traditional Chinese, Spanish, and German
535 * A real thread implementation is now a hard requirement.
537 * The SDL client now requires SDL_gfx and SDL_ttf libraries. Copies
538 are no longer included with the Freeciv source. GNAPATCH#4088
540 * Clients other than the SDL client can now be built against
541 SDL2_mixer. GNAPATCH#4189
542 * (as of beta2) The build is now Clang-clean (with 3.3, 3.4, and
545 See doc/README.packaging for more information.
548 MAJOR CHANGES FROM 2.3.x to 2.4.0
549 ---------------------------------
551 (from <http://www.freeciv.org/wiki/NEWS-2.4.0>)
553 As is usual for major releases, 2.4 clients cannot interoperate with
554 pre-2.4 servers, and vice versa. Pre-2.4 savegames can however be
555 loaded into 2.4, and in most cases, the supplied rulesets have not
556 changed so much as to make it difficult to complete a game started with
563 * The maximum theoretical map size has increased from 128,000 to
564 2,048,000 tiles; the maximum linear map dimension has increased
565 from 512 to 32,768. GNA#18087
566 * If map generation fails (for instance the common failure to
567 allocate start positions), it is now retried with a different
568 random seed. GNAPATCH#2402
569 * A couple of new server settings have been added to customise
571 + 'revealmap' allows the map to be shown to all players at game
572 start, or to dead players. GNAPATCH#2379
573 + 'first_timeout' allows the first turn to have a different
574 timeout from subsequent turns. GNAPATCH#1967
578 * Player authentication has been revamped. Database access is now
579 mediated by a Lua script that can be customised by server
580 operators, and uses Luasql, enabling a variety of backends: MySQL
581 (the only backend supported previously), SQLite, and PostgreSQL.
582 See doc/README.fcdb for details. GNA#13643
583 + Support is included 'out of the box' for SQLite and MySQL
584 databases. SQLite uses a simple file as a database, and is
585 recommended as being entirely adequate for Freeciv
586 authentication and much less hassle to set up than MySQL.
587 + The Windows packages include SQLite support, so for the first
588 time, it's possible to use player authentication on Windows
589 without building the server yourself.
590 * The server now supports a 'delegation' feature similar to that in
591 Longturn, where one user can nominate another to temporarily take
592 over control of the game. This is controlled by the '/delegate'
593 server command. GNAPATCH#2121
594 * There is a new "map image" feature to save an overview map as an
595 image. This is a much expanded version of the previous --Ppm server
596 feature, which has been removed. Compared to --Ppm, the new feature
597 can distinguish units, cities, borders, terrain colors, hex tiles,
598 and more. Saving images can be triggered automatically (turn-based)
599 on the server, or on demand on the server or client. See the
600 '/mapimg' server command. GNAPATCH#1391
601 + A series of these images can be assembled into an animation to
602 replay the progress of the game. A shell script 'mapimg2anim'
603 is provided to help with this.
604 + PNG/GIF/JPEG output is only available if built against the
605 ImageMagick library; this is included in the Windows packages
607 * Player colors are now assigned centrally, and can be changed with
608 the '/playercolor' server command. There is a new server setting
609 'plrcolormode' that controls how colors are assigned, including a
610 mode where all players on a team have the same color. GNAPATCH#2062
611 + The set of default player colors in the supplied rulesets has
612 been reworked to enhance visibility of borders against
613 terrain, etc. GNA#19778
614 * The colors used to represent different terrain types on the minimap
615 have been reworked. GNAPATCH#2069
616 * The 'autosaves' setting gives finer control over when savegames are
617 generated. GNAPATCH#2536
618 + To disable autosaves entirely, instead of '/set saveturns 0',
619 it's now necessary to use a command like '/set autosaves ""'.
620 * The scripts 'ser' and 'civ' have been renamed to 'fcser' and
621 'fcgui' respectively. GNAPATCH#2830
622 * A Lua script can be read from a file with the '/lua file' command.
623 Direct Lua input is now via the '/lua cmd' command. GNAPATCH#2338
625 * New server option --Bind-meta to control which network interface
626 the metaserver connection is made from. GNA#14106
627 * The server can be built with support for .xz (LZMA) compression for
628 saved games, etc. See the 'compresstype' option. GNAPATCH#1810
629 * The freeciv-modpack utility supports more modpack types, more
630 options (see --help), and uses the Curl library for network access
631 so should be more robust.
632 * (as of beta2) The ranklog format has changed; it now includes
633 individual players' scores, and can be parsed more unambiguously.
638 * There is a new client, freeciv-gtk3, based on version 3 of the Gtk+
639 toolkit. This is fully playable and has largely identical UI and
640 functionality to freeciv-gtk2. Currently it is experimental;
641 however, it is expected that it will become the default client in
642 the next major release.
643 + The first time you run this client, it will copy any Gtk2
644 client settings you have set. Thereafter, Gtk2 and Gtk3
645 settings will remain separate.
646 + Known issue in beta1/beta2: when compiled against some
647 versions of Gtk3, there are assertion failures and crashes
648 associated with the unit selection dialog. This is believed
649 due to a Gtk bug (671939); however, it's been worked around in
650 the Freeciv code as of RC1. GNA#19846
651 * (In the code there is also the start of a Qt client. However, at
652 this point it is just a stub and is unlikely to be of interest.
653 Development will continue in 2.5.)
654 * A server spawned by the client now only listens on the local
655 network interface, so clients on other machines cannot connect to
656 it. This improves security for single-player games, but means that
657 a multiplayer game can no longer be hosted by the client; you must
658 start a separate server instead (see the FAQ). GNA#18530
659 * It's now possible to display a map overlay indicating which tiles
660 the currently selected unit can enter ("native" tiles), with the
661 Shift-Ctrl-N keyboard shortcut. GNA#13620
662 * The research speed in bulbs per turn is now available with other
663 research information from popups/tooltips on the main window.
665 * For rulesets where different nations have unique gameplay
666 attributes (different initial governments, techs, units, or
667 buildings), this information is now available when picking a nation
668 in the pregame, and in the online help. GNAPATCH#3066
669 * The client now displays the current stable version of Freeciv and
670 whether that's newer than the running version (this information
671 comes from the metaserver). GNAPATCH#2735
672 * (Gtk) The client now has a Lua scripting console. GNAPATCH#2515
673 + This is currently something of a proof of concept rather than
674 a finished feature, as a comprehensive API suitable for the
675 client-side has not been provided. Notably, there are not yet
676 any signals from which client-side scripts can be triggered.
677 + However, client scripts do have access to the client's view of
678 most of the same game data that server-side ruleset scripts do
679 (map, units, cities etc); see the Lua reference manual. This
680 should be sufficient for some useful work. For example, it
681 should in principle be possible to implement an on-demand
682 optimal trade route calculator with these facilities (although
684 * (Gtk) The unit selection dialog has been revamped to allow browsing
685 and selecting units by combinations of location and activity,
686 anywhere in the world. GNA#17236
687 * (Gtk) A bribe cost is now shown in the popup for units (for enemy
688 units, this is estimated). GNA#17489
692 * The orientation of units is now tracked, so tilesets can provide
693 different graphics for different unit orientations. GNAPATCH#2719
694 + A tileset making use of this, Cimpletoon, is included. It is
695 based on Amplio2 but has a full set of oriented unit sprites
696 for the default ruleset. GNAPATCH#2739
697 + Known issue in beta1: Cimpletoon did not have sprites for all
698 Fundamentalist units (it lacked Elephants and Crusaders), so
699 for rulesets with these units, it would use fallback sprites
700 (Chariot and Knights respectively). As of beta2, the tileset
701 is complete. GNA#19998
705 Changes affecting supplied rulesets
708 + The number of playable nations has increased from 385 to 539.
709 + Out of these, a subset of 50 "core" nations has been defined,
710 based mostly on nations that have appeared in the Civilization
711 series of games. For localised versions of Freeciv, these
712 nations are more likely to be translated than the remainder.
713 Players are initially presented with the core set, and it will
714 be used for random nation selection if no nations are
715 specifically selected; but players can still select nations
716 outside the core set, and if some do, then the full range of
717 supplied nations will be used for random selection of
718 remaining players. GNAPATCH#3449 GNAPATCH#3432
719 + The civ1 and civ2 rulesets now have their own separate nation
720 sets, more closely matching the original games. GNAPATCH#2243
721 * City center tiles now lose their automatic irrigation bonus if a
722 mine is built on them, since mines and irrigation cannot coexist on
724 + Similarly, in the supplied rulesets, cities on a tile with a
725 mine can no longer get a farmland bonus.
