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 ---------------------------------
16 MAJOR CHANGES FROM 2.3.x to 2.4.0
17 ---------------------------------
19 (from <http://www.freeciv.org/wiki/NEWS-2.4.0>)
21 As is usual for major releases, 2.4 clients cannot interoperate with
22 pre-2.4 servers, and vice versa. Pre-2.4 savegames can however be
23 loaded into 2.4, and in most cases, the supplied rulesets have not
24 changed so much as to make it difficult to complete a game started with
31 * The maximum theoretical map size has increased from 128,000 to
32 2,048,000 tiles; the maximum linear map dimension has increased
33 from 512 to 32,768. GNA#18087
34 * If map generation fails (for instance the common failure to
35 allocate start positions), it is now retried with a different
36 random seed. GNAPATCH#2402
37 * A couple of new server settings have been added to customise
39 + 'revealmap' allows the map to be shown to all players at game
40 start, or to dead players. GNAPATCH#2379
41 + 'first_timeout' allows the first turn to have a different
42 timeout from subsequent turns. GNAPATCH#1967
46 * Player authentication has been revamped. Database access is now
47 mediated by a Lua script that can be customised by server
48 operators, and uses Luasql, enabling a variety of backends: MySQL
49 (the only backend supported previously), SQLite, and PostgreSQL.
50 See doc/README.fcdb for details. GNA#13643
51 + Support is included 'out of the box' for SQLite and MySQL
52 databases. SQLite uses a simple file as a database, and is
53 recommended as being entirely adequate for Freeciv
54 authentication and much less hassle to set up than MySQL.
55 + The Windows packages include SQLite support, so for the first
56 time, it's possible to use player authentication on Windows
57 without building the server yourself.
58 * The server now supports a 'delegation' feature similar to that in
59 Longturn, where one user can nominate another to temporarily take
60 over control of the game. This is controlled by the '/delegate'
61 server command. GNAPATCH#2121
62 * There is a new "map image" feature to save an overview map as an
63 image. This is a much expanded version of the previous --Ppm server
64 feature, which has been removed. Compared to --Ppm, the new feature
65 can distinguish units, cities, borders, terrain colors, hex tiles,
66 and more. Saving images can be triggered automatically (turn-based)
67 on the server, or on demand on the server or client. See the
68 '/mapimg' server command. GNAPATCH#1391
69 + A series of these images can be assembled into an animation to
70 replay the progress of the game. A shell script 'mapimg2anim'
71 is provided to help with this.
72 + PNG/GIF/JPEG output is only available if built against the
73 ImageMagick library; this is included in the Windows packages
75 * Player colors are now assigned centrally, and can be changed with
76 the '/playercolor' server command. There is a new server setting
77 'plrcolormode' that controls how colors are assigned, including a
78 mode where all players on a team have the same color. GNAPATCH#2062
79 + The set of default player colors in the supplied rulesets has
80 been reworked to enhance visibility of borders against
81 terrain, etc. GNA#19778
82 * The colors used to represent different terrain types on the minimap
83 have been reworked. GNAPATCH#2069
84 * The 'autosaves' setting gives finer control over when savegames are
85 generated. GNAPATCH#2536
86 + To disable autosaves entirely, instead of '/set saveturns 0',
87 it's now necessary to use a command like '/set autosaves ""'.
88 * The scripts 'ser' and 'civ' have been renamed to 'fcser' and
89 'fcgui' respectively. GNAPATCH#2830
90 * A Lua script can be read from a file with the '/lua file' command.
91 Direct Lua input is now via the '/lua cmd' command. GNAPATCH#2338
93 * New server option --Bind-meta to control which network interface
94 the metaserver connection is made from. GNA#14106
95 * The server can be built with support for .xz (LZMA) compression for
96 saved games, etc. See the 'compresstype' option. GNAPATCH#1810
97 * The freeciv-modpack utility supports more modpack types, more
98 options (see --help), and uses the Curl library for network access
99 so should be more robust.
100 * (as of beta2) The ranklog format has changed; it now includes
101 individual players' scores, and can be parsed more unambiguously.
106 * There is a new client, freeciv-gtk3, based on version 3 of the Gtk+
107 toolkit. This is fully playable and has largely identical UI and
108 functionality to freeciv-gtk2. Currently it is experimental;
109 however, it is expected that it will become the default client in
110 the next major release.
111 + The first time you run this client, it will copy any Gtk2
112 client settings you have set. Thereafter, Gtk2 and Gtk3
113 settings will remain separate.
114 + Known issue in beta1/beta2: when compiled against some
115 versions of Gtk3, there are assertion failures and crashes
116 associated with the unit selection dialog. This is believed
117 due to a Gtk bug (671939); however, it's been worked around in
118 the Freeciv code as of RC1. GNA#19846
119 * (In the code there is also the start of a Qt client. However, at
120 this point it is just a stub and is unlikely to be of interest.
121 Development will continue in 2.5.)
122 * A server spawned by the client now only listens on the local
123 network interface, so clients on other machines cannot connect to
124 it. This improves security for single-player games, but means that
125 a multiplayer game can no longer be hosted by the client; you must
126 start a separate server instead (see the FAQ). GNA#18530
127 * It's now possible to display a map overlay indicating which tiles
128 the currently selected unit can enter ("native" tiles), with the
129 Shift-Ctrl-N keyboard shortcut. GNA#13620
130 * The research speed in bulbs per turn is now available with other
131 research information from popups/tooltips on the main window.
133 * For rulesets where different nations have unique gameplay
134 attributes (different initial governments, techs, units, or
135 buildings), this information is now available when picking a nation
136 in the pregame, and in the online help. GNAPATCH#3066
137 * The client now displays the current stable version of Freeciv and
138 whether that's newer than the running version (this information
139 comes from the metaserver). GNAPATCH#2735
140 * (Gtk) The client now has a Lua scripting console. GNAPATCH#2515
141 + This is currently something of a proof of concept rather than
142 a finished feature, as a comprehensive API suitable for the
143 client-side has not been provided. Notably, there are not yet
144 any signals from which client-side scripts can be triggered.
145 + However, client scripts do have access to the client's view of
146 most of the same game data that server-side ruleset scripts do
147 (map, units, cities etc); see the Lua reference manual. This
148 should be sufficient for some useful work. For example, it
149 should in principle be possible to implement an on-demand
150 optimal trade route calculator with these facilities (although
152 * (Gtk) The unit selection dialog has been revamped to allow browsing
153 and selecting units by combinations of location and activity,
154 anywhere in the world. GNA#17236
155 * (Gtk) A bribe cost is now shown in the popup for units (for enemy
156 units, this is estimated). GNA#17489
160 * The orientation of units is now tracked, so tilesets can provide
161 different graphics for different unit orientations. GNAPATCH#2719
162 + A tileset making use of this, Cimpletoon, is included. It is
163 based on Amplio2 but has a full set of oriented unit sprites
164 for the default ruleset. GNAPATCH#2739
165 + Known issue in beta1: Cimpletoon did not have sprites for all
166 Fundamentalist units (it lacked Elephants and Crusaders), so
167 for rulesets with these units, it would use fallback sprites
168 (Chariot and Knights respectively). As of beta2, the tileset
169 is complete. GNA#19998
173 Changes affecting supplied rulesets
176 + The number of playable nations has increased from 387 to 541.
177 + Out of these, a subset of 50 "core" nations has been defined,
178 based mostly on nations that have appeared in the Civilization
179 series of games. For localised versions of Freeciv, these
180 nations are more likely to be translated than the remainder.
181 Players are initially presented with the core set, and it will
182 be used for random nation selection if no nations are
183 specifically selected; but players can still select nations
184 outside the core set, and if some do, then the full range of
185 supplied nations will be used for random selection of
186 remaining players. GNAPATCH#3449 GNAPATCH#3432
187 + The civ1 and civ2 rulesets now have their own separate nation
188 sets, more closely matching the original games. GNAPATCH#2243
189 * City center tiles now lose their automatic irrigation bonus if a
190 mine is built on them, since mines and irrigation cannot coexist on
192 + Similarly, in the supplied rulesets, cities on a tile with a
193 mine can no longer get a farmland bonus.
