8 Sandbox ruleset started out as a copy of civ2civ3 ruleset as it stood
9 in Freeciv 2.6 (civ2civ3 is Freeciv's default ruleset starting from
11 The former ruleset for testing unusual features of the freeciv engine
12 was called 'Experimental' and based on classic ruleset that was
13 the default ruleset earlier. As the default ruleset changed, we felt
14 the need to base also the testing ruleset to the new default.
17 Main features relative to civ2civ3 ruleset
18 ------------------------------------------
21 If nuke upkeep cannot be paid, they explode in place.
24 Light weight units can be airlifted once Flight is known. Medium weight
25 units can be airlifted once Advanced Flight is known. Heavy weight units
26 can be airlifted once Fusion Power is known.
27 To airlift heavy and medium weight units an airport is required both in
28 the source and in the destination city.
29 Cities that know Flight can airlift one light weight unit per turn. An
30 Airport allows a city to airlift one more unit per turn.
33 Spies can steal other player's world map
36 Border Vision is gained mid-game once Electricity is known
39 Leader unit can destroy domestic cities.
42 Foreign units can be expelled from the territory of a player.
45 It's impossible for green Paratroopers to land on Forest and Jungle
46 tiles. Veteran, hardened and elite Paratroopers can still do it.
49 A unit can be Disbandable, Undisbandable or ConsensusUndisbandable. The
50 consensus among the player's bureaucracy is that ConsensusUndisbandable
51 units never should be disbanded (or recycled). Under some governments it
52 has the power to enforce its will.
53 The unit types Battleship and Carrier are ConsensusUndisbandable. Both unit
54 types gets an Easter Egg in their ruleset comments: a reference to a news
55 paper article indicating that ConsensusUndisbandable isn't a completely
58 Single Barbarian Nation:
59 All barbarians belong to the same barbarian nation. There's no separate
60 Pirates and (land) Barbarians.
63 Hermit's places are spontaneously, during game, appearing bonus extras
64 that can grant techs to units exploring them. See its Help entry under
65 Terrains for more information.
68 Sea Units in cities defend with 1/4 of their usual defense value.
71 Trade routes can carry many kinds of goods. There is production chains
72 like that city with Mine can trade Ore to a city that then can trade
73 Metal to third city which can then trade Goods or Equipment to fourth
74 city. Goods later in chains trade for higher value.
76 Corruption and World Size:
77 Under Republic government, the speed corruption increases as one goes
78 further from the capital is relative to the size of the world. At
79 the maximum distance corruption is the same regardless of the size of
82 Units can be bribed/sabotaged if not alone on their tile:
83 Being part of a unit stack won't protect against spy actions.
85 Merchant movement restrictions:
86 Caravans and Freight can only moves on roads and rivers (as in older
87 versions of civ2civ3).
89 One-time trade bonuses:
90 Caravans and Freight get one-time bonuses when establishing trade
91 routes, and can get revenue even when a trade route exists
92 ('Enter Marketplace'), as in older versions of civ2civ3; however,
93 this latter action really requires a Marketplace building in the city.
95 Custom policy "Personal Freedom":
96 You can trade off a science bonus against extra unhappiness from your
97 aggressive military units.
99 Opponents not seeing units in fortress or airbase:
100 Opponents can't see units that are inside fortress or airbase.
101 Units inside fort and airstrip can still be seen.