726 * The effect of veterancy on the cost of bribing a unit now depends
727 on veteran bonuses, not numeric veteran level; bribe costs for
728 veteran units have thus changed. GNA#19253
729 * When the 'barbarians' server setting is disabled, huts no longer
731 * When migration is enabled, citizens now consider the risk of plague
732 when deciding whether to migrate. GNA#17740
733 * In rulesets without tech upkeep enabled, if the bulb count goes
734 negative (for instance due to 'conquercost'), technologies are no
735 longer lost. This restores the behavior of previous versions of
737 * Diplomats and Spies now have special names for their veteran
738 levels, but behavior is unchanged from 2.3. GNA#19850
739 * In the default, multiplayer, and experimental rulesets, years are
740 displayed with CE/BCE rather than BC/AD notation. GNA#15090
741 * (as of beta2) The default map topology for new games has been
742 changed to isometric, to match the default Amplio2 tileset.
744 * (as of beta2) In the 'multiplayer' ruleset, the ability to build
745 buoys has been removed, as they do not work well with national
746 borders disabled (the default for this ruleset). It is expected
747 that they'll be re-enabled in a future major release. GNAPATCH#3541
748 * Changes to the 'experimental' ruleset:
749 + Citizen nationality is enabled; see below.
750 + Workers and Engineers can now gain veteran levels by working
751 the land; this in turn allows them to work faster.
752 GNAPATCH#2370 GNA#19818
753 + A Mech. Inf. unit can now carry up to three Missile units.
755 + Galleons can now carry Big Land units, and Frigates no longer
756 can. Old savegames are handled gracefully. GNAPATCH#2643
758 Changes and new features for rulesets/modpacks/scenarios
760 * New feature: optionally, the nationality of citizens can be
761 tracked. For instance, when you conquer a city, its citizens retain
762 their original nationality. Currently this affects the cost of
763 inciting cities and the chance of migration (if enabled); more
764 effects are planned for future versions. GNAPATCH#2265
765 * The veteran system has been reworked:
766 + Per-unit veteran levels have been generalised; all veteran
767 properties can now be set on a per-unit basis; previously, the
768 chances of moving between levels could not. This means that
769 different units can now usefully have different numbers of
770 veteran levels for the first time. GNAPATCH#2346
771 + Diplomatic combat and spy mission survival chances are now
772 derived directly from the 'power_fact' property of the veteran
773 level, rather than being based purely on the numeric veteran
775 + As noted above, the effect of veterancy on unit bribe costs
777 + The maximum number of veteran levels has doubled from 10 to
779 + Units with only a single veteran level, or which can't become
780 veteran, now do not have a veteran level displayed.
781 + Information about veteran levels is now included in the
782 on-line help. GNA#19851
783 * Recursive transports are now supported (up to a depth of 5).
785 * Two new tech_cost_styles: 3 with a new formula (early techs
786 slightly easier, later techs much harder), and 4 which is similar
787 to 2 (read from ruleset) but with the gaps filled with the new
788 formula. GNAPATCH#2396
789 * A new effect 'Irrig_Possible' and requirement range 'CAdjacent'
790 (cardinally adjacent) have been added. The requirement for oceans
791 or rivers for irrigation is thus no longer hardcoded and can be
792 modified. GNAPATCH#2450
793 * The 'CityTile' requirement now supports 'Adjacent' and 'CAdjacent'
794 ranges, so effects can be triggered for tiles next to a city.
796 * 'Surviving' requirements for wonders are now supported at Player
797 range as well as at World range. GNA#17463
798 * In ruleset definitions, specifying 'move_type' for a unit is now
799 optional; if not specified it will be inferred from the native
800 terrains/specials of the unit. GNA#13630 GNAPATCH#2991
801 * A ruleset can now specify a 'default_government' for all its
802 nations in nations.ruleset, rather than each nation being required
803 to specify its initial government individually. GNAPATCH#3031
804 + The supplied nations no longer include
805 init_government="Despotism", so they can be used in rulesets
806 which require a different initial government. GNAPATCH#3032
807 * The image used for a city in the client is now set by the effects
808 system (effect 'City_Image'), so it's no longer constrained to be a
809 simple function of city size. GNA#17110
810 + The experimental ruleset uses this to align city graphics with
812 * Tile labels are supported. These are text labels that are displayed
813 by all clients when they display a particular map tile. They can be
814 added to scenarios in the editor. GNAPATCH#2408
815 * The colors used for players, and for terrains on the minimap and
816 map images, are now specified by the ruleset on the server side,
817 rather than the tileset on the client side. GNAPATCH#2060
819 * In rulesets with tech_leakage enabled, dead players are no longer
820 taken into account in the calculation; so you cannot gain from
821 their knowledge, but equally a dead, ignorant player no longer
822 pushes up research costs. GNAPATCH#2956
823 * The behavior where the senate of representative governments is
824 bypassed has moved from the Any_Government to the No_Anarchy
826 * The 'min_dist_bw_cities' ruleset item has been retired; use the
827 'citymindist' option instead. GNAPATCH#2537
828 * Many changes to ruleset Lua scripting -- for full details see the
829 Lua reference manual. These are all backward compatible.
831 + Script-triggered climate change (GNAPATCH#2624) and civil war
833 + Scripts can now move existing units.
834 + A script can test whether tiles have a particular base.
836 + Script facilities for reading and manipulating unit
837 orientation. GNAPATCH#2823 GNAPATCH#2836
838 + Scripts can now read server settings. GNAPATCH#2955
839 * (as of beta2) An internal 64kbyte limit on string length has been
840 removed. Among other things, this allows longer Lua scripts in
845 * (as of beta2) The city governor logic has been reworked, fixing
846 various issues such as unexpected tax collectors in cities with
847 many buildings, and a need to set minimal gold surplus to a lower
848 target than expected. GNAPATCH#3620
849 * (as of beta2) The AI's workers/settlers, and human players'
850 autosettlers, will now automatically stop what they are doing and
851 go elsewhere if threatened by an enemy unit and there is no
852 defender on their tile. (Currently only threats from land units are
853 considered.) GNAPATCH#3384
854 * (as of beta2) Improvements to AI settler management:
855 + The AI now considers worker units' food consumption (e.g.
856 Settlers) to be less of a factor when deciding whether to
857 build such units, to encourage it to do so. GNAPATCH#3693
858 + Fix poor handling of rulesets containing boats which can only
859 carry a single unit. Previously, the AI would generate
860 settlers with the intention of sending them out on such boats,
861 but then refuse to do so due to lack of room for a bodyguard,
862 regardless of whether one was needed, often hurting expansion
863 and leaving useless settlers. Now it only insists on room for
864 a bodyguard if one is actually needed. GNA#19815
865 * Improvements to AI city defense:
866 + (as of beta2) Reduced the tendency of AI city defenders to be
867 lured out of their city by nearby targets even in the presence
868 of threats. GNA#20504
869 + (as of beta2) Cities in grave danger of invasion with no
870 defending units were tending to build City Walls, uselessly.
871 They will now prioritise acquiring a defender. GNA#20559
872 + (as of RC1) Reduced the weighting of the AI's assessment of
873 defence strength, so that it defends its own cities more
874 convincingly. (part of GNAPATCH#3960)
875 + (as of RC1) The AI now tends to keep a unit constantly
876 defending each of its cities even in the absence of an obvious
877 threat, rather than relying on being able to acquire one when
878 a threat appears. GNAPATCH#3958
879 * (as of beta2) Improvements to AI caravan management:
880 + Caravans in transit are now taken into account when a city is
881 deciding whether to build more caravans. Previously, a city
882 could end up building endless caravans if existing ones did
883 not complete their trade route. GNAPATCH#3529
884 * (as of RC1) The AI's new weighting of defence strength assessment
885 means that it is less fearful of its enemy's defenders when
886 attacking their cities. (part of GNAPATCH#3960)
887 * The AI's management of its tax rates has been reworked to be more
888 sophisticated; notably, it now takes tech upkeep into account. It
889 also considers tech upkeep when determining the value of a tech.
891 * AI planning for new cities has been improved slightly. GNA#19449
892 * Autosettler planning for building railroads (GNAPATCH#2885,
893 GNA#19560) and farmland (GNAPATCH#2889) has been improved. (Note
894 that the latter is still only triggered by the existence of a
895 Supermarket, so the AI still does not benefit, due to a
896 chicken-and-egg situation.)
