1 The Freeciv playing HOWTO
3 Originally by Michael Hohensee (aka Zarchon)
6 If you're looking for how to install Freeciv, look in INSTALL.
7 If you're looking for how to get Freeciv running, look in README.
9 If you have never played the Civilization games, it's easiest to
10 start by reading the Freeciv Manual, available separately at:
12 http://www.freeciv.org/wiki/Manual
14 If you're looking for ideas on playing Freeciv, then keep reading!!
16 Now that you have Freeciv running, you'll want to play your
17 first few games. It is recommended that you try playing solitaire a
18 few times, so that you can get a feel for how things work, but this is
19 not necessary. You can also learn by playing with others or against
22 Q: Can you give me a basic strategy?
24 First of all, this isn't a *perfect* strategy; it's not
25 even a very good one. But it will get you started playing Freeciv.
26 Part of the appeal of Freeciv is in developing new strategies.
28 The game is divided into several stages:
30 The Initial Expansion phase
31 Technological sub-phase
32 The Second Expansion phase
34 and The Utter Annihilation of Your Enemies phase
38 This phase is the most critical. The first thing you want to
39 do is build cities and explore your island. You want lots of cities,
40 seven or eight at the least.
42 The name of the game is to tie down as many squares of land as
43 possible. When building a city, make sure that you don't overlap too
44 much with territory from one of your other cities. You can see which
45 squares are being used by a city by clicking on it. The map of the
46 city and the surrounding area contains that city's territory. Keeping
47 this in mind, try to keep your cities fairly close together. The
48 further apart they are, the more difficult they are to defend and
49 administer at this stage. (Tip: Try to build on horses or near fish.)
51 Now that you have a city or two, you'll want to set the science
52 rate as high as your government type will allow. Don't worry about
53 the tax rate, since you won't be building any improvements to drain
54 your cash; you'll be building settlers. Every city should be churning
55 out settlers. The more settlers you make, the more cities you can
56 have; the more cities you have, the faster you gain tech; the faster
57 you gain tech, the faster you win. After you have built as many
58 cities as your corner of the world will hold, turn the settlers to
59 irrigating and building roads.
61 (Note: If the food surplus in a city drops to +1 from supporting
62 too many settlers, and you can't rearrange people to increase it, then
63 switch them to building temples. Unless you make contact with another
64 player, don't worry about building military units just yet.)
66 All this time, you have been gaining techs as fast as
67 possible. What you should be shooting for is first "The Republic",
68 then "Democracy", then "Railroad", and then "Industrialization".
69 (Some people go for Monarchy before The Republic). As soon as
70 you've researched a new government type, start a revolution and change
71 over to it. Cities operate much better as Republics than they do
72 under Despotism, but note that it's much harder to keep military
73 units outside of city limits under a Republic. Also, don't forget to
74 recheck your rates after you've changed governments, as the maximums
77 When you get Democracy, you are equipped to go into the Second
78 Expansion phase. This is accomplished by changing the government to a
79 Democracy, making all cities build temples, and setting the luxury
80 rate to 100%. When you do this, all cities will immediately begin
81 celebrating, and will grow at a rate of one per turn as long as
82 there is surplus food. When they've gotten big enough, set the luxury
83 down to a reasonable level of 20-40%. This places you in the Second
86 The down-side to this is that setting luxury to 100% means
87 that your science research will all but stop. After your cities have
88 grown, and you put science back up to 50% or so, you will again gain
89 techs, but at a slightly slower rate. If you have done some
90 exploring, and are not immediately threatened by another player, it
91 can be a good idea to keep science at maximum until techs start to
92 take too long to generate.
94 Second Expansion Phase:
96 When you get your cities to a good sized population, wean them
97 off luxuries gradually and increase taxes. Once they're down to 30%
98 luxury or so, put as much of the taxes as you can into science, while
99 maintaining a positive income. When you get railroad, turn all your
100 roads into rails, or at least the squares used for production, or
101 those that form part of a transport network. (Tip: turn every square
102 used by a city into a road/rail, it increases that city's output.
103 There's no need to upgrade the very centre square - that's done
106 Now is the time to develop industrialization, and military
107 technologies. You should also begin building cities on other islands,
108 and do some serious exploring if you have not already done so. You
109 need to find out where your enemies are. Go for techs good for ships,
110 and try to build Magellan's Expedition. When you feel ready, go into:
114 Now you're building factories and power plants in your cities.
115 You want to get as much production as possible out of each city.
116 Pollution becomes a problem. As soon as you can, try to research Mass
117 Production for Mass Transits, and Recycling so you can build
118 Recycling Centers. Once you've got all your cities going strong, you
119 must build military units. (Note: If you come into contact with
120 another player, you should immediately build a few attack units, and
121 at least one defense unit per city.)
123 When you want to begin thinking about attacking someone, set
124 science to 0%, and put raise taxes as high as you can without
125 provoking disorder. Remember, money can build units too!
