920 lines
39 KiB
Plaintext
920 lines
39 KiB
Plaintext
=================================
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Domesecration ruleset for FreeCiv
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=================================
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OBJECTIVES:
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-----------
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Base FreeCiv on *Animal Oppression and Human Violence: A History of Domesecration*.
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INFO:
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-----
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- Help texts have been updated (mainly buildings and wonders), so the
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info showed ingame already takes into account the changed rules. Some
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graphical tables from the manual might not match (mainly terrains and
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governments), so better use the tables in this Readme as reference.
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- I suggest new players to start a game with 6 players or so, AI skill
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level Normal, and default ruleset options (small continental map with
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100 land tiles per player).
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- For challenging games, you may place several AI players in the same
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team. For example, one team with 5 AIs together against you.
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- Cheating AI level was adjusted for these rules, I suggest experienced
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players to use it (better than Hard AI). The "AI Love" effect reduces
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the amount of wars between the AIs, even when they are not in the same
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team, making them more hostile against the human players (or against
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other non cheating AIs).
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CHEATING AI: +40% Science, Luxury, Gold and Production, +40 AI love,
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+40% Veteran chance, +40% Bribe and Incite costs, -20% Pollution, +1
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Content per city, no food penalty from units.
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The following is a full list of changes compared to classic ruleset
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(although it should be playable without reading it)...
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CORE CHANGES:
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-------------
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- No Rapture Growth (celebration only causes additional Trade per tile,
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same as civ3). Foodbox readjusted to keep a constant city growth.
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- Settlers cost 2 population (as in civ3). This way, the number of tiles
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worked in the original city are reduced by 2, equal to the number of
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tiles worked in the newly created city.
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- Disabled national trade routes: it is still possible to create trade
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routes, but only to foreign cities that you are not at war with (trade
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routes are canceled when war breaks out). Each city can support a
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maximum of 2 trade routes. Removed the one time revenues, and reduced
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the ongoing revenues.
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- Every unit (except Settlers, Migrants, and Fanatics, which cost
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population to build) pays some kind of upkeep cost. Some governments
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pay shields as upkeep, and others pay coins (similar to civ3), but not
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both.
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- Most units also require upkeep in Food, except for Workers/Engineers,
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Diplomat/Spy, Caravan/Freight, Explorer/AWACS, and Cruise
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Missile/Nuclear.
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A city can support for free as many units (with upkeep in Food) as
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its population size (min 4, max 20). Additional units cause waste of
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Food. If the city shrinks due to starvation, one of those extra units
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will be disbanded.
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- Units lose one veteran level when upgraded.
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- Enabled tired attack: units that attack with less than a single move
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point will have their attack power reduced accordingly.
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If they have 2/3 movement points, they will attack with 2/3 strength.
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If they have 1/3 movement points, they will attack with 1/3 strength.
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- Unlimited movement on rails delayed to maglev (available with
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Superconductors). Movement bonus on railroads x6, on roads x3, on
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rivers x3 (non diagonal).
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- Added Fort and Airstrip bases, required before you can build Fortress
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or Airbase, respectively. It prevents the construction of full bases
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in one single turn. The bases no longer protect full stacks from being
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killed when one unit is defeated.
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- All military infantry units can build fortresses. All worker units can
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build airbases. The working time required to build a base is 2 times
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the movement cost of the terrain.
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- Specialists output reduced to 2 (same as civ2). There are wonders that
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increase it to 3 for all players.
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- Enabled Tech Leakage: technologies are cheaper if already discovered
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by other nations you have embassy with.
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- The cost of each tech is equal to the number of steps needed to get
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the tech (Tech Cost = Base Cost * Number of Parents). It is a linear
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formula more similar to civ2, and it fits better the new reduced
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bonuses from Trade and Science.
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- Tech upkeep assigned to cities: some bulbs (research points) are
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required from each city to maintain a given technological level. The
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upkeep grows from 0 during the middle ages, up to 10 bulbs per city
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when the whole tech tree was researched.
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- No holes allowed in the tech tree. To acquire a tech you must know
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its prerequisites, and you cannot lose a tech that another depends on.
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- Enabled culture points, generated in your cities by wonders
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(proportional to their build cost), and by certain buildings
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(proportional to their upkeep cost): Temple, Amphitheatre,
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Cathedral, Library, University, Research Lab, and Palaces.
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The culture accumulated by each city increases its resistance in
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diplomatic fights against enemy agents (+5% for each 100 culture
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points, up to +50%).
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The culture accumulated by your nation increases the cost to bribe
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your units or incite your cities (+50% for each 1000 culture points,
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up to +500%).
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- Certain achievements give extra culture points: Metropolis (city reaches
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size 20), Cultured City (city reaches 1000 culture points), Multicultural
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(2 nationalities), Literate (libraries in every city), Land Ahoy (2nd
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continent sighted), Entire Map Known, and Spaceship Launch.
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- Enabled risk of plague at cities with population greater than 4.
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Chances reduced by the buildings Aqueduct and Sewer System, the tech
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Medicine, and the wonder Cure for Cancer.
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- Added other random disasters: Earthquake (city on Hills), Fire (city
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larger than 8), Flood (city near rivers), Industrial Accident (city
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with Mfg. Plant), and Nuclear Accident (city with Nuclear Plant).
