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This is an overview page for players upgrading to Multiplayer II rules from original '''Multiplayer''' rules. ''(You can compare MP2 to '''Classic''' rules '''[[Multiplayer II Summary (Classic)|here]]'''.)''
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This is an overview comparing '''Multiplayer II''' to '''Multiplayer'''. ''(You can compare to Classic rules '''[[Multiplayer II Summary (Classic)|here]]'''.)''
   
 
''Multiplayer II is currently available to play on the web at'' [https://www.freecivweb.org '''freecivweb.org''']
 
''Multiplayer II is currently available to play on the web at'' [https://www.freecivweb.org '''freecivweb.org''']
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== Introduction ==
 
== Introduction ==
The '''Multiplayer-Evolution''' '''ruleset '''("MP2") is the newest ruleset in the Multiplayer-branch. It takes advantage of new features and improvements in Freeciv 3.0 server in order to create a radically improved and modernized completion to the [[:en:Multiplayer_Ruleset|MP ruleset branch]]. '''MP2''' greatly improves: balance, strategic diversity, tactical depth, early-game Sea units, and late-game Air units. Over a two year period, many contributors vetted and balanced many other changes whose aim was to faithfully follow the principles in the [[:en:Multiplayer_II_Design_Manifesto|MP2 Manifesto]]. The short version of those principles is: improve balance and increase playability, strategic depth, creativity, realism, fun, and overall richness. Enjoy!
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The '''Multiplayer-Evolution''' '''ruleset '''("MP2") is the newest ruleset in the Multiplayer-branch. It takes advantage of new features and improvements in Freeciv 3.0 server in order to create a radically improved and modernized completion to the [[:en:Multiplayer_Ruleset|MP ruleset branch]]. '''MP2''' greatly improves: balance, strategic diversity, tactical depth, early-game Sea units, and late-game Air units. Over a two year period, many contributors vetted and balanced many other changes whose aim was to faithfully follow the principles in the [[:en:Multiplayer_II_Design_Manifesto|MP2 Manifesto]]. The short version of those principles is: improve balance and increase playability, strategic diversity and depth, creativity, realism, fun, and overall richness. Enjoy!
   
 
=== Other MP2 Links: ===
 
=== Other MP2 Links: ===
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=== '''Tech''' ===
 
=== '''Tech''' ===
# '''[[Design Log.mp2#1. Tech costs changed.|Tech costs equalize pace]]''' of discovery for all game stages.
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# '''[[Design Log.mp2#1. Tech costs changed|Tech costs equalize pace]]''' of discovery for all game stages.
  +
# '''[[Design_Log.mp2#1a._Tech holes_closed|Tech holes closed]]'''
 
# '''[[Design Log.mp2#2. Voyage of Darwin|Darwin's Voyage]]''' is now similar to '''Colossus'''.
 
# '''[[Design Log.mp2#2. Voyage of Darwin|Darwin's Voyage]]''' is now similar to '''Colossus'''.
# '''[[:en:Design_Log.mp2#3._Restricted_Abuse_of_Philosophy|No Philosophy bonus]]''' after '''Conscription''', '''Industrialization''', '''Electricity''', or '''T85'''.
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# '''[[:en:Design_Log.mp2#3._Restricted_Abuse_of_Philosophy|No Philosophy bonus]]''' after '''Banking''', '''Invention''', '''Physics''', or '''T85'''.
# Space Flight gives a '''[[:en:Design_Log.mp2#4._Space_Flight_gives_a_vision_bonus.|Satellite Vision Bonus]]''' to cities and units.
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# Space Flight gives a '''[[:en:Design_Log.mp2#4._Space_Flight_gives_a_vision_bonus|Satellite Vision Bonus]]''' to cities and units.
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# '''[[Design Log.mp2#4a. Space Race tuned as a viable game option|Space Race tuned as a viable game option]]'''
# '''[[Design Log.mp2#5. Electricity removes Fog of War inside your own borders.|Electricity]]'''[[Design Log.mp2#5. Electricity removes Fog of War inside your own borders.| '''removes Fog of War''']] inside your own borders
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# '''[[Design Log.mp2#5. Electricity removes Fog of War inside your own borders.|Electricity]]'''[[Design Log.mp2#5. Electricity removes Fog of War inside your own borders| '''removes Fog of War''']] inside your own borders
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# Horseback Riding before 2500 BC creates traveler's tales.
  +
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=== '''Governments''' ===
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# '''[[Design Log.mp2#1. Fundamentalism adapted|Fundamentalism]]'''[[Design Log.mp2#1. Fundamentalism adapted| '''upgraded''']]''' '''for better balance, viability, fitness, and distinctive character.
  +
# '''[[Design Log.mp2#2. Communism adapted|Communism]]'''[[Design Log.mp2#2. Communism adapted| '''upgraded''']]''' '''for better balance, viability, fitness, and distinctive character.
  +
# '''[[Design Log.mp2#3. Foreign Nationals added|Foreign nationals added]]'''. Foreign citizens are unhappy if you are at war with their home nation, but assimilate to your nationality over time.
   