897 * The extensive reworking of the AI code (see #Development), while
898 not intended to introduce any functional changes (and extensively
899 tested for this), may have changed behavior in some rare cases.
903 * New Indonesian translation.
904 * (as of beta2) New Traditional Chinese translation.
905 * Updated translations: Bulgarian, Catalan, Spanish, Scottish Gaelic,
906 Korean, Polish, Dutch, Irish, French, German, Finnish, and British
911 * The AI code has been heavily refactored, with a view to making it
912 easier for people to start their own projects to write better
914 + There's now a concept of AI type; different players can have
915 different AIs. The type can be specified to the server /create
916 command and the Lua function edit.create_player().
917 + The server can be built to accept dynamically loadable AI
918 modules with the --enable-aimodules option to configure. A
919 module is loaded by starting the server with the --LoadAI
921 + Alternatively, a fixed set of modules can be compiled in with
923 + In addition to the 'classic' AI, the standard Freeciv package
924 ships with the 'stub' and 'threaded' AIs. These are both dummy
925 templates for development and do not work as shipped. They are
926 enabled with the configure option
927 --enable-aimodules=experimental.
928 + See doc/README.AI_modules for some more information.
932 * There is now a hard dependency on libcurl for HTTP access. This is
933 used for metaserver communication and for freeciv-modpack.
934 GNAPATCH#2320 GNAPATCH#2376
935 * Efforts have been made to make the codebase compile without
936 warnings with GCC 4.6 and (as of beta2) 4.7.
937 * Use of some GNU make extensions has been removed from the build
938 system, so it may now be possible to build with a POSIX 'make'.
940 * freeciv-modpack can be built against either gtk2 or gtk3.
942 * The configure option --enable-sys-lua allows use of a system-wide
943 copy of Lua instead of the one shipped with Freeciv. GNAPATCH#2747
945 See doc/README.packaging for more information.
948 MAJOR CHANGES FROM 2.2.x to 2.3.0
949 ---------------------------------
951 (from <http://www.freeciv.org/wiki/NEWS-2.3.0>)
953 As well as many new features, many features from Longturn and some from
954 Warclient have been merged into the main codebase for this release.
956 A new program has been added to the Freeciv suite: 'freeciv-modpack'.
957 This makes it easier to download and install add-ons ('modpacks':
958 rulesets, tilesets, etc) to the right place; you can enter a URL,
959 choose an add-on from the list, and the tool will install it to the
960 correct place for this version of Freeciv to use it. Modpack authors
961 should see this page for details of how to publish modpacks for
962 installation by this program. GNAPATCH#1822
964 As is usual for major releases, 2.3 clients cannot interoperate with
965 pre-2.3 servers, and vice versa. Pre-2.3 savegames can however be
966 loaded into 2.3, and in most cases, the supplied rulesets have not
967 changed so much as to make it difficult to complete a game started with
974 * Various limits have been lifted, including:
975 + Maximum number of simultaneous players increased from 30 to
978 o Maximum map size increased from 30,000 to 128,000 tiles;
979 maximum linear map dimensions increased from 254 to 512
981 o Minimum map size reduced to 16x16(!) GNA#17031
982 + Allow goto paths that take more than 99 turns GNA#16792
983 * There are now more ways of specifying the map size. Instead of
984 specifying the size in thousands of tiles (via the 'size' option),
985 you can specify the number of tiles per player ('tilesperplayer'),
986 or the exact X and Y sizes ('xsize' and 'ysize'). The method is
987 selected with the 'mapsize' option. GNAPATCH#1720
988 * A number of new server settings have been added to customise
990 + 'killunhomed': units without a home city (such as starting
991 units) can be configured to lose hitpoints each turn until
992 they die. GNAPATCH#1501
993 + 'unreachableprotects' controls whether 'unreachable' units
994 (such as Bombers) protect the whole stack on their tile as in
995 previous versions. If this is unset, a mixed stack is
996 vulnerable to attack (including normally-unreachable units).
998 + 'unitwaittime' allows a minimum time to be enforced between
999 actions of a given unit on successive turns, to mitigate the
1000 'double-move problem'. GNAPATCH#1500
1001 + 'restrictinfra' allows enemy use of infrastructure such as
1002 roads and rails to be restricted. GNAPATCH#1266
1003 + 'airliftingstyle' allows airlifts between allied cities, and
1004 unlimited airlifts per turn. GNAPATCH#1189
1005 + 'techlost_recv'/'techlost_donor' allow introduction of a risk
1006 of technology loss when technologies are transferred between
1007 civilizations (via diplomacy, espionage, conquest etc).
1009 + 'trading_tech'/'trading_gold'/'trading_city' allow certain
1010 types of diplomatic agreements to be selectively disabled.
1011 GNAPATCH#1504, GNAPATCH#1506
1012 + 'globalwarming'/'nuclearwinter' allow these global
1013 catastrophes to be disabled. GNAPATCH#1505
1014 + 'team_pooled_research' allows pooled research to be disabled.
1016 + 'alliedvictory': all players in an alliance can share victory.
1017 This new behaviour is enabled by default. GNA#14278
1018 * (as of rc1) Changes to the 'timeout' setting now always have
1019 immediate effect, as in 2.0.x; previously, changes between non-zero
1020 values would not take effect until the next turn. GNA#18079
1021 * Improvements to observing:
1022 + The demographic report is now available to global observers.
1024 + Global observers can now view the city report (it shows cities
1025 from all nations). GNA#16699 GNAPATCH#2571
1026 + Global observers can now access the buildable target list in
1027 the city dialog. GNA#16487
1028 * The number of units built, killed, etc now contributes to the final
1029 score, and appears in the endgame report. GNAPATCH#1870
1030 * Changing a unit's activity is now more forgiving: if you
1031 accidentally stop an activity such as irrigation, but restart it
1032 without doing anything else, progress is no longer lost. GNA#15510
1036 * Settings configuration on the client and server has been reworked.
1037 The most notable change is that enumerated and bitwise options are
1038 now set with strings instead of numbers (for instance, '/set
1039 barbarians hordes' instead of 4, '/set topology wrapx|wrapy'
1040 instead of 3). GNAPATCH#1301
1041 * The FREECIV_PATH environment variable can be overridden by three
1042 new variables: FREECIV_DATA_PATH, FREECIV_SAVE_PATH, and
1043 FREECIV_SCENARIO_PATH. GNA#14624
1044 * Add-ons are now loaded from a sub-path ~/.freeciv/<version>/ (e.g.,
1045 ~/.freeciv/2.3/), since they tend to be specific to a version of
1047 * Servers send more information to the metaserver:
1048 + The 'timeout' and 'aifill' options (GNAPATCH#2092);
1049 + (as of beta2) the number of human players (as opposed to AIs)
1050 (GNAPATCH#2312); as of beta3 this is displayed in the client
1052 * New server command '/kick' and associated option 'kicktime' to lock
1053 out troublesome users. GNA#16933
1054 * New server commands '/ignore', '/unignore', and '/list ignored
1055 users', allowing players to suppress chat messages from specific
1056 users. GNAPATCH#1910
1057 * The '/create' command can now create a new player even in a running
1059 * New command '/lua' to execute a line of Lua script on the server
1060 command line. GNA#15644
1061 * More options have been added to the '/reset' command. GNAPATCH#1284
1062 * The name of the scorelog file is configurable with the new
1063 'scorefile' option. GNAPATCH#1750
1064 * The current ruleset can be shown by '/show rulesetdir' instead of
1065 '/rulesetdir' (this allows less privileged users to do so).
1067 * Observers can see the current votes in progress with the new
1068 command '/list votes'. GNA#16635
1069 * The server uses a new format for savegames. It can load savegames
1070 generated by old versions of Freeciv, but old versions will not be
1071 able to load new savegames. GNAPATCH#1541
1072 + Support has been added for future versions of Freeciv to save
1073 backward-compatible savegames (back to 2.3.0) via the
1074 'saveversion' server option.
1078 * Various report screens have been reworked so as not to redraw and
1079 lose their selections after a few seconds. GNA#16439
1080 * The total revenue from trade routes is now visible in the city
1082 * The chat log file name is now configurable. GNAPATCH#1749
1083 * (GTK) Some rework of the pregame connection screen and menus
1084 (GNA#16685). Buttons on this screen now adapt to selected
1085 player/user (GNA#15300).