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OPTIONAL RULES:
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---------------
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- Every player starts with 1 Settler, 1 Worker, 1 Explorer, 1 Diplomat,
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and 1 free tech. ('startunits', 'techlevel')
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- Minimum distance between cities set to 3. ('citymindist')
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- Initial national border equal to city radius (2 tiles). ('borders')
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- Restricted the use of infrastructure (roads, railroads, and rivers)
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for enemy units inside national borders. ('restrictinfra')
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- Unreachable units do not protect reachable ones (when they are in the
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same tile). ('unreachableprotects')
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- Occupy chance set to 100%: Units automatically move to the target
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tile if the attack is successful and ZoC rules allow the movement.
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('occupychance')
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- Halved chance of building loss (to 10%) when a city is conquered.
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('razechance')
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- If the pool of research points ends negative, one random technology
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is lost, and half of its value is restored to the research pool.
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('techlossforgiveness', 'techlossrestore')
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- Revolutions become quicker the more times any player has changed to
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the target government. ('revolentype')
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FOODBOX:
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--------
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- Foodbox size uniformed to even the population wasted when you build
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Settlers at larger cities (similar to civ3).
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- Granary size is fixed to 10 Food for every city size.
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- Cities with Pop <= 4 receive this granary effect for free, so they
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can create Settlers at best rate even without Granary. (This free
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granary effect helps the AI to build Settlers optimally).
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CITY FOODBOX SETTLER FOODBOX SETTLER
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SIZE NEW NEW OLD OLD
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1 20 - 20 -
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2 20(10)# - 30(15) 20(5-15)
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3 20(10)# 20(20) 40(20) 30(10-20)
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4 20(10)# 20(20) 50(25) 40(15-25)
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5 20(10) 30(20) 60(30) 50(20-30)
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6 30(10) 40(20) 70(35) 60(25-35)
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7 30(10) 50(30) 80(40) 70(30-40)
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8 40(10) 60(40) 90(45) 80(35-45)
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9 40(10) 70(50) 100(50) 90(40-50)
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10 40(10) 80(60) 110(55) 100(45-55)
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11 40(10) 80(60) 120(60) 110(50-60)
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12 40(10) 80(60) 130(65) 120(55-65)
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13 40(10) 80(60) 140(70) 130(60-70)
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14 40(10) 80(60) 150(75) 140(65-75)
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15 ... ... ... ...
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# Granary effect for free when city grows to this city level.
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FOODBOX = Foodbox size at that city level. (In brackets = Granary size).
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SETTLER = Food needed to recover the population if you create a Settler
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at that city size. (In brackets = The same but with Granary).
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NEW = This ruleset. OLD = civ2 ruleset
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TIP: In order to keep max growth, you should build the Granary before
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city grows larger than Pop 4 (same as Aqueduct at Pop 8, and Sewer
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System at Pop 16).
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TIP: Optimal production of Settlers occurs at any city with Pop <= 4,
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or cities with Granary and Pop <= 6.
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TERRAIN:
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--------
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- Jungles receive 1 extra Production (1/1/0).
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- Tundras can be mined for +1 Production (instead of irrigated) and
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receive +1 Trade when roaded (up to 1/1/1).
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- Swamps can be irrigated for +1 Food (to 2/0/0). Reduced Food bonus by
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1 to Spice resource (on Swamp).
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- Deserts with a river receive 1 extra Food from irrigation (total 2),
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unless they have an Oasis resource; this simulates a growth boost like
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Nile floods.
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- Hills receive 1 Production for free, and +2 from mines, same as civ3,
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(was 0 and +3). Mountains receive +2 Production from mines too (was +1).
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- Mountains give extra vision range. Cities can not be placed on
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Mountains (nor Glaciers). Ground units starting the turn on unroaded
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Mountains receive a -1 penalty to movement (this way it is not so good
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for cavalry to end the turn on Mountains).
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- The discovery of Refining allows to upgrade the mines placed on
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Desert and Glacier to Oil Wells (+2 Production in total).
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- Lake tiles receive for free +1 Food (2/0/2), but Harbors do not
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affect them. Lakes do not enable wonders that needs a coastal city.
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- Deep ocean tiles must be mined (resulting in an oil platform) in
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order to take advantage of the production bonus from Offshore Platforms.
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- Pollution may appear in Ocean tiles, and Transports can clean it
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without the need of Workers/Engineers. Oceans, Jungles and Forests are
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less affected by global warming.
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- Cities on rivers always get roads, even before Bridge Building is
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known.
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- The only terrain transformations available before the end of the tech
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tree are: Jungle -> Swamp; and Plains <-> Forest <-> Grassland.
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- The following diagram shows all the transformations available with
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the discovery of Fusion Power. Redesigned so all useful alterations can
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be finished in 1 or 2 steps, and all effects of global warming can be
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reverted:
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Glacier --> Lake <--
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/\ |
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Ocean --\ \/ |
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--> Grassland |
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--> Swamp --/ /\ |
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| \/ |
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<-- Jungle --> Forest --> |
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/\ | |
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Tundra --\ \/ | |
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--> Plains --|-->
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Desert --/ /\ |
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Mountains --> Hills <--
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- No minimum city output (was 1/1/0). City central tile simply gets +1
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Production.
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This way, no matter the tile where you place your city, you never
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waste any resource (for example, with classic/civ2 rules, a city placed
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over bonused Grassland was wasting the Production bonus).