 
=== '''Units''' ===
 
=== '''Units''' ===
 
# '''[[Design Log.mp2#1. Vision adjustments|Vision:Movement ratio fixed]]''' for 2x movement: starts at 1.4:2 then is 2:2 after Physics discovered.
 
# '''[[Design Log.mp2#1. Vision adjustments|Vision:Movement ratio fixed]]''' for 2x movement: starts at 1.4:2 then is 2:2 after Physics discovered.
# '''[[Design Log.mp2#2. Restrictinfra re-balance.|Restrictinfra]]''' server setting makes enemy rails act only like roads.
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# '''[[Design Log.mp2#2. Restrictinfra re-balance|Restrictinfra]]''' server setting makes enemy rails act only like roads.
 
# '''[[Design Log.mp2#3. Railroad move speed|Railroad move speed]]''' changed to '''9x.''' '''MagLevs''' available with Superconductors for unlimited moves.
 
# '''[[Design Log.mp2#3. Railroad move speed|Railroad move speed]]''' changed to '''9x.''' '''MagLevs''' available with Superconductors for unlimited moves.
 
# '''[[Design Log.mp2#4. Bribe cost|Non-military Bribe cost]]''' fixed to work on all non-military units. 
 
# '''[[Design Log.mp2#4. Bribe cost|Non-military Bribe cost]]''' fixed to work on all non-military units. 
 
# '''[[Design Log.mp2#5. Mountain Vision|Land units on mountains]]''' get '''+1''' vision.
 
# '''[[Design Log.mp2#5. Mountain Vision|Land units on mountains]]''' get '''+1''' vision.
# '''[[Design Log.mp2#6. Nukes get 24 movement points.|Nuclear Missiles get 24 moves]]'''. They come with later tech (Space Flight), to replace the '''[[Design Log.mp2#Atom Bomb is precusor to Nuclear Missiles.|Atom Bomb]].'''
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# '''[[Design Log.mp2#6. Nukes get 24 movement points|Nuclear Missiles get 24 moves]]'''. They come with later tech (Space Flight), to replace the '''[[Design Log.mp2#Atom Bomb is precusor to Nuclear Missiles|Atom Bomb]].'''
 
# '''[[Design Log.mp2#7. Knights given two bonuses|Knights]]''' defend at '''3''' against mounted units and do not kill city population.
 
# '''[[Design Log.mp2#7. Knights given two bonuses|Knights]]''' defend at '''3''' against mounted units and do not kill city population.
# '''[[Design Log.mp2#7a. Legions improved.|Legions]]''' can build fortresses; and they can build roads on non-domestic tiles.
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# '''[[Design Log.mp2#7a. Legions improved|Legions]]''' can build fortresses; and they can build roads on non-domestic tiles.
# '''[[Design Log.mp2#7b. Archers get limited Range Attack.|Archers]]''' can do a (limited) Range Attack.
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# '''[[Design Log.mp2#7b. Archers get limited Range Attack|Archers]]''' can do a (limited) Range Attack.
# '''[[Design Log.mp2#7c. Armor adjustments.|Armor]]:''' no penalty vs. Fort; '''1.67x''' vs Fortress. Plastics upgrades to '''Armor II''': Cost: 80. '''A16 D6 FP1'''. Moves:'''6'''; no penalty from Fort/Fortress, '''2x defense against Missiles'''.
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# '''[[Design Log.mp2#7c. Armor adjustments|Armor]]:''' no penalty vs. Fort; '''1.67x''' vs Fortress. Plastics upgrades to '''Armor II''': Cost: 80. '''A16 D6 FP1'''. Moves:'''6'''; no penalty from Fort/Fortress, '''2x defense against Missiles, '''never attack-blocked by unreachable units.
# [[Design Log.mp2#8. Bribe and Sabotage bug fix.|'''No bribe/sabotage on Air and Missile units''']].
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# '''[[Design Log.mp2#8. Bribe and Sabotage bug fix|No bribe/sabotage on Air and Missile units]]'''.
 