194 * The effect of veterancy on the cost of bribing a unit now depends
195 on veteran bonuses, not numeric veteran level; bribe costs for
196 veteran units have thus changed. GNA#19253
197 * When the 'barbarians' server setting is disabled, huts no longer
199 * When migration is enabled, citizens now consider the risk of plague
200 when deciding whether to migrate. GNA#17740
201 * In rulesets without tech upkeep enabled, if the bulb count goes
202 negative (for instance due to 'conquercost'), technologies are no
203 longer lost. This restores the behavior of previous versions of
205 * Diplomats and Spies now have special names for their veteran
206 levels, but behavior is unchanged from 2.3. GNA#19850
207 * In the default, multiplayer, and experimental rulesets, years are
208 displayed with CE/BCE rather than BC/AD notation. GNA#15090
209 * (as of beta2) The default map topology for new games has been
210 changed to isometric, to match the default Amplio2 tileset.
212 * (as of beta2) In the 'multiplayer' ruleset, the ability to build
213 buoys has been removed, as they do not work well with national
214 borders disabled (the default for this ruleset). It is expected
215 that they'll be re-enabled in a future major release. GNAPATCH#3541
216 * Changes to the 'experimental' ruleset:
217 + Citizen nationality is enabled; see below.
218 + Workers and Engineers can now gain veteran levels by working
219 the land; this in turn allows them to work faster.
220 GNAPATCH#2370 GNA#19818
221 + A Mech. Inf. unit can now carry up to three Missile units.
223 + Galleons can now carry Big Land units, and Frigates no longer
224 can. Old savegames are handled gracefully. GNAPATCH#2643
226 Changes and new features for rulesets/modpacks/scenarios
228 * New feature: optionally, the nationality of citizens can be
229 tracked. For instance, when you conquer a city, its citizens retain
230 their original nationality. Currently this affects the cost of
231 inciting cities and the chance of migration (if enabled); more
232 effects are planned for future versions. GNAPATCH#2265
233 * The veteran system has been reworked:
234 + Per-unit veteran levels have been generalised; all veteran
235 properties can now be set on a per-unit basis; previously, the
236 chances of moving between levels could not. This means that
237 different units can now usefully have different numbers of
238 veteran levels for the first time. GNAPATCH#2346
239 + Diplomatic combat and spy mission survival chances are now
240 derived directly from the 'power_fact' property of the veteran
241 level, rather than being based purely on the numeric veteran
243 + As noted above, the effect of veterancy on unit bribe costs
245 + The maximum number of veteran levels has doubled from 10 to
247 + Units with only a single veteran level, or which can't become
248 veteran, now do not have a veteran level displayed.
249 + Information about veteran levels is now included in the
250 on-line help. GNA#19851
251 * Recursive transports are now supported (up to a depth of 5).
253 * Two new tech_cost_styles: 3 with a new formula (early techs
254 slightly easier, later techs much harder), and 4 which is similar
255 to 2 (read from ruleset) but with the gaps filled with the new
256 formula. GNAPATCH#2396
257 * A new effect 'Irrig_Possible' and requirement range 'CAdjacent'
258 (cardinally adjacent) have been added. The requirement for oceans
259 or rivers for irrigation is thus no longer hardcoded and can be
260 modified. GNAPATCH#2450
261 * The 'CityTile' requirement now supports 'Adjacent' and 'CAdjacent'
262 ranges, so effects can be triggered for tiles next to a city.
264 * 'Surviving' requirements for wonders are now supported at Player
265 range as well as at World range. GNA#17463
266 * In ruleset definitions, specifying 'move_type' for a unit is now
267 optional; if not specified it will be inferred from the native
268 terrains/specials of the unit. GNA#13630 GNAPATCH#2991
269 * A ruleset can now specify a 'default_government' for all its
270 nations in nations.ruleset, rather than each nation being required
271 to specify its initial government individually. GNAPATCH#3031
272 + The supplied nations no longer include
273 init_government="Despotism", so they can be used in rulesets
274 which require a different initial government. GNAPATCH#3032
275 * The image used for a city in the client is now set by the effects
276 system (effect 'City_Image'), so it's no longer constrained to be a
277 simple function of city size. GNA#17110
278 + The experimental ruleset uses this to align city graphics with
280 * Tile labels are supported. These are text labels that are displayed
281 by all clients when they display a particular map tile. They can be
282 added to scenarios in the editor. GNAPATCH#2408
283 * The colors used for players, and for terrains on the minimap and
284 map images, are now specified by the ruleset on the server side,
285 rather than the tileset on the client side. GNAPATCH#2060
287 * In rulesets with tech_leakage enabled, dead players are no longer
288 taken into account in the calculation; so you cannot gain from
289 their knowledge, but equally a dead, ignorant player no longer
290 pushes up research costs. GNAPATCH#2956
291 * The behavior where the senate of representative governments is
292 bypassed has moved from the Any_Government to the No_Anarchy
294 * The 'min_dist_bw_cities' ruleset item has been retired; use the
295 'citymindist' option instead. GNAPATCH#2537
296 * Many changes to ruleset Lua scripting -- for full details see the
297 Lua reference manual. These are all backward compatible.
299 + Script-triggered climate change (GNAPATCH#2624) and civil war
301 + Scripts can now move existing units.
302 + A script can test whether tiles have a particular base.
304 + Script facilities for reading and manipulating unit
305 orientation. GNAPATCH#2823 GNAPATCH#2836
306 + Scripts can now read server settings. GNAPATCH#2955
307 * (as of beta2) An internal 64kbyte limit on string length has been
308 removed. Among other things, this allows longer Lua scripts in
313 * (as of beta2) The city governor logic has been reworked, fixing
314 various issues such as unexpected tax collectors in cities with
315 many buildings, and a need to set minimal gold surplus to a lower
316 target than expected. GNAPATCH#3620
317 * (as of beta2) The AI's workers/settlers, and human players'
318 autosettlers, will now automatically stop what they are doing and
319 go elsewhere if threatened by an enemy unit and there is no
320 defender on their tile. (Currently only threats from land units are
321 considered.) GNAPATCH#3384
322 * (as of beta2) Improvements to AI settler management:
323 + The AI now considers worker units' food consumption (e.g.
324 Settlers) to be less of a factor when deciding whether to
325 build such units, to encourage it to do so. GNAPATCH#3693
326 + Fix poor handling of rulesets containing boats which can only
327 carry a single unit. Previously, the AI would generate
328 settlers with the intention of sending them out on such boats,
329 but then refuse to do so due to lack of room for a bodyguard,
330 regardless of whether one was needed, often hurting expansion
331 and leaving useless settlers. Now it only insists on room for
332 a bodyguard if one is actually needed. GNA#19815
333 * Improvements to AI city defense:
334 + (as of beta2) Reduced the tendency of AI city defenders to be
335 lured out of their city by nearby targets even in the presence
336 of threats. GNA#20504
337 + (as of beta2) Cities in grave danger of invasion with no
338 defending units were tending to build City Walls, uselessly.
339 They will now prioritise acquiring a defender. GNA#20559
340 + (as of RC1) Reduced the weighting of the AI's assessment of
341 defence strength, so that it defends its own cities more
342 convincingly. (part of GNAPATCH#3960)
343 + (as of RC1) The AI now tends to keep a unit constantly
344 defending each of its cities even in the absence of an obvious
345 threat, rather than relying on being able to acquire one when
346 a threat appears. GNAPATCH#3958
347 * (as of beta2) Improvements to AI caravan management:
348 + Caravans in transit are now taken into account when a city is
349 deciding whether to build more caravans. Previously, a city
350 could end up building endless caravans if existing ones did
351 not complete their trade route. GNAPATCH#3529
352 * (as of RC1) The AI's new weighting of defence strength assessment
353 means that it is less fearful of its enemy's defenders when
354 attacking their cities. (part of GNAPATCH#3960)
355 * The AI's management of its tax rates has been reworked to be more
356 sophisticated; notably, it now takes tech upkeep into account. It
357 also considers tech upkeep when determining the value of a tech.
359 * AI planning for new cities has been improved slightly. GNA#19449
360 * Autosettler planning for building railroads (GNAPATCH#2885,
361 GNA#19560) and farmland (GNAPATCH#2889) has been improved. (Note
362 that the latter is still only triggered by the existence of a
363 Supermarket, so the AI still does not benefit, due to a
364 chicken-and-egg situation.)
