Freeciv
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[[File:Augmentedi_example.png|thumb|300px|augmentedi tileset]] [[File:Augmentedis_example.png|thumb|300px|augmentedis tileset]]
 
[[File:Augmentedi_example.png|thumb|300px|augmentedi tileset]] [[File:Augmentedis_example.png|thumb|300px|augmentedis tileset]]
   
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=Preface=
   
 
Augmented [https://freeciv.fandom.com/wiki/Modpacks modpack] contain both new ruleset and additional graphic sprites for new units, buildings, terrain extras and governments.
 
Augmented [https://freeciv.fandom.com/wiki/Modpacks modpack] contain both new ruleset and additional graphic sprites for new units, buildings, terrain extras and governments.
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Game mechanics are more detailed and realistic while preserving its playability. Also units are reworked and organised into comprehensive tier system. Three faith systems allows you or your ally to chose appropriate religion-related improvements/wonders.
 
Game mechanics are more detailed and realistic while preserving its playability. Also units are reworked and organised into comprehensive tier system. Three faith systems allows you or your ally to chose appropriate religion-related improvements/wonders.
   
==Download==
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=Download=
   
 
Augmented modpack is compatible with freeciv 2.6 and is hosted by Github under GPL3 license:
 
Augmented modpack is compatible with freeciv 2.6 and is hosted by Github under GPL3 license:
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*Completely refurbished system of distinctive tiers of military unit land classes: Small Land, Infantry, Light Cavalry, Heavy Cavalry, Big Land, with different terrain and transport restrictions
 
*Completely refurbished system of distinctive tiers of military unit land classes: Small Land, Infantry, Light Cavalry, Heavy Cavalry, Big Land, with different terrain and transport restrictions
 
*Turrets, Torpedoes, Bombs can be mounted on ships, airplanes etc.
 
*Turrets, Torpedoes, Bombs can be mounted on ships, airplanes etc.
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*Two types of ships: standard Sea units, which can travel across the Ocean, and Coasters, which can't go into Deep Sea, but can travel along inland rivers.
 
*Unit Health Points are related to its armor/persistence, while Fire Power depend on weapon era (1 - melee, 2 - gunpowder, 3 - machine gun/explosives, 4 - rocketry/big guns).
 
*Unit Health Points are related to its armor/persistence, while Fire Power depend on weapon era (1 - melee, 2 - gunpowder, 3 - machine gun/explosives, 4 - rocketry/big guns).
 
*Terrain movement is more challenging, mountains without roads accessible only for workers or special (Small Land class) units, rivers are not a roads for regular units.
 
*Terrain movement is more challenging, mountains without roads accessible only for workers or special (Small Land class) units, rivers are not a roads for regular units.
 
*Some units have ranged attack (bombard type).
 
*Some units have ranged attack (bombard type).
 
*New tactics thanks to the Raft or Engineer unit transport capabilities.
 
*New tactics thanks to the Raft or Engineer unit transport capabilities.
*New terrain extras.
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*New terrain extras, including Highways, Water Locks, Wind Turbines.
   
 
More details here: http://forum.freeciv.org/f/viewtopic.php?f=11&t=91047
 
More details here: http://forum.freeciv.org/f/viewtopic.php?f=11&t=91047
   
==Game start==
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==How to play==
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  +
While this ruleset is different than classic ones, one need to check in-game documentation to check units properties and building effects. Because some terrain types are restricted for heavy land units, beginner can become more familiar with such feature enabling Native Tiles view (Shift+Ctrl+N in case of Gtk client).
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  +
=Game start=
   
 
[[File:Tribes.png|thumb|Initial Tribe units]]
 
[[File:Tribes.png|thumb|Initial Tribe units]]

Revision as of 08:53, 4 October 2019

Augmentedi example

augmentedi tileset

Augmentedis example

augmentedis tileset

Preface

Augmented modpack contain both new ruleset and additional graphic sprites for new units, buildings, terrain extras and governments.

This project was devoted to players, which are looking for some novelty instead of canonical rules, and like to play in longer timespan: augmented modpack offer heavily refurbished tech tree, with new techs from neolithic to the current future, without obvious one golden path.

Game mechanics are more detailed and realistic while preserving its playability. Also units are reworked and organised into comprehensive tier system. Three faith systems allows you or your ally to chose appropriate religion-related improvements/wonders.

Download

Augmented modpack is compatible with freeciv 2.6 and is hosted by Github under GPL3 license:

github.com/Wahazar/augmented2

It is possible to install it automatically by copy-pasting this link into FreecivModpack Installer:

http://149.156.194.203/~mczapkie/fc/augmented/augmented2.modpack

Highlights

  • Hex isometric topology, two customised tilesets (small or large tiles)
  • Fast game pace at the beginning thanks to the Tribal system, exponential growth tempered by upkeep system.
  • More than 70 new techs, including some facultative tech branches - not required for mainstream technology tree, but offering some better units or optional wonders/buildings.
  • New buildings and wonders, adopted to the new technology tree.
  • New governments and altered governments properties, smooth upkeep changes after revolution.
  • Completely refurbished system of distinctive tiers of military unit land classes: Small Land, Infantry, Light Cavalry, Heavy Cavalry, Big Land, with different terrain and transport restrictions
  • Turrets, Torpedoes, Bombs can be mounted on ships, airplanes etc.
  • Two types of ships: standard Sea units, which can travel across the Ocean, and Coasters, which can't go into Deep Sea, but can travel along inland rivers.
  • Unit Health Points are related to its armor/persistence, while Fire Power depend on weapon era (1 - melee, 2 - gunpowder, 3 - machine gun/explosives, 4 - rocketry/big guns).
  • Terrain movement is more challenging, mountains without roads accessible only for workers or special (Small Land class) units, rivers are not a roads for regular units.
  • Some units have ranged attack (bombard type).
  • New tactics thanks to the Raft or Engineer unit transport capabilities.
  • New terrain extras, including Highways, Water Locks, Wind Turbines.

More details here: http://forum.freeciv.org/f/viewtopic.php?f=11&t=91047

How to play

While this ruleset is different than classic ones, one need to check in-game documentation to check units properties and building effects. Because some terrain types are restricted for heavy land units, beginner can become more familiar with such feature enabling Native Tiles view (Shift+Ctrl+N in case of Gtk client).

Game start

Tribes

Initial Tribe units

Initially player control a bunch of Tribes - these versatile and mobile units can found or expand cities, make roads or fight with enemy units (but can't conquer cities). Initial units die slowly so they need new home.

There is one initial government system: Tribalism, which is decentralised (corruption and waste is same for all cities) thus no palace is needed (in fact, there is no palace, which need to be built to change government to Despotism or Monarchy).

Once Tribe Hut improvement is builded in given city, new Tribe units can be produced in this city (and no tile penalty is applied). Because Tribe unit cost 2x less shields and population than Settler, player can expand his empire quickly. But there are some limits: each new 8 cities add one unhappy citizen, and Martial Law have no use here, city working radius is very small (only 7 tiles), irrigation and mining is not possible.

Agricultural Farming allow irrigation and City Hall improvement (higher working radius), Bronze Working allow building mines, but on expense of Tribal benefits: Tribes are obsoleted by Settlers, Tribe Huts are removed by City Hall (if builded) or Bronze Working advance (all). Time to change the life style!