128 Utter Annihilation of Your Enemies Phase:
130 This can happen at any time, but it's more fun with the
133 Pick a relatively weak enemy, and send over a few ship-loads of
134 troops. Take over his cities, and use them to build more units to
135 take out the rest of them with. Show no quarter! To the death!
137 Repeat as often as necessary! ;-)
139 [Note for pacifists: Freeciv also allows a player to win by building
140 and launching a spaceship which arrives at Alpha Centauri before anyone
144 Additional questions:
146 Q. What other strategies are there?
148 There are a number of tutorials and strategy guides available at
151 http://www.freeciv.org/wiki/Tutorials
153 Plus, the Freeciv online help describes another strategy.
156 Q. In multiplayer games, what timeout should I set?
158 That depends upon the number of players. If there are just
159 two of you playing, you can usually get away with using timeout 0. If
160 there are more than two, or if one of the two is going to be away from
161 his terminal at random intervals and you don't want to halt play, a
162 timeout of 60 seconds is usually sufficient. Later in the game,
163 however, as things get more complex, you may want to extend the
164 timeout to 240 seconds. In general, the more players you have, the
165 longer a timeout you will need. Feel free to set whatever timeout
166 seems comfortable, but remember that going above 300 will tend to
170 Q. What size map should I use?
172 The map size depends upon how many players there are, and how
173 fast you want the game to end. The default map size (80x50) is big
174 enough for a fairly quick two player game, but will result in a *very*
175 fast game if any more than three people are participating.
177 Fast games tend to be frustrating for everyone but the winner,
178 as nobody has really had any time to develop any defense. If you have
179 more than three people playing, you should use an 80x80 map. If you
180 have five or more people, you probably want to consider one that's
184 Q. What is that "generator" option?
186 It alters the map generation process. If you play Freeciv
187 a few times without changing this setting, you are sure to hear of (or
188 experience) the horrors of a tiny island. Tiny Island Syndrome (TIS)
189 is known to make people go insane. To fix this, our kind and loving
190 coders installed the generator option.
191 - When set to RANDOM, it creates the map using a random height generator,
192 with islands of different (and potentially unfair) sizes.
193 - When set to FRACTAL it generates the map using a pseudo fractal height
194 generator. This means that the mountains and the hills will be
195 placed according to everlasting mathematical figures.
196 - ISLAND generates islands of equal size (sometimes with some smaller
197 islands thrown in). This way, nobody can whine about losing "on
198 account of that d**ned island."
199 - SCENARIO is used for premade maps. (Load a map by typing in
200 /load /dir/savegame.sav.gz in the input field at the bottom of the
201 screen, in this way it is possible to change the settings of a game.
202 Use the map editor to change a map.)
203 - FAIR is the most fair of all generators for the multiplayer games.
204 It gives all users or teams identical islands.
205 - FRACTURE generates maps from a fracture pattern. It tends to place
206 hills and mountains along the edges of the continents.
208 Below the generator option there is the startpos option. This setting
209 determines how many players are placed on the same continent. Each
210 generator option has its own default startpos value. Which is loaded
211 when startpos is DEFAULT. (The default startpos for the fractal height
212 generator is ALL, which means that the generator will try to place all
213 the players on the same continent.
215 Q. Should I make the game easier by increasing the starting gold?
217 If you are inexperienced, and are playing with inexperienced
218 people, probably no one will object to an increase in the amount of
219 gold they start with. This is, however, not a good way to learn how
220 to play. Starting out with lots of money makes the game much easier,
221 and makes it more difficult for you to learn how to cope with the
222 default amount. Most experienced players don't increase this setting,
223 and if they know how to cope with it and you don't, you are going to
224 go the way of Atlantis.
226 Note: The same thing applied to the "techlevel" and "researchspeed"
230 Q. What about those other settings?
232 The rest of them mainly have to do with what sort of world
233 will be generated and game mechanics. Increasing "specials" gives you
234 a high chance of resources/square, and huts determines how many
235 freebie huts there are. Increasing the amount of settlers or
236 explorers one starts with makes the game go faster, and allows people
237 to survive "those $#@! barbarians" which sometimes live in huts.
239 The rail-related settings determine how much more a square
240 will produce in food/trade/production with a railroad on it, and the
241 foodbox setting determines how much food each person in a city has to
242 have before a new person can be added.
244 As for the rest, higher "mountains" means a more mountainous
245 map, higher "deserts" means more deserts, etc.
248 Q. How do I get _____ tech?
250 Look the tech up in the online help. It will show you the
251 technologies you need to get first.
253 You could read the technology ruleset in
254 'data/classic/techs.ruleset'. It shows a list of all the techs,
255 and what techs are necessary to get them.
258 Q. What kinds of military units are the most useful?
262 Armor (tanks), Helicopters, Cruise Missiles, Battleships,
263 Transports, Nuclears, Howitzers, Bombers.
267 Armor (tanks), Mech Inf., Howitzers, Battleships,
268 Cruise Missiles, Nuclears.
270 Remember, the best defense is a strong offense.
273 Additions to this document are welcome!