365 * The extensive reworking of the AI code (see #Development), while
366 not intended to introduce any functional changes (and extensively
367 tested for this), may have changed behavior in some rare cases.
371 * New Indonesian translation.
372 * (as of beta2) New Traditional Chinese translation.
373 * Updated translations: Bulgarian, Catalan, Spanish, Scottish Gaelic,
374 Korean, Polish, Dutch, Irish, French, German, Finnish, and British
379 * The AI code has been heavily refactored, with a view to making it
380 easier for people to start their own projects to write better
382 + There's now a concept of AI type; different players can have
383 different AIs. The type can be specified to the server /create
384 command and the Lua function edit.create_player().
385 + The server can be built to accept dynamically loadable AI
386 modules with the --enable-aimodules option to configure. A
387 module is loaded by starting the server with the --LoadAI
389 + Alternatively, a fixed set of modules can be compiled in with
391 + In addition to the 'classic' AI, the standard Freeciv package
392 ships with the 'stub' and 'threaded' AIs. These are both dummy
393 templates for development and do not work as shipped. They are
394 enabled with the configure option
395 --enable-aimodules=experimental.
396 + See doc/README.AI_modules for some more information.
400 * There is now a hard dependency on libcurl for HTTP access. This is
401 used for metaserver communication and for freeciv-modpack.
402 GNAPATCH#2320 GNAPATCH#2376
403 * Efforts have been made to make the codebase compile without
404 warnings with GCC 4.6 and (as of beta2) 4.7.
405 * Use of some GNU make extensions has been removed from the build
406 system, so it may now be possible to build with a POSIX 'make'.
408 * freeciv-modpack can be built against either gtk2 or gtk3.
410 * The configure option --enable-sys-lua allows use of a system-wide
411 copy of Lua instead of the one shipped with Freeciv. GNAPATCH#2747
413 See doc/README.packaging for more information.
416 MAJOR CHANGES FROM 2.2.x to 2.3.0
417 ---------------------------------
419 (from <http://www.freeciv.org/wiki/NEWS-2.3.0>)
421 As well as many new features, many features from Longturn and some from
422 Warclient have been merged into the main codebase for this release.
424 A new program has been added to the Freeciv suite: 'freeciv-modpack'.
425 This makes it easier to download and install add-ons ('modpacks':
426 rulesets, tilesets, etc) to the right place; you can enter a URL,
427 choose an add-on from the list, and the tool will install it to the
428 correct place for this version of Freeciv to use it. Modpack authors
429 should see this page for details of how to publish modpacks for
430 installation by this program. GNAPATCH#1822
432 As is usual for major releases, 2.3 clients cannot interoperate with
433 pre-2.3 servers, and vice versa. Pre-2.3 savegames can however be
434 loaded into 2.3, and in most cases, the supplied rulesets have not
435 changed so much as to make it difficult to complete a game started with
442 * Various limits have been lifted, including:
443 + Maximum number of simultaneous players increased from 30 to
446 o Maximum map size increased from 30,000 to 128,000 tiles;
447 maximum linear map dimensions increased from 254 to 512
449 o Minimum map size reduced to 16x16(!) GNA#17031
450 + Allow goto paths that take more than 99 turns GNA#16792
451 * There are now more ways of specifying the map size. Instead of
452 specifying the size in thousands of tiles (via the 'size' option),
453 you can specify the number of tiles per player ('tilesperplayer'),
454 or the exact X and Y sizes ('xsize' and 'ysize'). The method is
455 selected with the 'mapsize' option. GNAPATCH#1720
456 * A number of new server settings have been added to customise
458 + 'killunhomed': units without a home city (such as starting
459 units) can be configured to lose hitpoints each turn until
460 they die. GNAPATCH#1501
461 + 'unreachableprotects' controls whether 'unreachable' units
462 (such as Bombers) protect the whole stack on their tile as in
463 previous versions. If this is unset, a mixed stack is
464 vulnerable to attack (including normally-unreachable units).
466 + 'unitwaittime' allows a minimum time to be enforced between
467 actions of a given unit on successive turns, to mitigate the
468 'double-move problem'. GNAPATCH#1500
469 + 'restrictinfra' allows enemy use of infrastructure such as
470 roads and rails to be restricted. GNAPATCH#1266
471 + 'airliftingstyle' allows airlifts between allied cities, and
472 unlimited airlifts per turn. GNAPATCH#1189
473 + 'techlost_recv'/'techlost_donor' allow introduction of a risk
474 of technology loss when technologies are transferred between
475 civilizations (via diplomacy, espionage, conquest etc).
477 + 'trading_tech'/'trading_gold'/'trading_city' allow certain
478 types of diplomatic agreements to be selectively disabled.
479 GNAPATCH#1504, GNAPATCH#1506
480 + 'globalwarming'/'nuclearwinter' allow these global
481 catastrophes to be disabled. GNAPATCH#1505
482 + 'team_pooled_research' allows pooled research to be disabled.
484 + 'alliedvictory': all players in an alliance can share victory.
485 This new behaviour is enabled by default. GNA#14278
486 * (as of rc1) Changes to the 'timeout' setting now always have
487 immediate effect, as in 2.0.x; previously, changes between non-zero
488 values would not take effect until the next turn. GNA#18079
489 * Improvements to observing:
490 + The demographic report is now available to global observers.
492 + Global observers can now view the city report (it shows cities
493 from all nations). GNA#16699 GNAPATCH#2571
494 + Global observers can now access the buildable target list in
495 the city dialog. GNA#16487
496 * The number of units built, killed, etc now contributes to the final
497 score, and appears in the endgame report. GNAPATCH#1870
498 * Changing a unit's activity is now more forgiving: if you
499 accidentally stop an activity such as irrigation, but restart it
500 without doing anything else, progress is no longer lost. GNA#15510
504 * Settings configuration on the client and server has been reworked.
505 The most notable change is that enumerated and bitwise options are
506 now set with strings instead of numbers (for instance, '/set
507 barbarians hordes' instead of 4, '/set topology wrapx|wrapy'
508 instead of 3). GNAPATCH#1301
509 * The FREECIV_PATH environment variable can be overridden by three
510 new variables: FREECIV_DATA_PATH, FREECIV_SAVE_PATH, and
511 FREECIV_SCENARIO_PATH. GNA#14624
512 * Add-ons are now loaded from a sub-path ~/.freeciv/<version>/ (e.g.,
513 ~/.freeciv/2.3/), since they tend to be specific to a version of
515 * Servers send more information to the metaserver:
516 + The 'timeout' and 'aifill' options (GNAPATCH#2092);
517 + (as of beta2) the number of human players (as opposed to AIs)
518 (GNAPATCH#2312); as of beta3 this is displayed in the client
520 * New server command '/kick' and associated option 'kicktime' to lock
521 out troublesome users. GNA#16933
522 * New server commands '/ignore', '/unignore', and '/list ignored
523 users', allowing players to suppress chat messages from specific
525 * The '/create' command can now create a new player even in a running
527 * New command '/lua' to execute a line of Lua script on the server
528 command line. GNA#15644
529 * More options have been added to the '/reset' command. GNAPATCH#1284
530 * The name of the scorelog file is configurable with the new
531 'scorefile' option. GNAPATCH#1750
532 * The current ruleset can be shown by '/show rulesetdir' instead of
533 '/rulesetdir' (this allows less privileged users to do so).
535 * Observers can see the current votes in progress with the new
536 command '/list votes'. GNA#16635
537 * The server uses a new format for savegames. It can load savegames
538 generated by old versions of Freeciv, but old versions will not be
539 able to load new savegames. GNAPATCH#1541
540 + Support has been added for future versions of Freeciv to save
541 backward-compatible savegames (back to 2.3.0) via the
542 'saveversion' server option.
546 * Various report screens have been reworked so as not to redraw and
547 lose their selections after a few seconds. GNA#16439
548 * The total revenue from trade routes is now visible in the city
550 * The chat log file name is now configurable. GNAPATCH#1749
551 * (GTK) Some rework of the pregame connection screen and menus
552 (GNA#16685). Buttons on this screen now adapt to selected
553 player/user (GNA#15300).