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TILE F/P/T IRRIG(t) MINE(t) ROAD MAX1 MAX2 TRANSFORM
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Deep 1/0/2 NO NO NO 2/0/2 2/1/2 No
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Ocean 1/0/2 NO NO NO 2/0/2 2/1/2 *Grass(36)
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Lake *2/0/2 NO NO NO 2/0/2 2/1/2 *Grass(36)
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Swamp 1/0/0 *+1(5) *NO +0(4) 2/0/0 3/0/0 *Grass(24)
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Glacier 0/0/0 NO +1(10) +0(4) 0/1/0 0/3/0 *Lake(24)
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Tundra 1/0/0 *NO *+1(5) *+1(2) 1/1/1 1/1/1 *Plains(24)
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Desert 0/1/0 +1(5) +1(5) +1(2) 0/2/1 0/4/1 Plains(24)
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Plains 1/1/0 +1(5) Forest(10) +1(2) 2/1/1 3/1/1 *Lake(36)
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Grassland 2/0/0 +1(5) Forest(15) +1(2) 3/0/1 4/0/1 *Lake(36)
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Jungle *1/1/0 *Swamp(10) *NO +0(4) 1/1/0 1/1/0 *Forest(24)
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Forest 1/2/0 Plain(10) *Grass(15) +0(4) 1/2/0 1/3/0 *Hills(24)
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Hills *1/1/0 +1(10) *+2(10) +0(4) 1/3/0 1/4/0 Plains(24)
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Mountains 0/1/0 NO *+2(10) +0(6) 0/3/0 0/4/0 Hills(36)
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F/P/T = Food/Production/Trade output; (t) = turns
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MAX1 = Irrigation/Mine/Road/Harbor; MAX2 = Farmland/Railroad/Oil Well.
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* = Changes compared to civ2 ruleset. Most affected are Jungles, Swamps
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and Tundras.
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TIP: The optimal tiles to place your initial cities are those with MAX
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output equal or similar to 2/1/2, mainly those with bonus
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resources or rivers. Hills and Plains are always good places for
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cities, as well as Flood Desert (desert with river), or bonused
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Grassland. The best defense comes from cities placed on Hills with
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river.
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DEFENSE:
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--------
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- Halved the terrain defense bonuses, now more similar to civ3 values:
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TERRAIN NEW OLD
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Forest/Jungle/Swamp +25% +50%
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Hills +50% +100%
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Mountains +100% +200%
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RIVER +25% +50%
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VETERAN
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Veteran +50% (=)
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Hardened +75% (=)
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Elite +100% (=)
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FORTIFIED +50% (=)
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(only Land and Big Land units can fortify; inside cities, they are
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always considered fortified)
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BASE VS LAND VS SEA VS AIR VS MISSILE
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Fort +50% +50% - -
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Fortress +100% +100% +50% +50%
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Airstrip - - +50% +50%
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Airbase +50% +50% +100% +100%
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CITY VS LAND VS SEA VS AIR VS MISSILE
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Town (Pop<=8) +50% - - -
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City (Pop>8) +100% +50% - -
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Buildings each add:
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Great Wall(W) +50% - - -
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Walls +100% - - -
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Coastal Defense - +100% - -
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SAM Battery - - +100% -
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SDI Defense - - - +100%
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- Every city of any size receives an inherent +50% defense bonus
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against all kinds of ground units.
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- Every city with Pop>8 receives an additional +50% defense bonus
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against both ground and naval units.
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- City Walls effect reduced from 200% to 100%, and cost reduced from 60
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to 30.
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- Great Wall wonder gives an additional +50% defense bonus against
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ground units.
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Total Defense = (UNIT DEFENSE) * (100+TERRAIN)/100 * (100+RIVER)/100
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* (100+CITY+BASE)/100 * (100+FORTIFIED)/100 * (100+VETERAN)/100
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(Same as classic/civ2 rules).
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EXAMPLE: Riflemen fortified in a fortress, on mountains, with a river,
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will get a total defense of 30 against land attacks:
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Riflemen: defense 4
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Fortified (+50%): 4 + 2 = 6
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In Fortress (+100%): 6 + 6 = 12
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On Mountains (+100%): 12 + 12 = 24
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With River (+25%): 24 + 6 = 30.
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EXAMPLE: Riflemen in a size 9 city, with walls, on hills,
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will get a total defense of 27 against land attacks:
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Fortified (+50%): 4 + 2 = 6
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On Hills (+50%): 6 + 3 = 9
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In City with Walls (+200%): 9 + 18 = 27.
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GOVERNMENTS:
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------------
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Anarch Tribal Despot Monarc Fundam Republ Democr Federat Commun
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Tax/Lux/Sci Rate 0 60 60 70 70 80 90 90 80
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Output per tile # -1(if>2) -1(if>2) -1(if>2) 0 0 +1Trade +1Trade 0 0
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Celebration Bonus (no -1) (no -1) (no -1) (+1Trade) 0 (+1Trade)(+1Trade)(+1Trade) 0
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Unit Upkeep Shield Shield Coin Coin Coin(x2) Shield Coin(x2) Coin(x2) Shield
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Free Units 2 2 2 3 2 1 1 2 3
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War Unhappiness 0 0 0 -1 -1 -1 -2 -1 -1
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Martial Law +1 0 +1 +1 0 0 0 0 +2
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Civil war % 99% 90% 80% 70% 60% 40% 30% 20% 50%
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Empire Size 0 /12 /10 /14 /20 /16 /32 /24 /28
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Special +NoUpkeep +Veteran +75%Gold +50%Gold +Tithes -Revolt -Revolt +Luxury +NoUpkeep
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-50%Lux (Land/Mil)(Palace) (Palace) -50%Sci -Senate -Senate (Cost=1)
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-NoTaxes +Content +Fanatic +Partisan +Partisan
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Base Corruption 0% 30% 20% 10% 15% 25% 5% 0% 30%
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Base Waste 30% 0% 10% 20% 15% 5% 25% 30% 0
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By Distance * +1% +1% +1% +1% +1% +1% +1% +0% +0%
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* Corruption by distance is doubled (+2% per tile of distance to
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capital, or +1% for Federation) until The Corporation is researched by
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the player.