1086 * (GTK) Tab completion of user and player names on the chatline.
1088 * (GTK) The goto/airlift dialog now shows which nation each city
1089 belongs to, and more detail on airlift capacity. GNA#15313
1091 * The research report is now updated when tax rates or city science
1092 output change. GNA#16776
1093 * (as of beta2) Improve handling of (non-default) rulesets which
1094 restrict reachability of technologies (via root_req in the ruleset)
1095 in the science report. You can now choose whether unreachable
1096 technologies are displayed. GNA#16852, GNA#16855, etc
1097 * (as of beta2) (Xaw) The Take Player command is implemented.
1099 * (as of rc1) In 2.2.x, the "Sell Obsolete" button in the Economy
1100 report could never be pressed. It has been renamed to "Sell
1101 Redundant", and now lets 'redundant' buildings be sold en masse
1102 (redundant buildings are those whose effects are entirely
1103 superseded by another, for which you may still be paying upkeep --
1104 for instance, Power Plants are redundant in cities with a
1105 Hydro/Nuclear/Solar Plants). In the Gtk client, the "Obsolete"
1106 column in the Economy report has been replaced with a "Redundant"
1107 column showing how many of each building in your empire are
1108 redundant. GNA#17937
1112 Changes affecting supplied rulesets
1114 * Two new rulesets are included in the distribution:
1115 + multiplayer: a ruleset based on the default but tuned for
1116 multiplayer games, based on Madeline Book's "rewonder" ruleset
1118 + experimental: a ruleset showcasing new features of the Freeciv
1119 "engine", without strict regard for game balance and
1120 playability. It enables some of the new features mentioned
1121 below, such as variable city radii.
1122 * More than doubled the number of playable nations (from 185 to 385).
1123 Many improvements to existing nations, such as using native
1124 spellings for cities and leaders.
1125 * The interaction of promotions and diplomat-vs-diplomat contests has
1127 + Attacking diplomats can now gain experience; previously, only
1128 defending diplomats gained experience. GNA#17265
1129 + The effect of veterancy on the outcome of these contests has
1130 been reduced; it can change the odds by at most 20%
1131 (previously, elite diplomats could become practically
1132 invincible). GNA#17264
1133 * The terrain effects of global warming and nuclear winter are now
1134 more severe: land can be lost to ocean (and vice versa), and
1135 glaciers can melt. GNA#17105
1136 * If migration occurs, citizens take half the food in the granary
1137 with them. GNAPATCH#1232
1138 * (as of rc1) In rulesets with Fundamentalism, it now has a happiness
1139 penalty for empire size (as it did in 2.0.x). GNA#18133
1140 * (as of rc2) The civ2 ruleset now uses a restricted set of 25
1141 nations, to better resemble the original game. Loading civ2
1142 savegames from older versions of Freeciv may cause nations to be
1143 reassigned; it will not be possible to load a civ2 savegame with
1144 more than 23 (non-barbarian) players. GNA#18419
1146 New features for ruleset/modpack/scenario authors
1148 These features have been added to the Freeciv "engine", but aren't
1149 enabled in standard rulesets (except the experimental ruleset, in some
1151 * Variable city radius: the circle of tiles able to be worked by a
1152 city is no longer fixed but can vary (radii from 1 to 5 possible)
1153 depending on requirements defined by the ruleset. GNAPATCH#1235
1154 + Accordingly, the maximum value for the 'citymindist' server
1155 option has been increased from 5 to 9. GNAPATCH#2262
1156 * Build slots: in ruleset-defined circumstances, cities with large
1157 production surpluses can now produce more than one of a given type
1158 of unit per turn. GNAPATCH#1234
1159 * Tech upkeep: rulesets can cause some research output to be diverted
1160 to maintaining expertise in existing technology rather than
1161 discovering new technology, with the risk of losing advances if the
1162 upkeep is not met (similar to gold upkeep for city improvements).
1164 * Rulesets can define units that can be converted into another type
1165 of unit on the player's command. GNA#13890
1166 * Rulesets can define "Capturable" units that can be captured by
1167 certain other "Capturer" units. (There is an associated server
1168 option 'homecaughtunits'.) GNAPATCH#1851
1169 * Rulesets can suggest or mandate server settings. GNA#13873,
1171 * A start position in a scenario can now be restricted to a set of
1172 nations rather than a single nation. The built-in editor now
1173 supports editing this set. GNA#13803
1174 * Various improvements to Lua scripting. See Events Reference Manual
1175 for some more detail.
1179 * New default tileset with redrawn terrain graphics: "Amplio 2". The
1180 original Amplio tileset is available for 2.3 as an add-on (it can
1181 be found with the freeciv-modpack utility). GNAPATCH#1777
1182 * Larger versions of flags and shields are now included in the
1183 Freeciv distribution for use by larger tilesets; they are used in
1184 Amplio2 (as of beta4). GNAPATCH#2202
1188 * (as of rc2) New Scottish Gaelic localization (complete).
1189 * (as of beta3) New Irish Gaelic localization (not yet complete:
1191 * Updated translations:
1192 + Complete translations: Polish, French, Spanish, Catalan, and
1194 + Incomplete translations: Danish (95.8%), Finnish (85%),
1195 Ukrainian (81%), Italian (74%), Japanese (70%), Brazilian
1196 Portuguese (70%), Russian (69%), Swedish (60%), Lithuanian
1197 (43%), and Simplified Chinese (40%).
1201 * There are some regressions in the SDL client relative to 2.2.x:
1202 + The city dialog has not been redesigned to accommodate the
1203 larger city map required by variable city radius support. As a
1204 result, the city map display is scaled down and difficult to
1206 + Not all setting types can now be modified; bitwise and color
1207 settings are not yet supported. GNAPATCH#1631 GNAPATCH#1957
1210 MAJOR CHANGES from 2.1.x to 2.2.0
1211 ---------------------------------
1213 (from <http://www.freeciv.org/wiki/NEWS-2.2.0>)
1216 * Expanded ruleset format:
1219 + Movement restrictions
1221 o Can limit which terrains a unit can enter
1224 o Which units another unit can transport
1231 * Changes to gameplay with default ruleset:
1234 o Deep Ocean (as Ocean but no specials and cannot be
1236 o Lake (as Ocean but no Whales special; inland water below
1237 a certain size is generated as Lake)
1238 + Triremes are not restricted to tiles next to land, but to
1239 (shallow) Ocean tiles; they now cannot even attempt to enter
1241 + Triremes no longer get the +1 movement bonus from Nuclear
1242 Power that other sea units get
1243 + Triremes and Carriers can no longer attack land units
1244 + Submarine attack strength reduced from 15 to 12 (to make it
1245 easier to defend against them with escorts)
1246 + New base type buoy, which can be built by Engineers on water
1247 tiles with the Radio advance, and gives vision.
1248 + Ruins (left behind by destroyed cities, no effect on gameplay
1250 + New advance Environmentalism and Solar Plant improvement,
1251 which can eliminate pollution from production
1252 + Trade route value now depends on size of cities, not on trade
1254 + New national borders system
1255 + Coastal Defense now available earlier (requires Gunpowder
1256 instead of Metallurgy)
1257 + No restrictions on specialists in small cities
1258 + Terrain within working range of a city can no longer remain
1260 + Units in fortresses now regain 25% HP per turn (as in 2.0.x)
1264 * AI difficulty level: Cheating
1265 * New server options:
1267 + foggedborders: visibility of borders is subject to fog of war
1268 + borders gains new modes where player can see all tiles inside
1269 borders, and borders extend to unknown tiles revealing them
1270 + endspaceship controls whether spaceship reaching Alpha Cen
1272 + trademindist controls the minimum distance for trade routes
1274 + Times now specified in turns instead of years (endyear becomes
1275 endturn, onsetbarbs expressed in turns)
1276 + simultaneousphases renamed to phasemode and gains new options
1278 * Client interface changes:
1280 + Menus and shortcut keys revamped; notable changes include:
1281 o Connect with Road/Rail/Irrigation changes from
1282 Ctrl+Shift+R/L/I to Shift+R/L/I
1283 o City Report: F1 to F4
1284 o Go/Airlift to City: Shift+L to T
1285 o Wake up Others (Shift+W) becomes Unsentry all on tile
1287 o Orders menu split into Select, Unit, Work, and Combat;
1288 Reports becomes Civilization
1290 * Scripting improvements
1291 * Event cache: messages from the last few turns can be replayed to
1292 clients on connection and saved in savegames
1293 * Featured text in Gtk client, including colour coding and clickable
1294 links to mentioned cities/units/tiles
1300 WHAT'S CHANGED SINCE 2.0.7
1301 - Significantly improved features for modmakers.