554 * (GTK) Tab completion of user and player names on the chatline.
556 * (GTK) The goto/airlift dialog now shows which nation each city
557 belongs to, and more detail on airlift capacity. GNA#15313
559 * The research report is now updated when tax rates or city science
560 output change. GNA#16776
561 * (as of beta2) Improve handling of (non-default) rulesets which
562 restrict reachability of technologies (via root_req in the ruleset)
563 in the science report. You can now choose whether unreachable
564 technologies are displayed. GNA#16852, GNA#16855, etc
565 * (as of beta2) (Xaw) The Take Player command is implemented.
567 * (as of rc1) In 2.2.x, the "Sell Obsolete" button in the Economy
568 report could never be pressed. It has been renamed to "Sell
569 Redundant", and now lets 'redundant' buildings be sold en masse
570 (redundant buildings are those whose effects are entirely
571 superseded by another, for which you may still be paying upkeep --
572 for instance, Power Plants are redundant in cities with a
573 Hydro/Nuclear/Solar Plants). In the Gtk client, the "Obsolete"
574 column in the Economy report has been replaced with a "Redundant"
575 column showing how many of each building in your empire are
580 Changes affecting supplied rulesets
582 * Two new rulesets are included in the distribution:
583 + multiplayer: a ruleset based on the default but tuned for
584 multiplayer games, based on Madeline Book's "rewonder" ruleset
586 + experimental: a ruleset showcasing new features of the Freeciv
587 "engine", without strict regard for game balance and
588 playability. It enables some of the new features mentioned
589 below, such as variable city radii.
590 * More than doubled the number of playable nations (from 187 to 387).
591 Many improvements to existing nations, such as using native
592 spellings for cities and leaders.
593 * The interaction of promotions and diplomat-vs-diplomat contests has
595 + Attacking diplomats can now gain experience; previously, only
596 defending diplomats gained experience. GNA#17265
597 + The effect of veterancy on the outcome of these contests has
598 been reduced; it can change the odds by at most 20%
599 (previously, elite diplomats could become practically
600 invincible). GNA#17264
601 * The terrain effects of global warming and nuclear winter are now
602 more severe: land can be lost to ocean (and vice versa), and
603 glaciers can melt. GNA#17105
604 * If migration occurs, citizens take half the food in the granary
605 with them. GNAPATCH#1232
606 * (as of rc1) In rulesets with Fundamentalism, it now has a happiness
607 penalty for empire size (as it did in 2.0.x). GNA#18133
608 * (as of rc2) The civ2 ruleset now uses a restricted set of 25
609 nations, to better resemble the original game. Loading civ2
610 savegames from older versions of Freeciv may cause nations to be
611 reassigned; it will not be possible to load a civ2 savegame with
612 more than 23 (non-barbarian) players. GNA#18419
614 New features for ruleset/modpack/scenario authors
616 These features have been added to the Freeciv "engine", but aren't
617 enabled in standard rulesets (except the experimental ruleset, in some
619 * Variable city radius: the circle of tiles able to be worked by a
620 city is no longer fixed but can vary (radii from 1 to 5 possible)
621 depending on requirements defined by the ruleset. GNAPATCH#1235
622 + Accordingly, the maximum value for the 'citymindist' server
623 option has been increased from 5 to 9. GNAPATCH#2262
624 * Build slots: in ruleset-defined circumstances, cities with large
625 production surpluses can now produce more than one of a given type
626 of unit per turn. GNAPATCH#1234
627 * Tech upkeep: rulesets can cause some research output to be diverted
628 to maintaining expertise in existing technology rather than
629 discovering new technology, with the risk of losing advances if the
630 upkeep is not met (similar to gold upkeep for city improvements).
632 * Rulesets can define units that can be converted into another type
633 of unit on the player's command. GNA#13890
634 * Rulesets can define "Capturable" units that can be captured by
635 certain other "Capturer" units. (There is an associated server
636 option 'homecaughtunits'.) GNAPATCH#1851
637 * Rulesets can suggest or mandate server settings. GNA#13873,
639 * A start position in a scenario can now be restricted to a set of
640 nations rather than a single nation. The built-in editor now
641 supports editing this set. GNA#13803
642 * Various improvements to Lua scripting. See Events Reference Manual
643 for some more detail.
647 * New default tileset with redrawn terrain graphics: "Amplio 2". The
648 original Amplio tileset is available for 2.3 as an add-on (it can
649 be found with the freeciv-modpack utility). GNAPATCH#1777
650 * Larger versions of flags and shields are now included in the
651 Freeciv distribution for use by larger tilesets; they are used in
652 Amplio2 (as of beta4). GNAPATCH#2202
656 * (as of rc2) New Scottish Gaelic localization (complete).
657 * (as of beta3) New Irish Gaelic localization (not yet complete:
659 * Updated translations:
660 + Complete translations: Polish, French, Spanish, Catalan, and
662 + Incomplete translations: Danish (95.8%), Finnish (85%),
663 Ukrainian (81%), Italian (74%), Japanese (70%), Brazilian
664 Portuguese (70%), Russian (69%), Swedish (60%), Lithuanian
665 (43%), and Simplified Chinese (40%).
669 * There are some regressions in the SDL client relative to 2.2.x:
670 + The city dialog has not been redesigned to accommodate the
671 larger city map required by variable city radius support. As a
672 result, the city map display is scaled down and difficult to
674 + Not all setting types can now be modified; bitwise and color
675 settings are not yet supported. GNAPATCH#1631 GNAPATCH#1957
678 MAJOR CHANGES from 2.1.x to 2.2.0
679 ---------------------------------
681 (from <http://www.freeciv.org/wiki/NEWS-2.2.0>)
684 * Expanded ruleset format:
687 + Movement restrictions
689 o Can limit which terrains a unit can enter
692 o Which units another unit can transport
699 * Changes to gameplay with default ruleset:
702 o Deep Ocean (as Ocean but no specials and cannot be
704 o Lake (as Ocean but no Whales special; inland water below
705 a certain size is generated as Lake)
706 + Triremes are not restricted to tiles next to land, but to
707 (shallow) Ocean tiles; they now cannot even attempt to enter
709 + Triremes no longer get the +1 movement bonus from Nuclear
710 Power that other sea units get
711 + Triremes and Carriers can no longer attack land units
712 + Submarine attack strength reduced from 15 to 12 (to make it
713 easier to defend against them with escorts)
714 + New base type buoy, which can be built by Engineers on water
715 tiles with the Radio advance, and gives vision.
716 + Ruins (left behind by destroyed cities, no effect on gameplay
718 + New advance Environmentalism and Solar Plant improvement,
719 which can eliminate pollution from production
720 + Trade route value now depends on size of cities, not on trade
722 + New national borders system
723 + Coastal Defense now available earlier (requires Gunpowder
724 instead of Metallurgy)
725 + No restrictions on specialists in small cities
726 + Terrain within working range of a city can no longer remain
728 + Units in fortresses now regain 25% HP per turn (as in 2.0.x)
732 * AI difficulty level: Cheating
733 * New server options:
735 + foggedborders: visibility of borders is subject to fog of war
736 + borders gains new modes where player can see all tiles inside
737 borders, and borders extend to unknown tiles revealing them
738 + endspaceship controls whether spaceship reaching Alpha Cen
740 + trademindist controls the minimum distance for trade routes
742 + Times now specified in turns instead of years (endyear becomes
743 endturn, onsetbarbs expressed in turns)
744 + simultaneousphases renamed to phasemode and gains new options
746 * Client interface changes:
748 + Menus and shortcut keys revamped; notable changes include:
749 o Connect with Road/Rail/Irrigation changes from
750 Ctrl+Shift+R/L/I to Shift+R/L/I
751 o City Report: F1 to F4
752 o Go/Airlift to City: Shift+L to T
753 o Wake up Others (Shift+W) becomes Unsentry all on tile
755 o Orders menu split into Select, Unit, Work, and Combat;
756 Reports becomes Civilization
758 * Scripting improvements
759 * Event cache: messages from the last few turns can be replayed to
760 clients on connection and saved in savegames
761 * Featured text in Gtk client, including colour coding and clickable
762 links to mentioned cities/units/tiles
768 WHAT'S CHANGED SINCE 2.0.7
769 - Significantly improved features for modmakers.