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Waste by distance is doubled (+2% per tile of distance to capital)
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until Trade is researched by the player.
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# The output per tile penalty is negated by The Pyramids wonder, or
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when Railroad is researched by the player.
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+ Partisans appear around conquered cities (democratic or communist) if
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Guerilla Warfare has been researched by any player.
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- Added Fundamentalism (available with Theology), Tribal (available at
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start) and Federation (available with Economics).
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- "Base Corruption/Waste": Modern governments cause less Corruption in
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Trade, but more Waste in Production. The total % lost (Waste +
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Corruption) is equal for all governments.
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- "Empire Size" (number of cities before they start causing extra
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unhappiness): Modern governments have double size limit than their
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ancient counterpart. Empire Base Size is always equal to Empire Step
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Size.
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- "Unit Upkeep": Tribal, Republic and Communism use the standard unit
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upkeep in shields, while the other governments use upkeep in coins (x2
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coins per unit for modern governments).
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- "Free Units": Means units free of shield/coin upkeep and also free of
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unhappiness due to military activity. By default 2 free units per city.
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- "War Unhappiness": Most governments cause unhappiness when military
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units end the turn outside national borders (same as Republic with civ2
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rules).
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- "Martial Law": Max 3 units can apply martial law (was max 20 for
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Despotism and Anarchy).
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- The bonus "+1 Trade" (for every worked tile that is already producing
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trade) under Republic and Democracy does not affect oceanic tiles.
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- Republic gets "Revolution when unhappy" effect. Federation gets
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"Has senate" effect. Democracy gets both effects.
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- Spies and Diplomats built under Communism or Federation will start at
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the first veteran level. Federation gets +2 Luxury points in every city.
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- Under Communism you do not pay upkeep for buildings that cost 1 coin.
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Communism cancels the bonus from Mysticism and Theology (to Temples and
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Cathedrals).
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- Under Fundamentalism, your cities receive extra Gold from tithes
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(from buildings that make citizens content), but -50% to Science (like
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subtracting the effect of a library in each city).
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- The output bonus of Palace (under Despotism and Monarchy) switched
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from Production to Gold.
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- Tribal government increases by half the chance of ground units
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getting the next veteran level after a battle. Every city gets 1 extra
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content citizen, but units can't apply martial law.
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|
|
TIP: There is some hurry to get Monarchy or Republic (or to build
|
|
Pyramids), in order to avoid the initial penalty to output per tile.
|
|
However, the Corruption and Waste are evened for all governments, so
|
|
there are no big differences, and each government could be useful in
|
|
different situations.
|
|
|
|
|
|
TECHS:
|
|
------
|
|
|
|
- Added new wonders: Mausoleum of Mausolos (available with Ceremonial
|
|
Burial), and Statue of Zeus (available with Polytheism). Oracle of
|
|
Delphi renamed to Temple of Artemis (in order to allow all 7 wonders).
|
|
|
|
- Moved Great Wall to Construction (was Masonry). Moved King Richard's
|
|
Crusade to Chivalry, so it requires Monarchy and Knights. Women's
|
|
Suffrage moved to Conscription, so it requires Democracy. Switched
|
|
Darwin's Voyage and Eiffel Tower (Darwin was earlier than Eiffel).
|
|
Shakespeare's Theatre available with Sanitation (was Medicine).
|
|
|
|
- Diplomats available with Alphabet (was Writing), and Migrants with
|
|
Pottery, so every initial tech allows some unit or building.
|
|
|
|
- Coastal Defense moved to Navigation. The labels and icons for
|
|
"Magnetism" and "Navigation" were switched, because compass was already
|
|
used by historical Caravels, while sextants were not invented until the
|
|
age of Galleons/Frigates.
|
|
|
|
- Construction requires Iron Working instead of Currency. This way,
|
|
Iron Working is a prerequisite to build Frigates and Ironclads.
|
|
|
|
- Bridge Building merged to old Engineering in the tech tree. Added
|
|
modern "Engineering" in the Industrial Ages that allows Destroyers
|
|
(was Electricity) and Transports (was Industrialization), and it is
|
|
required for Steel (Cruiser), Amphibious Warfare (Ports), and
|
|
Combustion (Submarines).
|
|
|
|
- Battleship available with Mass Production instead of Automobile.
|
|
Mfg Plant available with Plastics instead of Robotics.
|
|
|
|
- Nuclear Fission requires Refrigeration, in order to delay the atomic
|
|
age, and to force the AI to research farms. Communism requires Theology
|
|
(Fundamentalism) instead of Philosophy, to encourage AI to research all
|
|
governments.
|
|
|
|
Special effects:
|
|
- Astronomy: Increases units vision when in Fortress.
|
|
- Invention: Halves upgrade cost of your units.
|
|
- Medicine: Reduces by 30% the chance of plague in your cities.
|
|
- Electricity: Allows irrigation without adjacent water, increases city
|
|
vision radius, and improves the effect of Amphitheatres.