1302 - New default tileset: Amplio.
1303 - New city tab on main map.
1305 - Added lua as scripting language. New tutorial scenario.
1306 - Many new nations, flags and nation information and options.
1307 - New /surrender command to yield in multiplayer games.
1308 - Score now shown in player dialog.
1309 - Reputation removed from the game.
1310 - New borders rules. Borders are static, fortresses expand borders
1311 and cities expand more borders with city size growth.
1312 - New diplomacy rules. Neutral state replaced with Armistice. You
1313 now start in War state, and cannot cross borders with military
1314 units except in War or Alliance states.
1315 - GTK+ 1.2 client removed.
1316 - Votes need over 50% of votes to pass. Voting is now only during game.
1317 - First player to join becomes game organizer and sets all options.
1318 - Many AI changes. Improved AI diplomacy.
1319 - Palace has a production bonus of +75% under Despotism and +50%
1321 - New animated cursors.
1322 - Support for GGZ Gaming Zone.
1323 - Multiple units may be moved at once as a battlegroup.
1324 - As usual, tons of changes under the hood.
1326 WHAT'S CHANGED SINCE 1.14.2
1327 - Research cost has doubled, effects of science buildings doubled. SETI
1328 now improves Research Labs instead of giving free Research Labs to every
1329 city. Isaac Newton's College now improves all the player's universities.
1330 - New units: AWACS and Workers.
1331 - New option: national borders. Units inside your borders do not cause
1332 unhappiness under Republic and Democracy.
1333 - It is no longer possible for one player to be in alliance with a player
1334 who is at war with another player you are allied with.
1335 - The Civ2 ruleset now has waste. Default ruleset does not.
1336 - Incite costs changed, now cities closer to capital, with units and with
1337 buildings have much higher incite cost.
1338 - Killing a defending diplomat now costs you 1 movement point.
1339 - Units now have multiple, configurable veteran levels.
1340 - Team mates now pool their research. You may opt out and research
1341 individually by cancelling the 'Team' treaty.
1342 - Server has voting on commands and options. You need over 50% of votes.
1343 - When moving a unit from a transport on an ocean tile to a land tile,
1344 you lose all movement points.
1345 - You can specify a list of players that you would like to share victory
1346 with, using the 'endgame' command.
1347 - Nations added: Swiss, Afghanistan, Ethiopian, Assyrian, Columbian,
1348 Elvish, Galician, Hobbits, Indonesian, Kampuchean, Malaysian, Martian,
1349 Nigerian, Quebecois, Sumerian, Taiwanese, Austrian, Belgian, Phoenician
1351 - New wonder: The Eiffel Tower. Makes AIs love you and improves reputation.
1352 - The building requirements of several buildings have been changed.
1353 - The whale special is reduced to 2 food, 1 shield and 2 trade.
1354 - Settlers / Workers / Engineers can never get veterancy.
1355 - Trireme's high sea loss now considers veterancy level (green 50%,
1356 veteran 25%, hardened 5%, elite 0%) before being divided by 2 if you
1357 have Seafaring or 4 when you reach Navigation (previously only fixed
1358 at 50% before being divided).
1359 - Glacier terrain is now unsafe for land units (15% chance per turn of
1360 being lost). Also doesn't count as coastline for Trireme safety or Fish
1361 and Whale generation. Roads/railroads can be built but all units (worker
1362 too) get 15% chance per turn of being lost any way!
1363 - King Richard's Crusade is now made obsolete by Robotics (previously
1365 - Fixed tech costs based on the number of prerequisites of the tech
1367 - Nations have preferred nations to fork off when civil war occurs.
1368 - AI is much improved, and does not use 'double-move' any more.
1369 - AI now conducts diplomacy with you (and against you).
1370 - New difficulty level: Novice. It severely handicaps the AI players.
1371 - Smarter autoexplorer and autosettler code.
1372 - Modpack options vastly improved: You can customize buildings,
1373 add buildings as requirements to units, restrict technologies to certain
1374 nations, have split technology trees, gold upkeep for units, new units
1375 and terrain flags and lots of other options. (This is still done by
1376 editing configuration files with a text editor.)
1377 - Fewer popups (eg choose the new government from the menu directly)
1378 - Alternative map topologies, e.g., real support for isometric and
1379 hexagonal maps and "donut" map wrapping.
1380 - Incomplete support for drawing civ3 graphics. See the civ3gfx tileset.
1381 - Global observer can observe the entire game.
1382 - New method of settings map dimensions: Just use 'size'.
1383 - Modified map generators.
1384 - Initial units can be selected with a server option.
1385 - 'Home' key centers on your capital.
1386 - Drag and drop goto.
1387 - Player authentication with optional passwords.
1388 - You can start the server and set server options from the client.
1389 - You can meet with other players for 20 turns after your units have last
1390 met, and you can exchange embassies when meeting.
1391 - You can bind the server to a given IP on multihomed hosts.
1392 - New client dialog which uses multicast to find servers on your LAN.
1393 - Compress network traffic and send only a delta (diff) of the data.
1394 - GTK2 client can now run in fullscreen mode.
1395 - GTK2 is now the default client (the code base also features fully
1396 functional GTK1, Xaw and native Win32 clients).
1397 - Convert charsets as they are sent between client and server. All data
1398 files are now in UTF-8.
1399 - New (and incompatible) metaserver.
1400 - New ALSA sound plugin.
1401 - The s(entry) command no longer doubles as a means to put units on
1402 boats - use the new l(oad) command instead.
1403 - Many more (smaller) changes, and massive changes under the hood.
1405 WHAT'S CHANGED SINCE 1.13.0
1406 - Unique city names, you no longer can name your cities the same,
1407 and you can enforce unique city names globally (optional).
1408 - A new map generator (generator 5) which creates pretty fractal
1410 - You can load savegames from the server prompt.
1411 - You can save client commandline defaults.
1412 - Specialists are taken from content citizens first, instead of from
1413 unhappy citizens first. This makes it more difficult to quell unrest
1414 using taxmen and scientists.
1415 - You now start with no technologies by default, and angry citizens
1416 are enabled by default, although they will rarely make an apperance.
1417 - The algorithm used for calculating the effects of tax settings has
1418 been changed. It is now no longer possible to get 100% effect from
1419 60% choice of tax goal.
1420 - A new, historically more correct version of the rulesets included.
1421 - There is an option to require several turns of rapture/celebration
1422 before it takes effect. See "show rapturedelay" in server.
1423 - The sequence of some end of turn activities have been regrouped.
1424 - Several AI improvements. It should now build and buy units and
1425 buildings slightly more intelligently.
1426 - Many internal code improvements that will lead to more features
1428 - /fix and /unfix commands to stop modifications after game has
1430 - The server commands "rulesout", "log", "freestyle" and "crash"
1431 have been removed, while "rfcstyle" now toggles between rfcstyle
1433 - civ2 ruleset now more accurately reflects civ2 deity level defaults.
1434 - A truly massive amount of bugfixes.
1436 WHAT'S CHANGED SINCE 1.12.0
1438 - Citizen Management Agent (CMA) allows you to automate workers
1439 and specialists in cities.
1440 - Sound support has been added.
1441 - The new "isotrident" tileset has been made the default. The
1442 "hires" and "engels" tilesets have been taken out of the
1443 distribution but can be downloaded from the web page.
1444 - New city dialog in the gtk client.
1445 - Windows version of the client. It has improved connection
1446 dialog and supports loading and saving from the client.
1447 - GTK 2.0 version of the client.
1448 - The client will try to suggest names for your cities that
1449 correspond with what they mean.
1450 - Improved players dialog shows sortable and colored information,
1451 including the players' flags.
1452 - Server no longer takes the --server command line option,
1453 instead you can use the --info option to set the metaserver
1454 announcement text to whatever you like. The -a option when given
1455 to the client skips the connection dialog entirely.
1456 - A "wall" server command added which gives message to all players.
1457 - A new flexible timeout set through "timeoutinc" server option.
1458 - Leftover research bulbs will carry over to next advance.
1459 - Trade routes are more effective.
1460 - Units attacking ships in cities double their firepower, while
1461 defenders get only 1 firepower.