770 - New default tileset: Amplio.
771 - New city tab on main map.
773 - Added lua as scripting language. New tutorial scenario.
774 - Many new nations, flags and nation information and options.
775 - New /surrender command to yield in multiplayer games.
776 - Score now shown in player dialog.
777 - Reputation removed from the game.
778 - New borders rules. Borders are static, fortresses expand borders
779 and cities expand more borders with city size growth.
780 - New diplomacy rules. Neutral state replaced with Armistice. You
781 now start in War state, and cannot cross borders with military
782 units except in War or Alliance states.
783 - GTK+ 1.2 client removed.
784 - Votes need over 50% of votes to pass. Voting is now only during game.
785 - First player to join becomes game organizer and sets all options.
786 - Many AI changes. Improved AI diplomacy.
787 - Palace has a production bonus of +75% under Despotism and +50%
789 - New animated cursors.
790 - Support for GGZ Gaming Zone.
791 - Multiple units may be moved at once as a battlegroup.
792 - As usual, tons of changes under the hood.
794 WHAT'S CHANGED SINCE 1.14.2
795 - Research cost has doubled, effects of science buildings doubled. SETI
796 now improves Research Labs instead of giving free Research Labs to every
797 city. Isaac Newton's College now improves all the player's universities.
798 - New units: AWACS and Workers.
799 - New option: national borders. Units inside your borders do not cause
800 unhappiness under Republic and Democracy.
801 - It is no longer possible for one player to be in alliance with a player
802 who is at war with another player you are allied with.
803 - The Civ2 ruleset now has waste. Default ruleset does not.
804 - Incite costs changed, now cities closer to capital, with units and with
805 buildings have much higher incite cost.
806 - Killing a defending diplomat now costs you 1 movement point.
807 - Units now have multiple, configurable veteran levels.
808 - Team mates now pool their research. You may opt out and research
809 individually by cancelling the 'Team' treaty.
810 - Server has voting on commands and options. You need over 50% of votes.
811 - When moving a unit from a transport on an ocean tile to a land tile,
812 you lose all movement points.
813 - You can specify a list of players that you would like to share victory
814 with, using the 'endgame' command.
815 - Nations added: Swiss, Afghanistan, Ethiopian, Assyrian, Columbian,
816 Elvish, Galician, Hobbits, Indonesian, Kampuchean, Malaysian, Martian,
817 Nigerian, Quebecois, Sumerian, Taiwanese, Austrian, Belgian, Phoenician
819 - New wonder: The Eiffel Tower. Makes AIs love you and improves reputation.
820 - The building requirements of several buildings have been changed.
821 - The whale special is reduced to 2 food, 1 shield and 2 trade.
822 - Settlers / Workers / Engineers can never get veterancy.
823 - Trireme's high sea loss now considers veterancy level (green 50%,
824 veteran 25%, hardened 5%, elite 0%) before being divided by 2 if you
825 have Seafaring or 4 when you reach Navigation (previously only fixed
826 at 50% before being divided).
827 - Glacier terrain is now unsafe for land units (15% chance per turn of
828 being lost). Also doesn't count as coastline for Trireme safety or Fish
829 and Whale generation. Roads/railroads can be built but all units (worker
830 too) get 15% chance per turn of being lost any way!
831 - King Richard's Crusade is now made obsolete by Robotics (previously
833 - Fixed tech costs based on the number of prerequisites of the tech
835 - Nations have preferred nations to fork off when civil war occurs.
836 - AI is much improved, and does not use 'double-move' any more.
837 - AI now conducts diplomacy with you (and against you).
838 - New difficulty level: Novice. It severely handicaps the AI players.
839 - Smarter autoexplorer and autosettler code.
840 - Modpack options vastly improved: You can customize buildings,
841 add buildings as requirements to units, restrict technologies to certain
842 nations, have split technology trees, gold upkeep for units, new units
843 and terrain flags and lots of other options. (This is still done by
844 editing configuration files with a text editor.)
845 - Fewer popups (eg choose the new government from the menu directly)
846 - Alternative map topologies, e.g., real support for isometric and
847 hexagonal maps and "donut" map wrapping.
848 - Incomplete support for drawing civ3 graphics. See the civ3gfx tileset.
849 - Global observer can observe the entire game.
850 - New method of settings map dimensions: Just use 'size'.
851 - Modified map generators.
852 - Initial units can be selected with a server option.
853 - 'Home' key centers on your capital.
854 - Drag and drop goto.
855 - Player authentication with optional passwords.
856 - You can start the server and set server options from the client.
857 - You can meet with other players for 20 turns after your units have last
858 met, and you can exchange embassies when meeting.
859 - You can bind the server to a given IP on multihomed hosts.
860 - New client dialog which uses multicast to find servers on your LAN.
861 - Compress network traffic and send only a delta (diff) of the data.
862 - GTK2 client can now run in fullscreen mode.
863 - GTK2 is now the default client (the code base also features fully
864 functional GTK1, Xaw and native Win32 clients).
865 - Convert charsets as they are sent between client and server. All data
866 files are now in UTF-8.
867 - New (and incompatible) metaserver.
868 - New ALSA sound plugin.
869 - The s(entry) command no longer doubles as a means to put units on
870 boats - use the new l(oad) command instead.
871 - Many more (smaller) changes, and massive changes under the hood.
873 WHAT'S CHANGED SINCE 1.13.0
874 - Unique city names, you no longer can name your cities the same,
875 and you can enforce unique city names globally (optional).
876 - A new map generator (generator 5) which creates pretty fractal
878 - You can load savegames from the server prompt.
879 - You can save client commandline defaults.
880 - Specialists are taken from content citizens first, instead of from
881 unhappy citizens first. This makes it more difficult to quell unrest
882 using taxmen and scientists.
883 - You now start with no technologies by default, and angry citizens
884 are enabled by default, although they will rarely make an apperance.
885 - The algorithm used for calculating the effects of tax settings has
886 been changed. It is now no longer possible to get 100% effect from
887 60% choice of tax goal.
888 - A new, historically more correct version of the rulesets included.
889 - There is an option to require several turns of rapture/celebration
890 before it takes effect. See "show rapturedelay" in server.
891 - The sequence of some end of turn activities have been regrouped.
892 - Several AI improvements. It should now build and buy units and
893 buildings slightly more intelligently.
894 - Many internal code improvements that will lead to more features
896 - /fix and /unfix commands to stop modifications after game has
898 - The server commands "rulesout", "log", "freestyle" and "crash"
899 have been removed, while "rfcstyle" now toggles between rfcstyle
901 - civ2 ruleset now more accurately reflects civ2 deity level defaults.
902 - A truly massive amount of bugfixes.
904 WHAT'S CHANGED SINCE 1.12.0
906 - Citizen Management Agent (CMA) allows you to automate workers
907 and specialists in cities.
908 - Sound support has been added.
909 - The new "isotrident" tileset has been made the default. The
910 "hires" and "engels" tilesets have been taken out of the
911 distribution but can be downloaded from the web page.
912 - New city dialog in the gtk client.
913 - Windows version of the client. It has improved connection
914 dialog and supports loading and saving from the client.
915 - GTK 2.0 version of the client.
916 - The client will try to suggest names for your cities that
917 correspond with what they mean.
918 - Improved players dialog shows sortable and colored information,
919 including the players' flags.
920 - Server no longer takes the --server command line option,
921 instead you can use the --info option to set the metaserver
922 announcement text to whatever you like. The -a option when given
923 to the client skips the connection dialog entirely.
924 - A "wall" server command added which gives message to all players.
925 - A new flexible timeout set through "timeoutinc" server option.
926 - Leftover research bulbs will carry over to next advance.
927 - Trade routes are more effective.
928 - Units attacking ships in cities double their firepower, while
929 defenders get only 1 firepower.
930 - Helicopters defending against air units get 50% penalty, and
931 have their firepower reduced to 1 against fighter units.
932 - You can build city walls even though you have Great Wall wonder.
933 - The Communism government's food cost in default ruleset has
934 been changed to 1, while it has been changed to 2 for the Civ2
936 - Stealth fighter and bomber now really are stealthy, and are
937 partially invisible just like subs. Also, stealth bombers have
938 increased their attack strength from 14 to 18.