|
|
- Trade: Decreases one-time the waste of Production caused by distance
|
|
to capital.
|
|
- The Corporation: Decreases one-time the corruption of Trade caused by
|
|
distance to capital.
|
|
- Fusion Power: Allows Engineers to perform terrain transformations.
|
|
|
|
Almost all techs, buildings, wonders and units are the same as
|
|
classic/civ2, but some requirements have been changed to improve a bit
|
|
the historical accuracy, to encourage the use of every military unit,
|
|
and to avoid units or wonders becoming obsolete too soon. The following
|
|
is a list of some inaccuracies from classic/civ2 tech tree that were
|
|
addressed in the new tree:
|
|
- It was possible to research Pikemen before Phalanxs; Musketeers before
|
|
Pikemen; Ironclads before Frigates; Destroyers before Ironclads;
|
|
Armors before Artillery; Mech Infantry without Barracks III.
|
|
- Cathedrals did not require Construction nor Masonry. Ironclads and
|
|
Eiffel Tower were available without Iron Working. Chivalry and Pikemen
|
|
did not need Iron nor Bronze.
|
|
- Pottery was not needed to research Trade, Economics, Explosives,
|
|
Invention, or Sanitation.
|
|
- Chemistry was not related to Atomic theory, Refrigeration, Gunpowder,
|
|
Steam Engine, or Steel.
|
|
- Theory of Gravity did not need Physics, Invention, or even The Wheel,
|
|
and it was not needed for Automobile, Robotics, or Miniaturization.
|
|
- Offshore Platforms did not require Refining, Combustion or Explosives.
|
|
Miniaturization was not needed for Rocketry or Laser.
|
|
|
|
In the new tree, you are forced to research most of the ancient techs
|
|
before you can research the modern ones, but overall, researching paths
|
|
are similar to classic/civ2 tree.
|
|
|
|
|
|
BUILDINGS:
|
|
----------
|
|
|
|
- Aqueduct is cheaper near rivers or lakes. Sewer System is needed to
|
|
grow larger than pop 16 (instead of 12). Each one reduces the chances
|
|
of plague by -30%.
|
|
|
|
- Added new building: Ecclesiastical Palace (available with Theology),
|
|
that acts as a second center of government that lowers corruption and
|
|
waste.
|
|
|
|
- Courthouse: Makes 1 citizen content, makes the city immune to incite
|
|
actions, and halves any kind of waste (Trade, Production or Food).
|
|
|
|
Added new effect: Food wasted by distance to Palace is -1% Food each
|
|
2 tiles. For example, cities at distance 10 of the Palace lose -5%
|
|
Food, so they lose -1 Food when their output reaches 20 Food per turn
|
|
(noticeable with 10 Food per turn due to rounding effects).
|
|
|
|
- Granary halves the waste of Food caused by distance to Palace.
|
|
Together with a Courthouse, it eliminates completely the waste of Food.
|
|
|
|
- Police Station: Makes 2 citizens content, and reduces unhappiness
|
|
caused by 1 military unit.
|
|
|
|
- Science bonus from Library, University, and Research Lab restored to
|
|
civ2 values (+50%). There are wonders that double the effect later.
|
|
|
|
- Production bonus by Factory and Mfg Plant reduced to +25% each
|
|
(was +50%), so the Power Plants are as important as the Factories.
|
|
Mfg Plants allows the construction of 2 units per turn.
|
|
|
|
- Super Highways double the effect of Stock Exchange (+50% to
|
|
Gold/Luxury), and they produce extra Trade at tiles with roads but
|
|
without farmlands (the city center tile can still have both farmland
|
|
and Super Highways bonuses).
|
|
|
|
- Doubled costs of all Spaceship parts. All them require Library,
|
|
University, Research Lab and Factory present in the city in order to
|
|
be built.
|
|
|
|
- Reduced by one the upkeep of Aqueduct, Colosseum (renamed to
|
|
Amphitheatre), University, Bank, Stock Exchange, Port Facility, SDI
|
|
Defense, and Factory; reduced by two for Mass Transit and Mfg. Plant.
|
|
|
|
- Pollution caused by population is increased by buildings instead of
|
|
by techs:
|
|
|
|
Industrialization -> Factory; Automobile -> Highways; Plastics -> Mfg
|
|
Plant; Mass Production -> Offshore platforms.
|
|
|
|
- Adjusted the pollution of all electrical plants, and increased the
|
|
building cost of Nuclear Plants:
|
|
|
|
Cost Upkeep Pollution (+Recycling)
|
|
Power plant 130 4 100%(50%)
|
|
Hydro plant 180 4 50% (25%)
|
|
(+Hoover Dam) (=) (=) 25% (0%)
|
|
Nuclear plant 240 2 50% (25%)
|
|
Solar plant 320 4 25% (0%)
|
|
|
|
Recycling Center 140 2 -50%/-25%
|
|
|
|
|
|
UNITS:
|
|
------
|
|
|
|
- Population cost of Settlers increased to 2, and removed the upkeep.
|
|
New unit Migrants available to work, or to migrate 1 population; they
|
|
can't create cities and can be captured. Costs more similar to civ3:
|
|
|
|
Settlers: pop 2, cost 30, upkeep 0, food 1
|
|
Migrants: pop 1, cost 10, upkeep 0, food 1
|
|
Workers: pop 0, cost 20, upkeep 1, food 0
|
|
|
|
- Non-military units now belongs to a new unit class ("Small Land")
|
|
that can not pillage, nor capture cities, and does not create Zones of
|
|
Control (ZOC) that would affect the movements of enemy units.