# '''[[Design Log.mp2#9. OneAttack flag deprecated |“OneAttack” flag deprecated]]''' since version 2.3 onward had made it even more dysfunctional. 
 
# '''[[Design Log.mp2#9. OneAttack flag deprecated |“OneAttack” flag deprecated]]''' since version 2.3 onward had made it even more dysfunctional. 
# '''[[Design Log.mp2#10. Air unit ZoC and Unreachability.|Air Units]]''' make no ZoC over adjacent tiles. ('''2''') '''Non-Fighter Air units do not protect units on the same tile.'''
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# '''[[Design Log.mp2#10. Air unit ZoC and Unreachability|Air Units]]''' make no ZoC over adjacent tiles. ('''2''') '''Non-Fighter Air units do not protect units on the same tile.'''
 
# [[Design Log.mp2#11. Para-drop for Paratroopers adjusted|'''Para-drop for Paratroopers adjusted''']] to '''2x''' area coverage: '''14''' range.
 
# [[Design Log.mp2#11. Para-drop for Paratroopers adjusted|'''Para-drop for Paratroopers adjusted''']] to '''2x''' area coverage: '''14''' range.
# '''[[Design Log.mp2#12. Multipurpose Marines.|Marines now have realistic multipurpose role]]''' and can attack land/air/sea units. '''Improved vet status.'''
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# '''[[Design Log.mp2#12. Multipurpose Marines|Marines now have realistic multipurpose role:]] '''can attack sea units & bypass air units. '''Improved vet status.'''
# '''[[Design Log.mp2#13. Escort Fighters added.|Escort Fighters]]''' added. Cost: '''80. A3 D5 FP2'''. Moves:'''18'''. Fuel: '''2''' turns.
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# '''[[Design Log.mp2#13. Escort Fighters added|Escort Fighters]]''' added. Cost: '''80. A3 D5 FP2'''. Moves:'''18'''. Fuel: '''2''' turns.
# '''[[Design Log.mp2#14. Medium Bombers added.|Medium Bombers]]''' added. '''Cost: 85. A6 D2 FP2'''. Moves:'''13'''. Fuel: '''2''' turns.
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# '''[[Design Log.mp2#14. Medium Bombers added|Medium Bombers]]''' added. '''Cost: 85. A6 D2 FP2'''. Moves:'''13'''. Fuel: '''2''' turns.
# Bomber renamed ''''[[Design Log.mp2#15. Bombers updated.|Heavy Bomber]]'''<nowiki/>'. '''Cost: 120. A12 D3 FP2'''. Moves:'''16'''. Fuel: '''2''' turns. '''[[Design_Log.mp2#15a. Strategic Bomber added.|Strategic Bomber]] '''available with Rocketry. '''Cost: 135. A13 D4 FP2'''. Moves:'''16'''. Fuel: '''3''' turns.
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# Bomber renamed ''''[[Design Log.mp2#15. Bombers updated|Heavy Bomber]]'''<nowiki/>'. '''Cost: 120. A12 D3 FP2'''. Moves:'''16'''. Fuel: '''2''' turns. '''[[Design Log.mp2#15a. Strategic Bomber added|Strategic Bomber]] '''available with Rocketry. '''Cost: 135. A13 D4 FP2'''. Moves:'''16'''. Fuel: '''3''' turns.
# '''[[Design Log.mp2#16. Anti-aircraft Artillery added.|Anti-aircraft Artillery]]''' added. '''Cost: 50. A1 D1 FP2'''. Moves:'''2.''' '''4x''' attack/defence vs. Air.
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# '''[[Design Log.mp2#16. Anti-aircraft Artillery added|Anti-aircraft Artillery]]''' added. '''Cost: 50. A2 D2 HP20 FP2'''. Moves:'''2.''' '''2x''' Anti-Air bonus.
# '''[[Design Log.mp2#17. Air units can airlift themselves.|Air units can "air lift themselves"]]'''. 
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# '''[[Design Log.mp2#16a. Mobile SAM added|Mobile SAM]] '''added. '''Cost: 75. A2 D2 FP2 HP30'''. Moves: '''6'''. '''2x''' Anti-Air bonus.
# '''[[Design Log.mp2#18. Balloon added.|Balloon]]''' added. '''Cost: 25. A0 D0''' '''M5''' Fuel: '''2''' turns
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# '''[[Design Log.mp2#17. Air units can airlift themselves|Air units can "air lift themselves"]]'''. 
# '''[[Design Log.mp2#19. Jet Fighter added.|Jet Fighter]]''' added. '''Cost: 70.''' '''A6 D5 FP2 M24'''. ''Requires: Space Flight.'' 
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# '''[[Design Log.mp2#18. Balloon added|Balloon]]''' added. '''Cost: 25. A0 D0''' '''M5''' Fuel: '''2''' turns
# '''[[Design Log.mp2#20. Jet Bomber added. |Jet Bomber]] '''added. '''Cost: 145. A15 D1 FP2 M19''' Fuel: '''3''' turns. Can Pillage. ''Requires: Space Flight.'' 
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# '''[[Design Log.mp2#19. Jet Fighter added|Jet Fighter]]''' added. '''Cost: 70.''' '''A6 D5 FP2 M24'''. ''Requires: Space Flight.'' 
# [[Design Log.mp2#21. Stealth Aircraft improved.|'''Stealth Aircraft''']] improved. Stealth Bomber gets +1 attack ('''A19'''), SAM Battery only 25% bonus against Stealth
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# '''[[Design Log.mp2#20. Jet Bomber added|Jet Bomber]] '''added. '''Cost: 145. A15 D1 FP2 M19''' Fuel: '''3''' turns. Can Pillage. ''Requires: Space Flight.'' 
# '''[[Design Log.mp2#22. Spy cost changed.|Spies cost 35]]''' (was 30.) 
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# '''[[Design Log.mp2#21. Stealth Aircraft improved|Stealth Aircraft]]''' improved. Stealth Bomber gets +1 attack ('''A19'''), SAM Battery only 25% bonus against Stealth
  +
# '''[[Design Log.mp2#22. Spy cost changed|Spies cost 35]]''' (was 30.) 
   