939 - Civ2 ruleset now has Fundamentalism.
940 - Improved modpack abilities: The caravan ability has been split.
941 New ways to calculate technology costs. Better documentation.
942 Rulesets can specify starting techs. You can have more than one
943 bonus tech. Split settler abilities. Buildings ruleset syntax
944 has been significantly extended, but effects do not work yet.
945 - Server option "tinyisles" allow 1x1 size islands and
946 "separatepoles" allow continents connected to the poles
947 - "citymindist" specify minimum distance between cities, while
948 "notradesize" and "fulltradesize" regulate the trade generated
950 - You can turn on angry citizens with "angrycitizens" option.
951 - Fortresses may give you extended vision. See watchtower options.
952 - If you lose your palace, you get a new one for free in a
953 randomly chosen city. This behaviour can be turned off with the
954 server option "savepalace".
955 - Rulesets are now loaded from inside the server through the
956 "rulesetdir" command.
957 - The limit on the number of nations that can be included with
958 Freeciv has been removed.
959 - The format of the isometric tileset spec-files has changed.
960 - The map and ai code has been cleaned up significantly.
961 - Translations improved. Added better support for plural forms.
962 - Several bugs squished and a lot of work done under the hood.
963 - For an overview of the remaining bugs please visit doc/BUGS.
965 WHAT'S CHANGED SINCE 1.11.4
967 - Internationalization extended. Still needs improvement.
968 Current localizations: de en_GB es fr hu it ja nl no pl pt pt_BR
970 - Isometric view in gtk and amiga clients using the mostly civ2-
971 compatible HiRes tileset. This is on by default, but the old non-
972 isometric tiles are still available by giving a --tiles argument to
973 the client, fx "civclient --tiles trident".
974 - While planning a goto (after hitting "g") a line will be displayed
975 showing the route from the selected unit to the mouse pointer.
976 Hitting "g" will insert a waypoint at the mouse pointer.
977 - The server now has readline completion. This works at all levels,
978 fx "cu<TAB>" completes to "cut", and if there exist a player named
979 "paulz" "cut pau<TAB>" will complete to "cut paulz".
980 - Players can agree to give shared vision, which means that you
981 automatically see everything the other player sees.
982 - Layer view menu items allow you to only display some map info on the
983 main map. Fx you can choose to not show roads.
984 - The server will ping all connected clients and cut off those too slow
986 - Smarter placing of partisans.
987 - The server no longer automatically starts when the maximum number of
988 players have been reached.
989 - If commandlevels are used and the controlling player disconnects a
990 connected player can assume the "first" level with the "/firstlevel"
992 - "Restrictions and Limitations" section added to the README.ruleset
993 - Caravans, diplomats and spies can move into allied cities.
994 - Elephants, Crusaders and Fanatics activated in civ 2 ruleset.
995 - The size of the city foodbox is now controlled by the ruleset
996 variables "granary_food_ini" and "granary_food_inc".
997 - Limit on number of improvement types in rulesets removed.
998 - Capitalization is available from the start of the game in the default
999 ruleset. (renamed coinage)
1000 - Cities can have 0 trade. (used to be at least 1)
1001 - Settlers can only be added to cities less than size 8, as in civ 2.
1002 - If you paradrop a unit into unknown terrain and the terrain contains
1003 an enemy unit the paradropping unit is lost. If you drop into terrain
1004 you thought was land, but which has changed to water, the unit is
1006 - diplomats/spies can't take action from a ship.
1007 - Refueling air units at turn update will refuel units with only 1 fuel
1008 first. Secundary criteria is unit cost.
1009 - Trireme loss percentage depends upon known technologies.
1010 - Leonardo's workshop will upgrade a random unit each turn, and not
1012 - Allied cities count as friendly when determining whether a unit is
1013 being agressive. (gives unhappyness under some govs.)
1014 - Deserts are created primarily 15 to 35 degrees off the equator.
1015 - Only arctic tiles generated at poles.
1016 - The server will report when a new government becomes available.
1017 - Changed wording of message "famine feared" to "famine occurred". New
1018 "famine feared" message just before food runs out.
1019 - "wonder soon build" message when another player is about to complete
1021 - Players are notified when one of their wonders has become obsolete.
1022 - In the players dialog it is now reported which nations have an
1023 embassy with you. Your embassies are also listed.
1024 - Wonders being built are listed in the "wonders of the world" popup.
1025 - Server "save" command saves to <auto-save name prefix><year>m.sav[.gz]
1026 if it is not given any arguments.
1027 - "quitidle" server commandline option makes server quit if there has
1028 been no connected players for the specified amount of time.
1029 - When turning on the autotoggle option existing human nations without
1030 a connected player will be put on AI.
1031 - Server doesn't block as long when writing to a slow host, controlled
1032 by variables "tcptimeout" and "netwait".
1033 - "savename" server variable controls the prefix of autosaves.
1034 - "allowconnect" server variable lets you control which types of
1035 players (new players; human players; AI players; dead players;
1036 barbarian players) can connect.
1037 - More nations added.
1038 - New maps in data/scenario: british-isles-80x76-v2.51.sav,
1039 iberian-peninsula-136x100-v0.9.sav,
1040 hagworld-120x60-v1.2.sav (earth map).
1041 - Amiga internationalization/localization.
1042 - Amiga client: history added to chatline.
1043 - Lots of bug fixes and code cleanups.
1045 WHAT'S CHANGED SINCE 1.11.0:
1047 - Readline support added to the server.
1048 - May now disperse initial units over specified area. See "dispersion"
1050 - May now arrange for first client to connect to have a higher cmdlevel
1051 than the following clients. See "cmdlevel" server option.
1052 - Save files now transparently (un)compressed when (loaded) saved.
1053 - Now requires a minimum number of ocean tiles to be adjacent to a land
1054 tile wished to be transformed into ocean. Default is 1.
1055 - Added Nuclear Fallout. Industrialization and population still
1056 generate Pollution. Dropping a Nuke generates Nuclear Fallout, which
1057 is distinct from Pollution. There is a new command to clean Fallout
1058 vs. cleaning Pollution. Fallout contributes to Nuclear Winter --
1059 which also changes terrain, but tends to Desert, Tundra and Glacier.
1060 Added a new "cooling" icon to the info area to indicate the progress
1061 towards Nuclear Winter, and also an icon for Fallout on the main map.
1062 AIs are now more aggressive at cleaning up Pollution, but not Fallout.
1063 - Ported to OpenVMS.
1064 - Moved most of the dependencies on the "civstyle" server option to
1065 separate values in game.ruleset files.
1066 - Fixed bugs in "turns to build" displays.
1067 - Fixed bug whereby Diplomat/Spy investigations of cities did not
1068 reveal the correct supported and present unit lists.
1069 - Fixed multiple bugs in go-to code.
1070 - Fixed bug where starting a revolution, saving the game and restarting
1071 the server would allow switching governments without anarchy.
1072 - Fix bug that you could paradrop into cities you were at war with even
1073 if they contained enemy units.
1075 WHAT'S CHANGED SINCE 1.10.0:
1077 - Internationalization extended. Still needs improvement.
1078 Current localizations: de en_GB es fr hu ja nl no pl pt pt_BR ru.
1079 - Added full Fog of War. Controlled by "fogofwar" server option.
1080 - Added explicit Diplomatic States between civilizations: war, neutral,
1081 no-contact, cease-fire peace and alliance.
1082 - Allow terrain changes to/from land/ocean. Default ruleset allows
1083 Engineers to Transform Swamp to Ocean and Ocean to Swamp. Also
1084 allows Forest to be Mined into Swamp.
1085 - Increased maximum number of players to 30.
1086 - Fortifying now takes a turn to complete (like Civ1/2).
1087 - Added correct Civ2 style of Apollo wonder (shows entire map, rather
1088 than just cities). Selected by "civstyle" server option.
1089 - Aggressive sea units no longer cause unhappiness when in a city.
1090 - Added Civ2 rule that firepower is reduced to 1 for both the defender
1091 and the attacker when a ship bombards a land unit.
1092 - When changing current research, if user changes back to what was being
1093 researched, the penalty is not applied (you keep all your bulbs).
1094 - Added pop-up of more details when clicking on info box in GTK+ client.
