Freeciv game settings




















Longturn games using Multiplayer Ruleset are currently hosted at freecivweb. In Multiplayer games you compete against other human opponents. You found cities, use them to build a military and economy, and attempt to create an empire that emerges victorious.

All players begin at the dawn of history with a handful of units - typically with three workers, three settlers, and one or more explorers in BC. At the start, your map will be blank. Your units will travel and discover the oceans and continents of the world.

Players may share their maps by arranging a pact. Note that your map is only the record of the terrain and cities your units last encountered in an area — you will not learn about changes in an area until your units visit again. You can't observe the movement of enemy units out of sight of your units and cities.

The game is played in turns. Players move their units and take actions simultaneous to each other during the turn. At the beginning of each turn all units are assigned movement points, which are spent as they move and act.

Freeciv Explore. Top content. SVG flags Aborigines. Augmented2 ruleset modpack Augmented modpack: terrain Ts. Starting war City building completed Why do unit reload on ships with expended moves Play by email Time Freeciv - VERY annoying gameplay bug crosspost Is there any kind of balance in freeciv? Browse by category.

Explore Wikis Community Central. Register Don't have an account? Multiplayer II Game Manual. Edit source History Talk 1. Categories Add category. Cancel Save. Fan Feed 1 Screenshots 2 Terrain 3 Features. Most options have for their values simple integers.

See also server options. Each option belongs to a category which reflects its main topic: geological, ecological, sociological, economic, military, scientific, internal, networking. Options that may only be set if the map has not been generated are used in the map generation process, establishing the general habitability of the map, for example: size, topology, generator, startpos.

Some other options may be set if the map has not been generated, or if the map is already generated but is a scenario's predefined map and the game has not actually started. They also relate to map and game creation, on a different level: specials, huts, minplayers, maxplayers, aifill, startunits, gold, techlevel.

The remaining options may be set even after the game has started: barbarians, onsetbarbs, spacerace and timeout. A note about the timeout option is necessary. Recall the description above of the end-of-turn updates that take place when all players have entered Next Turn. If there are just a few players, in close communication, leaving it in this mode is reasonable. If there are more than just a few, or if there will likely be breaks where one leaves for a minute or so and you don't want to wait, you can set the timeout to some interval such as 60 seconds.

In that case, 60 seconds after one update, the next will take place even if a player has not entered Next Turn. Later in the game this can be annoying, and larger timeouts will be necessary. In general, the more players you have, the longer a timeout you will need, but be aware that going above seconds will bother players. See here for an extensive list of server options. You may wish to make adjustments in various settings gold, techlevel, researchspeed, etc.

But this is not a good way to learn how to play; starting with uncommon advantages makes it more difficult for you to learn how to cope with the common settings. For the most part, the game settings are there for those who wish to make an entire "scenario", an alternative world with its own environment and consistency, such as a Fall of Rome scenario, or a Medieval Europe scenario.

If you compiled your server with auth-option --enable-auth you can now put your authentication parameters into a flat file.



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