|
|
|
|
- Created a new unit class for Caravans and Freights ("Merchant") that
|
|
doesn't get the unlimited movement from maglev, and can be captured.
|
|
They can only establish trade routes to foreign cities.
|
|
|
|
- Military "Land" units can capture enemy Migrants (as slaves) and
|
|
Caravans/Freights (as loot).
|
|
|
|
- Wheeled units (new unit class "Big Land") can't move to Mountains,
|
|
Jungles and Swamps, unless they are travelling on a road. They do not
|
|
get defensive bonuses from the terrain, can not perform pillage, and
|
|
need Galleons or Transports to travel by sea.
|
|
|
|
- Only "Big Land" units can cause population loss when attacking a city.
|
|
|
|
- Diplomat units stay alive when they investigate cities, and they can
|
|
establish embassies or investigate cities directly from boats without
|
|
disembarking. Explorers can perform those two actions, same as
|
|
Diplomats. Increased vision range of Explorers and Partisans.
|
|
|
|
|
|
- Added Elephants from civ2, available with Polytheism:
|
|
(att/def/mov-hp,cost) = (3/2/2-10,30). Obsolete by Dragoons.
|
|
|
|
- Added Crusaders from civ2, available with Monotheism: (5/1/2-10,40).
|
|
Obsolete by Dragoons. They do not cause unhappiness due to military
|
|
activity.
|
|
|
|
- Added Fanatics from civ2, available with Guerrilla, under
|
|
Fundamentalism government: (5/5/1-20,20). They cost 1 population, but
|
|
do not cause unhappiness and do not need upkeep.
|
|
|
|
- Archers defense reduced to 1 (was 2), and cost to 20 (was 30). Legion
|
|
cost reduced to 30 (was 40). This way the ratio Attack/Cost of ancient
|
|
units is more even to Catapults.
|
|
|
|
- Pikemen changed to (2/3), cost to 30, and removed the doubled defense
|
|
vs horses. Attack of Chariots increased to 4 (was 3). Defense of
|
|
Knights increased to 3 (was 2). In order to encourage early use of
|
|
cavalry.
|
|
|
|
- Alpine Troops changed to (7/4), and Partisan to (4/5). This way,
|
|
Riflemen do not become obsolete as city defenders until Partisan or
|
|
Marine are researched, and every modern infantry is somehow useful.
|
|
|
|
- Given Marine ability to Legion, Musketeer, and Rifleman. This way,
|
|
one-tile islands can be assaulted early in game. Yet, the Marine unit
|
|
is still the best offensive/defensive infantry.
|
|
|
|
- Triremes can navigate rivers. Caravel changed from (2/1) to (1/2), in
|
|
order to encourage peaceful exploration of the seas in the age of
|
|
discovery.
|
|
|
|
- Removed transport capability from Frigates, to force the use of
|
|
Galleons. Reduced attack of Frigate and defense of Ironclad to 3
|
|
(was 4).
|
|
|
|
- Battleship hit points reduced to 30 (was 40), Ironclad and Submarine
|
|
to 20 (was 30). Doubled the defense of Destroyers against Submarines.
|
|
Now there is a Rock-paper-scissors relation between
|
|
Destroyer-Cruiser-Submarine.
|
|
|
|
- All units that had Firepower 2 now have Firepower 1, in order to even
|
|
the power of naval, air, and artillery units, and to simplify the
|
|
mental calculation to compare them.
|
|
|
|
- Artillery and Howitzer receive the ability CityBuster, so their
|
|
firepower is 1 in open field, and 2 against cities. Removed Ignore
|
|
Walls for Howitzer (that would bypass the new city defense bonuses),
|
|
and reduced movement to 1.
|
|
|
|
- Bombers and Helicopters receive the Bombarder ability: when they
|
|
attack ground units, they can only damage (not kill) them, but they
|
|
damage every unit in a stack or city; and are never damaged while
|
|
attacking. Note they have a normal attack against naval units (they
|
|
still can kill or die). Halved the attack so it is harder to bombard
|
|
ground enemies successfully. Increased hit points so it is still
|
|
possible to kill naval units.
|
|
|
|
- Air units can perform pillage (representing bombardment of
|
|
infrastructure), and can be airlifted from a city with an Airport to
|
|
another. Increased defense of all Air units, in order to discourage the
|
|
use of ground units to protect them.
|
|
|
|
- Increased fuel of all planes by one (giving them an extra turn in
|
|
the air), in order to allow battles for air control. All planes
|
|
lose 10% of HPs, like helicopters, when they end a turn outside a city,
|
|
airstrip, or airbase.
|
|
|
|
- Helicopters can carry 1 military Land unit, and can only be attacked
|
|
by Fighters (with no extra attack bonuses), and by Missiles. Carriers
|
|
can also transport military Land units.
|
|
|
|
- Cruise Missile no longer cause unhappiness, range increased to 16,
|
|
and allowed to attack Air units.
|
|
|
|
- Nuclear weapons can be built with Nuclear Fission, but you need
|
|
Advanced Flight to move them, and Rocketry to get max movement.
|
|
|
|
- Readjusted many costs so units with better stats are always more
|
|
expensive. At the same time, modern units always get better ratio
|
|
Att/Cost or Def/Cost.