1095 - Improved the global warming danger indicator.
1096 - Added warning of incipient city growth.
1097 - The server "remove <player>" command is no longer available after the
1099 - Added "fixedlength" server option to make all turns exactly "timeout"
1101 - The "timeout" time may be much longer (up to a day).
1102 - Added goto for air units. If destination is beyond range, they will
1103 stop in cities/airfields/etc. to get there.
1104 - May now select a unit by clicking on the unit pile display on the left.
1105 - Diplomats/Spies moving by goto now do pop-up the Diplomat/Spy command
1106 dialog when they reach a city.
1107 - Improved goto algorithm and implementation.
1108 - Help dialog displays which buildings an advance will obsolete.
1109 - Optionally show city food/shields/trade productions on main map.
1110 - Added server option "autotoggle", which toggles AI status on and off
1111 as players connect and disconnect.
1112 - Allow Hoover Dam to be built anywhere, to conform to Civ2.
1113 - Show turns per advance in Science Advisor dialog.
1114 - Improved map and unit movement drawing code.
1115 - Added "End Turn when done moving" local option.
1116 - City production penalties now applied more correctly.
1117 - Added Sentry and Fortify to Present Units' City Dialog pop-up.
1118 - More nations added.
1119 - Added a resource file for the GTK+ client.
1120 - Improved network code for more reliable connections.
1121 - Split nations.ruleset into individual <nation>.ruleset files.
1122 - Extended registry file format to allow including files and overriding
1124 - Added --with-xaw and --enable-client=xaw3d options to ./configure
1126 - Lots of bug fixes and code cleanups.
1128 WHAT'S CHANGED SINCE 1.9.0:
1130 - Internationalization extended. Still needs improvement.
1131 New ./doc directory for localized versions of README and INSTALL.
1132 Current localizations: de en_GB es fr hu no pl pt pt_BR ru.
1133 - Added Civ1/2-like Barbarians. Controlled by two server options.
1134 - Many more nations added.
1135 - Worklists -- Players can now specify a list of things to be built in
1137 - The AI now utilizes diplomats/spies aggressively.
1138 - Added a variant (1) of Michelangelo's Chapel.
1139 - Initial rates after Revolution will try to maximize Science.
1140 - Rapture-triggered city growth will no longer empty the foodbox.
1141 - Map generator improvements:
1142 - Gen 1 hills more uniform north/south.
1143 - Gen 2+ will tend to make fewer length-one rivers.
1144 - Added unit-death explosion animation.
1145 - No longer will cities with exactly 0 (zero) production surplus be given
1146 a "free" shield every turn.
1147 - Command-line arguments made more consistent between server and client.
1148 - Caravans now provide a research benefit when initially establishing a
1149 trade route, equal to the monetary benefit.
1150 - Diplomat/Spy changes:
1151 - Changed all actions to more closely conform to Civ2 rules.
1152 - Changed "diplchance" to be %-chance of success. Used in many ways.
1153 - Diplomat/Spy may attempt action with any movement left.
1154 - Added "At Spy's Discretion" selection to steal and sabotage dialogs.
1155 - Allow Spies to steal tech from a city more than once (gets harder).
1156 - May only poison towns of size greater than 1 (one).
1157 - May only sabotage units that are alone on a square.
1158 - When a city is subverted, only nearby units change sides.
1159 - Veteran status improves defense against other Diplomats/Spies.
1160 - Added production display of number of turns remaining to build.
1161 - Small, shield-like flags tilesets (trident_shields, engels_shields).
1162 - Airbase changes (for Civ2 compliance):
1163 - Ground units can attack Air units when they are parked on an Airbase.
1164 - Units are defeated only singly when on an Airbase (like a Fortress).
1165 - Revised and improved the server 'help' command.
1166 - New intro graphics.
1167 - Ships may now have their movement reduced after a combat in which they
1169 - Added display of production values to main map "city tiles" display.
1170 - Increased the Add-To City size limit to 9 to conform to Civ2.
1171 - Settler's "Connect" feature -- Automatically connect two points with
1172 Road, Railroad, Irrigate or Fortress.
1173 - Several AI improvements.
1174 - New ruleset support for CITIES, most notably cities are now drawn in
1175 different sizes and styles.
1176 - Allow specifying unambiguous player name prefix, instead of full
1177 player name, for server commands taking a player name argument.
1178 - Added multi-client configuration support.
1179 - Added 'read' and 'write' server commands.
1180 - Added "best nation" column to Demographics report.
1181 - Changed Fighters and Stealth Fighters to not cause unhappiness (Civ2).
1182 - Cities on mountains will produce an extra food (Civ2).
1183 - Fixed bug where Lighthouse was not producing veteran sea units.
1184 - Ported to Amiga. (This is not included with a "distribution"; get it
1185 directly from the CVS <http://www.freeciv.org/contribute.html#SetupCVS>,
1186 or from a CVS Snapshot <http://www.freeciv.org/latest.html>.)
1187 - Lots of bug fixes, code cleanups, and help-text improvements.
1189 WHAT'S CHANGED SINCE 1.8.1:
1191 - Internationalization added. Some aspects still need improvement,
1192 and in particular currently only works well if client and server
1193 both use the same language. Initial (partial) translations
1194 included are: de es fr hu pl pt pt_BR.
1195 - Improvements to "trident" tileset, and this set is now the default.
1196 - New ruleset support for NATIONS, and many new nations added --
1197 there are now 32 nations in the default nations file. Also allow
1198 multiple leaders choices for each nation, allow longer player
1199 names, and allow specifying/choosing sex of leader.
1200 - New ruleset support for TERRAIN, and changes to allow Civ2 style
1201 terrain with more specials, multi-terrain rivers, and new farmland
1202 infrastructure. Moved some server options into terrain ruleset,
1203 and added new rule option regarding movement along rivers.
1204 - New ruleset support for GOVERNMENTS, and more general unit upkeep.
1205 - The contents and layout of the graphics files is now described in
1206 user-editable 'spec' files, instead of being hardwired into the
1207 code; see README.graphics for details.
1208 - Changes to city graphics: can now see cities grow. Also, code
1209 support for different city styles for different nations, and for
1210 technology dependent styles, but lacking good graphics except for
1211 the default style. Cities show a small flag when occupied by one
1213 - From Civ2, added Paratroopers unit and Airbase infrastructure.
1214 - Initial window size of Gtk+ client is smaller, to fit better on
1215 smaller screens, and can now resize detached chat/output window.
1216 - City report enhancements: New "Change All" dialog to convert all
1217 production of a given item to some other item (both clients); can
1218 select multiple cities and issue commands (Gtk+ client only); can
1219 sort by different columns (Gtk+ client only). Can also select
1220 multiple items in the Trade Report (Gtk+ client only).
1221 - In Civ2 style, can select which infrastructure item to pillage, and
1222 multiple units can pillage together. Can now pillage fortresses,
1223 as well as new farmland and airbase infrastructure items.
1224 - More fields added to Demographics Report, and now configurable from
1226 - Added more information to "Active Units Report", and renamed to
1228 - New cursors added for Goto, Nuke and Paradrop modes; <Escape> key
1229 cancels Go-To/Paradrop/nuke mode; pollution on city squares is now
1230 always clearly visible; improvements to refresh method for pixmaps
1231 in Gtk+ client; various other improvements to both clients.
1232 - Autosettlers no longer convert Plains/Grasslands to Forests, but
1233 will now Transform terrain.
1234 - AI can build spaceships, although does not do so very aggressively
1235 or intelligently yet.
1236 - Server and client may specify a different metaserver to use. There
1237 is now a metaserver running on www.freeciv.org, and that is now the
1238 default metaserver (http://www.freeciv.org/metaserver).
1239 - New server option for "turn blocking" mode, in which players will
1240 never miss a turn even if sometimes disconnected.
1241 - More flexible rulesets for units and techs (advances) allowing
1242 variable number of items in each (up to 200) and no longer any
1243 techs with hardwired effects depending on position in ruleset file.
1244 - Appropriate helptext now appears in ruleset files, allowing
1245 modpacks to give modified help to correspond to modified items.
1246 - Format of ruleset files is changed, no longer compatible with
1247 those for 1.8.0 and 1.8.1.