1462 - Helicopters defending against air units get 50% penalty, and
1463 have their firepower reduced to 1 against fighter units.
1464 - You can build city walls even though you have Great Wall wonder.
1465 - The Communism government's food cost in default ruleset has
1466 been changed to 1, while it has been changed to 2 for the Civ2
1468 - Stealth fighter and bomber now really are stealthy, and are
1469 partially invisible just like subs. Also, stealth bombers have
1470 increased their attack strength from 14 to 18.
1471 - Civ2 ruleset now has Fundamentalism.
1472 - Improved modpack abilities: The caravan ability has been split.
1473 New ways to calculate technology costs. Better documentation.
1474 Rulesets can specify starting techs. You can have more than one
1475 bonus tech. Split settler abilities. Buildings ruleset syntax
1476 has been significantly extended, but effects do not work yet.
1477 - Server option "tinyisles" allow 1x1 size islands and
1478 "separatepoles" allow continents connected to the poles
1479 - "citymindist" specify minimum distance between cities, while
1480 "notradesize" and "fulltradesize" regulate the trade generated
1482 - You can turn on angry citizens with "angrycitizens" option.
1483 - Fortresses may give you extended vision. See watchtower options.
1484 - If you lose your palace, you get a new one for free in a
1485 randomly chosen city. This behaviour can be turned off with the
1486 server option "savepalace".
1487 - Rulesets are now loaded from inside the server through the
1488 "rulesetdir" command.
1489 - The limit on the number of nations that can be included with
1490 Freeciv has been removed.
1491 - The format of the isometric tileset spec-files has changed.
1492 - The map and ai code has been cleaned up significantly.
1493 - Translations improved. Added better support for plural forms.
1494 - Several bugs squished and a lot of work done under the hood.
1495 - For an overview of the remaining bugs please visit doc/BUGS.
1497 WHAT'S CHANGED SINCE 1.11.4
1499 - Internationalization extended. Still needs improvement.
1500 Current localizations: de en_GB es fr hu it ja nl no pl pt pt_BR
1502 - Isometric view in gtk and amiga clients using the mostly civ2-
1503 compatible HiRes tileset. This is on by default, but the old non-
1504 isometric tiles are still available by giving a --tiles argument to
1505 the client, fx "civclient --tiles trident".
1506 - While planning a goto (after hitting "g") a line will be displayed
1507 showing the route from the selected unit to the mouse pointer.
1508 Hitting "g" will insert a waypoint at the mouse pointer.
1509 - The server now has readline completion. This works at all levels,
1510 fx "cu<TAB>" completes to "cut", and if there exist a player named
1511 "paulz" "cut pau<TAB>" will complete to "cut paulz".
1512 - Players can agree to give shared vision, which means that you
1513 automatically see everything the other player sees.
1514 - Layer view menu items allow you to only display some map info on the
1515 main map. Fx you can choose to not show roads.
1516 - The server will ping all connected clients and cut off those too slow
1518 - Smarter placing of partisans.
1519 - The server no longer automatically starts when the maximum number of
1520 players have been reached.
1521 - If commandlevels are used and the controlling player disconnects a
1522 connected player can assume the "first" level with the "/firstlevel"
1524 - "Restrictions and Limitations" section added to the README.ruleset
1525 - Caravans, diplomats and spies can move into allied cities.
1526 - Elephants, Crusaders and Fanatics activated in civ 2 ruleset.
1527 - The size of the city foodbox is now controlled by the ruleset
1528 variables "granary_food_ini" and "granary_food_inc".
1529 - Limit on number of improvement types in rulesets removed.
1530 - Capitalization is available from the start of the game in the default
1531 ruleset. (renamed coinage)
1532 - Cities can have 0 trade. (used to be at least 1)
1533 - Settlers can only be added to cities less than size 8, as in civ 2.
1534 - If you paradrop a unit into unknown terrain and the terrain contains
1535 an enemy unit the paradropping unit is lost. If you drop into terrain
1536 you thought was land, but which has changed to water, the unit is
1538 - diplomats/spies can't take action from a ship.
1539 - Refueling air units at turn update will refuel units with only 1 fuel
1540 first. Secundary criteria is unit cost.
1541 - Trireme loss percentage depends upon known technologies.
1542 - Leonardo's workshop will upgrade a random unit each turn, and not
1544 - Allied cities count as friendly when determining whether a unit is
1545 being agressive. (gives unhappyness under some govs.)
1546 - Deserts are created primarily 15 to 35 degrees off the equator.
1547 - Only arctic tiles generated at poles.
1548 - The server will report when a new government becomes available.
1549 - Changed wording of message "famine feared" to "famine occurred". New
1550 "famine feared" message just before food runs out.
1551 - "wonder soon build" message when another player is about to complete
1553 - Players are notified when one of their wonders has become obsolete.
1554 - In the players dialog it is now reported which nations have an
1555 embassy with you. Your embassies are also listed.
1556 - Wonders being built are listed in the "wonders of the world" popup.
1557 - Server "save" command saves to <auto-save name prefix><year>m.sav[.gz]
1558 if it is not given any arguments.
1559 - "quitidle" server commandline option makes server quit if there has
1560 been no connected players for the specified amount of time.
1561 - When turning on the autotoggle option existing human nations without
1562 a connected player will be put on AI.
1563 - Server doesn't block as long when writing to a slow host, controlled
1564 by variables "tcptimeout" and "netwait".
1565 - "savename" server variable controls the prefix of autosaves.
1566 - "allowconnect" server variable lets you control which types of
1567 players (new players; human players; AI players; dead players;
1568 barbarian players) can connect.
1569 - More nations added.
1570 - New maps in data/scenario: british-isles-80x76-v2.51.sav,
1571 iberian-peninsula-136x100-v0.9.sav,
1572 hagworld-120x60-v1.2.sav (earth map).
1573 - Amiga internationalization/localization.
1574 - Amiga client: history added to chatline.
1575 - Lots of bug fixes and code cleanups.
1577 WHAT'S CHANGED SINCE 1.11.0:
1579 - Readline support added to the server.
1580 - May now disperse initial units over specified area. See "dispersion"
1582 - May now arrange for first client to connect to have a higher cmdlevel
1583 than the following clients. See "cmdlevel" server option.
1584 - Save files now transparently (un)compressed when (loaded) saved.
1585 - Now requires a minimum number of ocean tiles to be adjacent to a land
1586 tile wished to be transformed into ocean. Default is 1.
1587 - Added Nuclear Fallout. Industrialization and population still
1588 generate Pollution. Dropping a Nuke generates Nuclear Fallout, which
1589 is distinct from Pollution. There is a new command to clean Fallout
1590 vs. cleaning Pollution. Fallout contributes to Nuclear Winter --
1591 which also changes terrain, but tends to Desert, Tundra and Glacier.
1592 Added a new "cooling" icon to the info area to indicate the progress
1593 towards Nuclear Winter, and also an icon for Fallout on the main map.
1594 AIs are now more aggressive at cleaning up Pollution, but not Fallout.
1595 - Ported to OpenVMS.
1596 - Moved most of the dependencies on the "civstyle" server option to
1597 separate values in game.ruleset files.
1598 - Fixed bugs in "turns to build" displays.
1599 - Fixed bug whereby Diplomat/Spy investigations of cities did not
1600 reveal the correct supported and present unit lists.
1601 - Fixed multiple bugs in go-to code.
1602 - Fixed bug where starting a revolution, saving the game and restarting
1603 the server would allow switching governments without anarchy.
1604 - Fix bug that you could paradrop into cities you were at war with even
1605 if they contained enemy units.
1607 WHAT'S CHANGED SINCE 1.10.0:
1609 - Internationalization extended. Still needs improvement.
1610 Current localizations: de en_GB es fr hu ja nl no pl pt pt_BR ru.
1611 - Added full Fog of War. Controlled by "fogofwar" server option.
1612 - Added explicit Diplomatic States between civilizations: war, neutral,
1613 no-contact, cease-fire peace and alliance.
1614 - Allow terrain changes to/from land/ocean. Default ruleset allows
1615 Engineers to Transform Swamp to Ocean and Ocean to Swamp. Also
1616 allows Forest to be Mined into Swamp.
1617 - Increased maximum number of players to 30.
1618 - Fortifying now takes a turn to complete (like Civ1/2).
1619 - Added correct Civ2 style of Apollo wonder (shows entire map, rather
1620 than just cities). Selected by "civstyle" server option.