|
|
|
|
UNIT Att Def Mov FP HP Cost
|
|
Warrior 1 1 1 1 10 10
|
|
Phalanx 1 2 1 1 10 20
|
|
Archers 3 *1 1 1 10 *20
|
|
Legion 4 2 1 1 10 *30 *Marines
|
|
Pikemen *2 *3 1 1 10 *30 *(No bonus anti-horse)
|
|
Musketeers 3 3 1 1 20 *40 *Marines
|
|
Riflemen 5 4 1 1 20 *50 *Marines
|
|
Alpine Troops *7 *4 1 1 20 *60 IgTer
|
|
Partisan 4 *5 1 1 20 *60 IgTer, IgZOC
|
|
Fanatics *5 *5 1 1 20 20 *1 Pop, No upkeep, No unhappy
|
|
Marines 8 5 1 1 20 60 Marines
|
|
Paratroopers 6 4 1 1 20 60 Paratroopers
|
|
|
|
Horsemen 2 1 2 1 10 20
|
|
Chariot *4 1 2 1 10 30 *Wheeled
|
|
Elephants *3 *2 2 1 10 *30
|
|
Crusaders 5 1 2 1 10 40 *No unhappy
|
|
Knights 4 *3 2 1 10 40
|
|
Dragoons 5 2 2 1 20 50
|
|
Cavalry 8 3 2 1 20 60
|
|
Mech. Inf. 6 6 3 1 30 *70 *Wheeled
|
|
Armor 10 5 3 1 30 *90 *Wheeled
|
|
|
|
Catapult 6 1 1 1 10 40 *Wheeled
|
|
Cannon 8 1 1 1 20 *50 *Wheeled
|
|
Artillery 10 *2 1 *1(2) 20 *60 *Wheeled,*CityBuster
|
|
Howitzer 12 2 *1 *1(2) 30 *80 *Wheeled,*CityBuster
|
|
|
|
Trireme 1 1 3 1 10 *20 Cargo 2, Coastal
|
|
Caravel *1 *2 3 1 10 *30 Cargo 3
|
|
Galleon 0 2 4 1 20 40 Cargo 4,*No unhappy
|
|
Transport 0 3 5 1 30 50 Cargo 8,*No unhappy
|
|
Carrier *0 9 5 *1 40 *150 Cargo 8,*No unhappy
|
|
|
|
Frigate *3 2 4 1 20 *40 *No Cargo
|
|
Ironclad 4 *3 4 1 *20 *50
|
|
Destroyer 4 4 6 1 30 60 *(x2 def anti-submarine)
|
|
Cruiser 6 6 5 *1 30 80
|
|
AEGIS Cruiser 8 8 5 *1 30 100 *(x5 def anti-air/missile)
|
|
Battleship 12 12 4 *1 *30 160
|
|
Submarine *12 *5 *5 *1 *20 *70 Cargo 8, Invis
|
|
|
|
Fighter 4 *4 10 *1 20 60 Fuel 2
|
|
Bomber *6 *2 8 *1 *30 *100 *Bombard 3, Fuel 3, FieldUnit
|
|
Helicopter *5 3 6 *1 *30 *70 *Bombard 2,*Cargo 1
|
|
Stealth Fighter 8 *8 14 *1 20 80 Fuel 2, Invis
|
|
Stealth Bomber *9 5 12 *1 *30 *120 *Bombard 4, Fuel 3, FieldUnit, Invis
|
|
|
|
Cruise Missile 18 0 *16 *1(2) 10 *50 *CityBuster,*No FieldUnit
|
|
Nuclear 99 0 16 1 10 160 Nuclear, FieldUnit
|
|
|
|
FP = Firepower, HP = Hit Points
|
|
* = Changes compared to civ2 ruleset. Most affected are modern
|
|
infantry, air units, and all units that had 2 firepower.
|
|
|
|
|
|
WONDERS:
|
|
--------
|
|
|
|
- Replaced all effects that worked as if you had certain building in
|
|
every city.
|
|
|
|
- Replaced every effect Make_Happy, Force_Content, and No_Unhappy, by
|
|
additional Luxury in the city tiles. Else they would avoid unhappiness
|
|
caused by military activity too easily.
|
|
|
|
- Replaced effects that give a percentage bonus to Science output, by
|
|
additional Science in the city tiles. This way, they do not multiply
|
|
the effect of other wonders like Colossus, and it is not mandatory to
|
|
build them all in the same city.
|
|
|
|
- These bonuses to Science, Gold or Luxury are produced by the citizens
|
|
(same as the bonuses to Trade or Production), so they can be increased
|
|
by other city improvements (same as the output of specialists).
|
|
|
|
- Your Caravans and Freight can help build allies' or team-mates'
|
|
wonders.
|
|
|
|
- Wonders become obsolete by techs researched by the owner (not affected
|
|
by the researches of other players).
|
|
|
|
- Some wonders require certain building in the city to be built.
|
|
|
|
- Readjusted effects of most wonders. Restored civ2 costs:
|
|
|
|
FULL LIST OF WONDERS
|
|
(#) It has some global effect that affects other nations.
|
|
"Name", Cost, Requirements, Obsolescence, Effect.
|
|
|
|
- "Pyramids" 200. Obsolete by Railroad (that increases even more the
|
|
production):
|
|
+1 Production per worked tile in the city (already producing shields).
|
|
Disables the output per tile penalty under Despotism/Tribal governments.
|
|
- "Colossus" 200. Obsolete by Automobile (Super Highways):
|
|
+1 Trade per worked tile in the city (already producing Trade).