1248 - Removed science bonus of +1 per city per turn.
1249 - In Civ2 mode, overflight of a hut causes it to disappear, and can't
1250 build cities next to each other.
1251 - Rapture_size now 3, to conform to Civ2.
1252 - Settlers and Engineers now cost shield upkeep as well as food
1253 upkeep (depending on government type) as in both Civ1 and Civ2.
1254 - Helicopters do not lose hitpoints when over an airbase.
1255 - The amount of food required for a city grow is now ((citysize+1) *
1256 foodbox), instead of (citysize * foodbox); new behavior matches
1258 - Some re-organization of data directory, in adding data/scenario,
1259 and graphics now in data/trident, data/engels and data/misc.
1260 - Preliminary support for compiling the server on Mac (but networking
1261 code not yet ported).
1262 - Progressively moving code out of client gui-dependent directories.
1263 - Lots of bug fixes, code cleanups, and help-text improvements.
1265 WHAT'S CHANGED SINCE 1.8.0:
1267 - The biggest change is a new client which uses the popular Gtk+
1268 toolkit. The old Xaw client is still included as well.
1269 - A new alternate (30x30) tileset: the "trident" tileset.
1270 Start the client with "--tiles trident" to try it out.
1271 (This replaces the "classic/brunus" tileset, which is still
1272 available separately from the Freeciv ftp site.)
1273 - In the Gtk+ client, parts of the main window can be detached.
1274 Detaching them all allows a full-screen map window!
1275 - The data directory can now be specified as a "path" ($FREECIV_PATH),
1276 instead of a single directory. By default, ~/.freeciv is now in
1277 the path, so if you download new tiles, modpacks, etc, you can now
1278 simply put them in ~/.freeciv
1279 - Server console improvements: can abbreviate server command names,
1280 and server option names. Better prompt handling - eg, server no
1281 longer prints an unnecessary prompt each turn.
1282 - Server commands can now be issued from the client chatline.
1283 There is a new server command "cmdlevel", to control access to
1284 this feature on a per-player basis.
1285 - Some of the "small" graphics have been improved.
1286 - Added a nice cursor for selecting the destination for "goto".
1287 - New column "corruption" in the city report.
1288 - Implemented Marco Polo's Embassy wonder.
1289 - New command to explode Nuclear units at an empty square.
1290 - Improved behavior of Caravans and "goto": the Caravan dialog will
1291 now popup when the Caravan arrives, whether moving by goto or by
1293 - Allow connecting to metaserver (in client) via $http_proxy.
1294 - Minor "Zone of Control" (ZOC) rules changes to better match Civ2.
1295 - Improved debug logging.
1296 - Server will refuse to run as root, as a security measure.
1297 - As always: lots of bug fixes, code cleanups, and help-text
1300 WHAT'S CHANGED SINCE 1.7.2:
1302 - Space race! Be the first player to build a space ship and colonize
1304 - Civil war! Capturing the enemy capital may split his empire. Half
1305 of his towns will join a new AI leader!
1306 - Two tile sets in this release! The "big" ones are from Ralph Engels.
1307 I hope you will enjoy them. The second set is an enhancement of the
1308 classic ones. The server option -tiles allows to choose a subdirectory
1309 of the data directory to use different tiles. (The data directory can
1310 be set with the DATADIR environment variable.) Also, diagonal roads
1311 and railroads are now drawn. Changed some of the national flags
1312 (especially changed Soviet flag to the Russian flag for Russians).
1313 - Rulesets can be used to customise units, advances, wonders, and
1314 improvements without recompiling -- see README.rulesets.
1315 - Units in a town can be put in auto-attack mode. In this mode, they
1316 will attack any enemy units which come nearby.
1317 - New city options for each city, controlling whether new citizens are
1318 workers or specialists, whether to allow disbanding a size 1 city by
1319 building a settler, and options for units on auto-attack mode in the
1321 - Mapgen 4 (selected with the server command "set generator 4") is a new
1322 map generator which generates a map with 2 players on each island.
1323 - Cities can be a traded in diplomatic treaties. This effectively
1324 allows you to exchange, sell or buy cities.
1325 - The AI now builds diplomats to defend against enemy diplomats.
1326 - Settlers and engineers can do teamwork. With enough manpower, all
1327 terrain improvements can be done fast!
1328 - With engineers, the terrain type can be changed using the new Transform
1329 command ('O'). For example, hills can be turned into plains.
1330 - Units only regenerate hit points if they have not moved at all for a
1332 - Gamelog option. The whole history of a game can be stored in the
1334 - One can select a unit with 0 moves left from the main map.
1335 - City workers can be adjusted from the main map, with shift+button1.
1336 - Changed the order of libraries to fix problems on IRIX and Cygwin.
1337 - Changed the client-server protocol to use network byte order.
1338 - Other bug fixes and code and help text cleanups.
1340 WHAT'S CHANGED SINCE 1.7.1:
1342 - Improvements to the configure script, so it should now work
1343 properly on all systems.
1344 - Ability to configure to use Xaw3d instead of the normal Xaw.
1345 - New "easy" AI mode, which is now the default.
1346 - Improved "City Report" dialog, with configurable columns.
1347 - Improved "Message Options" dialog, with customizable filtering and
1348 selection for the different message types.
1349 - Improved "Messages" dialog, with a scrollbar, and a "Popup City"
1351 - Improved multi-column "Unit Select" dialog when there are lots of
1353 - In city dialog, middle-click unit icons to "activate and close".
1354 - New client command "t" to show tiles used by city under mouse.
1355 - New metaserver dialog to make connecting to metaserver games easier.
1356 - Ability to save and re-load client settings.
1357 - Clearer Yes/No toggle buttons in various places in the client.
1358 - Reduced color usage (but looks almost identical), so the client should
1359 now work fine on systems with 8 bit color displays.
1360 - Ability to use "scenarios", that is, pre-designed maps. Scenarios
1361 for Earth and Europe games are included in the data directory.
1362 (Use them with the server command-line option -f, like savegames.)
1363 - More city names, so you're less likely to see "City 41" etc.
1364 - Saving large games is now much faster, and the savefile is smaller.
1365 - Improvements to the documentation and online help system, including
1366 a new help section on the "Zones of Control" game concept.
1367 - Detect repeated log messages and print repeat counts.
1368 - New server options randseed and aqueductloss.
1369 - Many other enhancements and bug fixes.
1371 WHAT'S CHANGED SINCE 1.7.0:
1373 - Removed two C++-style comments, the most reported problem with 1.7.0!
1374 - Tweaks to the configure script for Solaris, although it's still not
1376 - Spy and diplomat improvements.
1377 - Added the "W" command, which Wakes up sentried units.
1378 - Added the "scorelog" command, which can be read by a script to generate
1379 power graphs after the game.
1380 - Loading games is now MUCH faster.
1381 - AI improvements from John Stonebraker.
1382 - Visual improvements to dialogs and the map screen.
1383 - Settlers may not fortify.
1384 - Numerous bug fixes.
1386 WHAT'S CHANGED SINCE 1.6.3:
1388 - Massive AI changes. It plays smarter, and the AI uses seagoing vessels.
1389 - The contents of the help system have been improved substantially.
1391 - We now recommend you use "configure" instead of Imake.
1392 - Settlers have a new "e"xplore mode.
1393 - The makefiles now contain auto-generated dependency information.
1394 - Units within the radius of the city to which they belong no longer
1395 cause unhappiness. This will allow much more realistic defense
1397 - The tax/lux/sci rates are now limited by your government type.
1398 Also, they can modified by clicking on the rate status icons.
1399 - The behaviour of spies and diplomats has been greatly improved.
1400 - Freeciv now needs to transmit a lot less data (<25%!) when playing
1401 over the Internet. This will greatly speed up games.
1402 - Preliminary support for compiling Freeciv under Windows and OS/2,
1403 when used in conjunction with the GNU tools.
1404 - From now on, it will be possible for different Freeciv versions to
1405 talk to each other if they're able.
1406 - Tracy Reed (who provides www.freeciv.org) reports that our site is
1407 getting over 6,000 hits per month. He was quoted as saying "Cool!
1408 Now my computer is doing something!"
1409 - Lots, and Lots, and Lots of donated patches. Thanks guys, keep 'em