1621 - Aggressive sea units no longer cause unhappiness when in a city.
1622 - Added Civ2 rule that firepower is reduced to 1 for both the defender
1623 and the attacker when a ship bombards a land unit.
1624 - When changing current research, if user changes back to what was being
1625 researched, the penalty is not applied (you keep all your bulbs).
1626 - Added pop-up of more details when clicking on info box in GTK+ client.
1627 - Improved the global warming danger indicator.
1628 - Added warning of incipient city growth.
1629 - The server "remove <player>" command is no longer available after the
1631 - Added "fixedlength" server option to make all turns exactly "timeout"
1633 - The "timeout" time may be much longer (up to a day).
1634 - Added goto for air units. If destination is beyond range, they will
1635 stop in cities/airfields/etc. to get there.
1636 - May now select a unit by clicking on the unit pile display on the left.
1637 - Diplomats/Spies moving by goto now do pop-up the Diplomat/Spy command
1638 dialog when they reach a city.
1639 - Improved goto algorithm and implementation.
1640 - Help dialog displays which buildings an advance will obsolete.
1641 - Optionally show city food/shields/trade productions on main map.
1642 - Added server option "autotoggle", which toggles AI status on and off
1643 as players connect and disconnect.
1644 - Allow Hoover Dam to be built anywhere, to conform to Civ2.
1645 - Show turns per advance in Science Advisor dialog.
1646 - Improved map and unit movement drawing code.
1647 - Added "End Turn when done moving" local option.
1648 - City production penalties now applied more correctly.
1649 - Added Sentry and Fortify to Present Units' City Dialog pop-up.
1650 - More nations added.
1651 - Added a resource file for the GTK+ client.
1652 - Improved network code for more reliable connections.
1653 - Split nations.ruleset into individual <nation>.ruleset files.
1654 - Extended registry file format to allow including files and overriding
1656 - Added --with-xaw and --enable-client=xaw3d options to ./configure
1658 - Lots of bug fixes and code cleanups.
1660 WHAT'S CHANGED SINCE 1.9.0:
1662 - Internationalization extended. Still needs improvement.
1663 New ./doc directory for localized versions of README and INSTALL.
1664 Current localizations: de en_GB es fr hu no pl pt pt_BR ru.
1665 - Added Civ1/2-like Barbarians. Controlled by two server options.
1666 - Many more nations added.
1667 - Worklists -- Players can now specify a list of things to be built in
1669 - The AI now utilizes diplomats/spies aggressively.
1670 - Added a variant (1) of Michelangelo's Chapel.
1671 - Initial rates after Revolution will try to maximize Science.
1672 - Rapture-triggered city growth will no longer empty the foodbox.
1673 - Map generator improvements:
1674 - Gen 1 hills more uniform north/south.
1675 - Gen 2+ will tend to make fewer length-one rivers.
1676 - Added unit-death explosion animation.
1677 - No longer will cities with exactly 0 (zero) production surplus be given
1678 a "free" shield every turn.
1679 - Command-line arguments made more consistent between server and client.
1680 - Caravans now provide a research benefit when initially establishing a
1681 trade route, equal to the monetary benefit.
1682 - Diplomat/Spy changes:
1683 - Changed all actions to more closely conform to Civ2 rules.
1684 - Changed "diplchance" to be %-chance of success. Used in many ways.
1685 - Diplomat/Spy may attempt action with any movement left.
1686 - Added "At Spy's Discretion" selection to steal and sabotage dialogs.
1687 - Allow Spies to steal tech from a city more than once (gets harder).
1688 - May only poison towns of size greater than 1 (one).
1689 - May only sabotage units that are alone on a square.
1690 - When a city is subverted, only nearby units change sides.
1691 - Veteran status improves defense against other Diplomats/Spies.
1692 - Added production display of number of turns remaining to build.
1693 - Small, shield-like flags tilesets (trident_shields, engels_shields).
1694 - Airbase changes (for Civ2 compliance):
1695 - Ground units can attack Air units when they are parked on an Airbase.
1696 - Units are defeated only singly when on an Airbase (like a Fortress).
1697 - Revised and improved the server 'help' command.
1698 - New intro graphics.
1699 - Ships may now have their movement reduced after a combat in which they
1701 - Added display of production values to main map "city tiles" display.
1702 - Increased the Add-To City size limit to 9 to conform to Civ2.
1703 - Settler's "Connect" feature -- Automatically connect two points with
1704 Road, Railroad, Irrigate or Fortress.
1705 - Several AI improvements.
1706 - New ruleset support for CITIES, most notably cities are now drawn in
1707 different sizes and styles.
1708 - Allow specifying unambiguous player name prefix, instead of full
1709 player name, for server commands taking a player name argument.
1710 - Added multi-client configuration support.
1711 - Added 'read' and 'write' server commands.
1712 - Added "best nation" column to Demographics report.
1713 - Changed Fighters and Stealth Fighters to not cause unhappiness (Civ2).
1714 - Cities on mountains will produce an extra food (Civ2).
1715 - Fixed bug where Lighthouse was not producing veteran sea units.
1716 - Ported to Amiga. (This is not included with a "distribution"; get it
1717 directly from the CVS <http://www.freeciv.org/contribute.html#SetupCVS>,
1718 or from a CVS Snapshot <http://www.freeciv.org/latest.html>.)
1719 - Lots of bug fixes, code cleanups, and help-text improvements.
1721 WHAT'S CHANGED SINCE 1.8.1:
1723 - Internationalization added. Some aspects still need improvement,
1724 and in particular currently only works well if client and server
1725 both use the same language. Initial (partial) translations
1726 included are: de es fr hu pl pt pt_BR.
1727 - Improvements to "trident" tileset, and this set is now the default.
1728 - New ruleset support for NATIONS, and many new nations added --
1729 there are now 32 nations in the default nations file. Also allow
1730 multiple leaders choices for each nation, allow longer player
1731 names, and allow specifying/choosing sex of leader.
1732 - New ruleset support for TERRAIN, and changes to allow Civ2 style
1733 terrain with more specials, multi-terrain rivers, and new farmland
1734 infrastructure. Moved some server options into terrain ruleset,
1735 and added new rule option regarding movement along rivers.
1736 - New ruleset support for GOVERNMENTS, and more general unit upkeep.
1737 - The contents and layout of the graphics files is now described in
1738 user-editable 'spec' files, instead of being hardwired into the
1739 code; see README.graphics for details.
1740 - Changes to city graphics: can now see cities grow. Also, code
1741 support for different city styles for different nations, and for
1742 technology dependent styles, but lacking good graphics except for
1743 the default style. Cities show a small flag when occupied by one
1745 - From Civ2, added Paratroopers unit and Airbase infrastructure.
1746 - Initial window size of Gtk+ client is smaller, to fit better on
1747 smaller screens, and can now resize detached chat/output window.
1748 - City report enhancements: New "Change All" dialog to convert all
1749 production of a given item to some other item (both clients); can
1750 select multiple cities and issue commands (Gtk+ client only); can
1751 sort by different columns (Gtk+ client only). Can also select
1752 multiple items in the Trade Report (Gtk+ client only).
1753 - In Civ2 style, can select which infrastructure item to pillage, and
1754 multiple units can pillage together. Can now pillage fortresses,
1755 as well as new farmland and airbase infrastructure items.
1756 - More fields added to Demographics Report, and now configurable from
1758 - Added more information to "Active Units Report", and renamed to
1760 - New cursors added for Goto, Nuke and Paradrop modes; <Escape> key
1761 cancels Go-To/Paradrop/nuke mode; pollution on city squares is now
1762 always clearly visible; improvements to refresh method for pixmaps
1763 in Gtk+ client; various other improvements to both clients.
1764 - Autosettlers no longer convert Plains/Grasslands to Forests, but
1765 will now Transform terrain.
1766 - AI can build spaceships, although does not do so very aggressively
1767 or intelligently yet.
1768 - Server and client may specify a different metaserver to use. There
1769 is now a metaserver running on www.freeciv.org, and that is now the
1770 default metaserver (http://www.freeciv.org/metaserver).
1771 - New server option for "turn blocking" mode, in which players will
1772 never miss a turn even if sometimes disconnected.
1773 - More flexible rulesets for units and techs (advances) allowing
1774 variable number of items in each (up to 200) and no longer any
1775 techs with hardwired effects depending on position in ruleset file.