|
|
- "Copernicus' Observatory" 300. Obsolete by Computers (Research Lab):
|
|
+1 Science per worked tile in the city.
|
|
|
|
- "Hanging Gardens" 200. Obsolete by Electricity (that increases
|
|
Amphitheatre effect):
|
|
+1 Content all your cities. +4 Luxury in the city where it is built.
|
|
- "Mausoleum of Mausolos" 200. Obsolete by Sanitation (that enables
|
|
wonder with similar effect):
|
|
+1 Content in your cities with Walls, and +1 extra content in your
|
|
cities with Courthouse. Your cities cannot be incited to revolt.
|
|
- "Temple of Artemis" 200. Requires Temple. Obsolete by Theology (that
|
|
increases Cathedral effect):
|
|
+2 Content in your cities with Temple.
|
|
- "Michelangelo's Chapel" 400. Requires Cathedral:
|
|
+3 Content in your cities with Cathedral.
|
|
|
|
- "J.S. Bach's Cathedral" 400:
|
|
+2 Luxury in all your cities.
|
|
- "Cure For Cancer" 600:
|
|
+2 Luxury in all your cities. -10% chance of plague.
|
|
|
|
- (#)"Shakespeare's Theatre" 300:
|
|
Entertainer specialists output increases to 3 for every nation.
|
|
+1 Luxury in all your cities, +6 Luxury where it is built.
|
|
- (#)"A.Smith's Trading Co" 400. Requires Stock Exchange:
|
|
Taxman specialists output increases to 3 for every nation. Free upkeep
|
|
for buildings that cost 1 coin, in all your cities with Stock Exchange.
|
|
- (#)"Darwin's Voyage" 400:
|
|
Scientist specialists output increases to 3 for every nation.
|
|
+1 Science in all your cities.
|
|
|
|
- (#)"Great Library" 300. Requires Library:
|
|
Doubles the effect of Library for every nation. Gives an immediate
|
|
technology advance. +4 Science in the city where it is built.
|
|
- (#)"Isaac Newton's College" 400. Requires University:
|
|
Doubles the effect of University for every nation. Gives an immediate
|
|
technology advance. +6 Science in the city where it is built.
|
|
- (#)"Internet" 600. Requires Research Lab:
|
|
Doubles the effect of Research Lab for every nation. Gives an immediate
|
|
technology advance. Reveals all cities in the map for the owner.
|
|
|
|
- "Lighthouse" 200. Requires adjacent sea. Obsolete by Engineering
|
|
(Destroyer):
|
|
+1 Move point for all your naval units, and they are built veteran in
|
|
all your cities.
|
|
- "Magellan's Expedition" 400, Obsolete by Nuclear Power (that
|
|
increases even more movement of naval units):
|
|
+1 Move point, and +50% chance to become veteran after a battle, for
|
|
Sea units (no Triremes).
|
|
- "Sun Tzu's War Academy" 300. Obsolete by Mobile Warfare (Barracks III):
|
|
+1 Veteran level for all military ground units built in your cities
|
|
(cumulative to Barracks).
|
|
|
|
- "Statue of Zeus" 200. Obsolete by Conscription (that enables wonder
|
|
with similar effect):
|
|
+1 Military Content, +1 free shield per city for upkeep of units.
|
|
- "King Richard's Crusade" 300. Obsolete by Communism (Police Station):
|
|
+1 Military Content, +2 free coins per city for upkeep of units.
|
|
- "Women's Suffrage" 600:
|
|
+1 Military Content (cumulative to Police Stations). Under Democracy it
|
|
halves the unhappiness caused by each military unit.
|
|
|
|
- "Marco Polo's Embassy" 200. Obsolete by Democracy:
|
|
Embassy with all players (tech costs are reduced depending on the
|
|
number of players which already know them).
|
|
- "Eiffel Tower" 300:
|
|
+10 to AI love for the owner. Reduces -25% the pollution caused by the
|
|
population in all your cities.
|
|
- "Statue of Liberty" 400:
|
|
Disables Has Senate effect. Any government available. No Anarchy
|
|
periods when government changes.
|
|
- (#)"United Nations" 600:
|
|
+10 to AI love for the owner. Revolution when unhappy effect for every
|
|
nation.
|
|
|
|
- "Great Wall" 300. Obsolete by Machine Tools (Artillery):
|
|
+50% Defense bonus against ground units in all your cities, and no loss
|
|
of population due to attacks.
|
|
- "Leonardo's Workshop" 400. Obsolete by Combustion:
|
|
Upgrades one obsolete unit per game turn.
|
|
- "Hoover Dam" 600. Requires Factory (and adjacent river):
|
|
Gives to to all your Hydro Plants the same effect as Solar Plants (-25%
|
|
pollution caused by production).
|
|
- (#)"Manhattan Project" 600:
|
|
Enables nuclear units for every nation.
|
|
- (#)"Apollo Program" 600:
|
|
Enables space race for every nation. Makes entire map permanently
|
|
visible for the owner.
|
|
|
|
Special "Cold War" effect: if Manhattan Project and United Nations were
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built, every nation with nuclear power receives the Has Senate effect,
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until the Apollo Program is finished.
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THANKS:
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-------
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To every people who collaborated to create this wonderful Freeciv game.
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Specially to those who programmed the Ruleset modding capabilities and
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the AI capable to play with them.
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Original developer David Fernandez (Bardo).
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