1776 - Appropriate helptext now appears in ruleset files, allowing
1777 modpacks to give modified help to correspond to modified items.
1778 - Format of ruleset files is changed, no longer compatible with
1779 those for 1.8.0 and 1.8.1.
1780 - Removed science bonus of +1 per city per turn.
1781 - In Civ2 mode, overflight of a hut causes it to disappear, and can't
1782 build cities next to each other.
1783 - Rapture_size now 3, to conform to Civ2.
1784 - Settlers and Engineers now cost shield upkeep as well as food
1785 upkeep (depending on government type) as in both Civ1 and Civ2.
1786 - Helicopters do not lose hitpoints when over an airbase.
1787 - The amount of food required for a city grow is now ((citysize+1) *
1788 foodbox), instead of (citysize * foodbox); new behavior matches
1790 - Some re-organization of data directory, in adding data/scenario,
1791 and graphics now in data/trident, data/engels and data/misc.
1792 - Preliminary support for compiling the server on Mac (but networking
1793 code not yet ported).
1794 - Progressively moving code out of client gui-dependent directories.
1795 - Lots of bug fixes, code cleanups, and help-text improvements.
1797 WHAT'S CHANGED SINCE 1.8.0:
1799 - The biggest change is a new client which uses the popular Gtk+
1800 toolkit. The old Xaw client is still included as well.
1801 - A new alternate (30x30) tileset: the "trident" tileset.
1802 Start the client with "--tiles trident" to try it out.
1803 (This replaces the "classic/brunus" tileset, which is still
1804 available separately from the Freeciv ftp site.)
1805 - In the Gtk+ client, parts of the main window can be detached.
1806 Detaching them all allows a full-screen map window!
1807 - The data directory can now be specified as a "path" ($FREECIV_PATH),
1808 instead of a single directory. By default, ~/.freeciv is now in
1809 the path, so if you download new tiles, modpacks, etc, you can now
1810 simply put them in ~/.freeciv
1811 - Server console improvements: can abbreviate server command names,
1812 and server option names. Better prompt handling - eg, server no
1813 longer prints an unnecessary prompt each turn.
1814 - Server commands can now be issued from the client chatline.
1815 There is a new server command "cmdlevel", to control access to
1816 this feature on a per-player basis.
1817 - Some of the "small" graphics have been improved.
1818 - Added a nice cursor for selecting the destination for "goto".
1819 - New column "corruption" in the city report.
1820 - Implemented Marco Polo's Embassy wonder.
1821 - New command to explode Nuclear units at an empty square.
1822 - Improved behavior of Caravans and "goto": the Caravan dialog will
1823 now popup when the Caravan arrives, whether moving by goto or by
1825 - Allow connecting to metaserver (in client) via $http_proxy.
1826 - Minor "Zone of Control" (ZOC) rules changes to better match Civ2.
1827 - Improved debug logging.
1828 - Server will refuse to run as root, as a security measure.
1829 - As always: lots of bug fixes, code cleanups, and help-text
1832 WHAT'S CHANGED SINCE 1.7.2:
1834 - Space race! Be the first player to build a space ship and colonize
1836 - Civil war! Capturing the enemy capital may split his empire. Half
1837 of his towns will join a new AI leader!
1838 - Two tile sets in this release! The "big" ones are from Ralph Engels.
1839 I hope you will enjoy them. The second set is an enhancement of the
1840 classic ones. The server option -tiles allows to choose a subdirectory
1841 of the data directory to use different tiles. (The data directory can
1842 be set with the DATADIR environment variable.) Also, diagonal roads
1843 and railroads are now drawn. Changed some of the national flags
1844 (especially changed Soviet flag to the Russian flag for Russians).
1845 - Rulesets can be used to customise units, advances, wonders, and
1846 improvements without recompiling -- see README.rulesets.
1847 - Units in a town can be put in auto-attack mode. In this mode, they
1848 will attack any enemy units which come nearby.
1849 - New city options for each city, controlling whether new citizens are
1850 workers or specialists, whether to allow disbanding a size 1 city by
1851 building a settler, and options for units on auto-attack mode in the
1853 - Mapgen 4 (selected with the server command "set generator 4") is a new
1854 map generator which generates a map with 2 players on each island.
1855 - Cities can be a traded in diplomatic treaties. This effectively
1856 allows you to exchange, sell or buy cities.
1857 - The AI now builds diplomats to defend against enemy diplomats.
1858 - Settlers and engineers can do teamwork. With enough manpower, all
1859 terrain improvements can be done fast!
1860 - With engineers, the terrain type can be changed using the new Transform
1861 command ('O'). For example, hills can be turned into plains.
1862 - Units only regenerate hit points if they have not moved at all for a
1864 - Gamelog option. The whole history of a game can be stored in the
1866 - One can select a unit with 0 moves left from the main map.
1867 - City workers can be adjusted from the main map, with shift+button1.
1868 - Changed the order of libraries to fix problems on IRIX and Cygwin.
1869 - Changed the client-server protocol to use network byte order.
1870 - Other bug fixes and code and help text cleanups.
1872 WHAT'S CHANGED SINCE 1.7.1:
1874 - Improvements to the configure script, so it should now work
1875 properly on all systems.
1876 - Ability to configure to use Xaw3d instead of the normal Xaw.
1877 - New "easy" AI mode, which is now the default.
1878 - Improved "City Report" dialog, with configurable columns.
1879 - Improved "Message Options" dialog, with customizable filtering and
1880 selection for the different message types.
1881 - Improved "Messages" dialog, with a scrollbar, and a "Popup City"
1883 - Improved multi-column "Unit Select" dialog when there are lots of
1885 - In city dialog, middle-click unit icons to "activate and close".
1886 - New client command "t" to show tiles used by city under mouse.
1887 - New metaserver dialog to make connecting to metaserver games easier.
1888 - Ability to save and re-load client settings.
1889 - Clearer Yes/No toggle buttons in various places in the client.
1890 - Reduced color usage (but looks almost identical), so the client should
1891 now work fine on systems with 8 bit color displays.
1892 - Ability to use "scenarios", that is, pre-designed maps. Scenarios
1893 for Earth and Europe games are included in the data directory.
1894 (Use them with the server command-line option -f, like savegames.)
1895 - More city names, so you're less likely to see "City 41" etc.
1896 - Saving large games is now much faster, and the savefile is smaller.
1897 - Improvements to the documentation and online help system, including
1898 a new help section on the "Zones of Control" game concept.
1899 - Detect repeated log messages and print repeat counts.
1900 - New server options randseed and aqueductloss.
1901 - Many other enhancements and bug fixes.
1903 WHAT'S CHANGED SINCE 1.7.0:
1905 - Removed two C++-style comments, the most reported problem with 1.7.0!
1906 - Tweaks to the configure script for Solaris, although it's still not
1908 - Spy and diplomat improvements.
1909 - Added the "W" command, which Wakes up sentried units.
1910 - Added the "scorelog" command, which can be read by a script to generate
1911 power graphs after the game.
1912 - Loading games is now MUCH faster.
1913 - AI improvements from John Stonebraker.
1914 - Visual improvements to dialogs and the map screen.
1915 - Settlers may not fortify.
1916 - Numerous bug fixes.
1918 WHAT'S CHANGED SINCE 1.6.3:
1920 - Massive AI changes. It plays smarter, and the AI uses seagoing vessels.
1921 - The contents of the help system have been improved substantially.
1923 - We now recommend you use "configure" instead of Imake.
1924 - Settlers have a new "e"xplore mode.
1925 - The makefiles now contain auto-generated dependency information.
1926 - Units within the radius of the city to which they belong no longer
1927 cause unhappiness. This will allow much more realistic defense
1929 - The tax/lux/sci rates are now limited by your government type.
1930 Also, they can modified by clicking on the rate status icons.
1931 - The behaviour of spies and diplomats has been greatly improved.
1932 - Freeciv now needs to transmit a lot less data (<25%!) when playing
1933 over the Internet. This will greatly speed up games.
1934 - Preliminary support for compiling Freeciv under Windows and OS/2,
1935 when used in conjunction with the GNU tools.
1936 - From now on, it will be possible for different Freeciv versions to
1937 talk to each other if they're able.
1938 - Tracy Reed (who provides www.freeciv.org) reports that our site is
1939 getting over 6,000 hits per month. He was quoted as saying "Cool!
1940 Now my computer is doing something!"
1941 - Lots, and Lots, and Lots of donated patches. Thanks guys, keep 'em