== '''[[Design Log.mp2#III. Project Poseidon: Glorifying the Ancient Seas|Project Poseidon: Glorifying the Ancient Seas.]] ''' ==
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=== '''[[Design Log.mp2#III. Project Poseidon: Glorifying the Ancient Seas|Project Poseidon: Glorifying the Ancient Seas]] ''' ===
 
# [[Design Log.mp2#Combat Rounds|'''Combat Rounds''']] - Ancient ships have 15 combat rounds.
 
# [[Design Log.mp2#Combat Rounds|'''Combat Rounds''']] - Ancient ships have 15 combat rounds.
 
# '''[[Design Log.mp2#River-worthy ships|River-worthy ships]]. '''Most''' '''ancient ships can travel on rivers.
 
# '''[[Design Log.mp2#River-worthy ships|River-worthy ships]]. '''Most''' '''ancient ships can travel on rivers.
('''''Many new units and adjustments to introduce real ancient navies'''. '''<u>[[Design Log.mp2#III. Project Poseidon: Glorifying the Ancient Seas.|Click for full info]]</u>'''.)''
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('''''Many new units and adjustments to introduce real ancient navies'''. '''<u>[[Design Log.mp2#III. Project Poseidon: Glorifying the Ancient Seas|Click for full info]]</u>'''.)''
   
== '''[[Design Log.mp2#IV. Project Neptune: Modern Naval Re-balance|Project Neptune: Modern Naval Rebalance.]]''' ==
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=== '''[[Design Log.mp2#IV. Project Neptune: Modern Naval Re-balance|Project Neptune: Modern Naval Rebalance]]''' ===
 
# '''[[Design Log.mp2#1. CanEscape|“CanEscape” for Air+Sea units]].''' '''50% chance to escape Killstack''' if defender has more moves than attacker. 
 
# '''[[Design Log.mp2#1. CanEscape|“CanEscape” for Air+Sea units]].''' '''50% chance to escape Killstack''' if defender has more moves than attacker. 
# '''[[Design Log.mp2#2. Naval Re-balance. |Major Naval Re-balance]]'''. Please click [[Design Log.mp2#2. Naval Re-balance.|link]] to understand balance changes. Please consult [[Units.mp2|Manual]] or in-game manual for specifics. '''<u>[[nothing|Bold Red Underlined]]</u>''' items below show changes from MP1:
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# '''[[Design Log.mp2#2. Naval Re-balance|Major Naval Re-balance]]'''. Click [[Design Log.mp2#2. Naval Re-balance.|link]] to see changes. [[Units.mp2|Game Manual]] and in-game manual have all specifics.
 
# '''<u>Warships from Ironclad onward can pillage buoys.</u>'''
{| class="article-table"
 
  +
# '''[[Design Log.mp2#5. Crew Repair Bonus, Minimum Speed Adjustment|Crew Repair Bonus, Minimum Speed Adjustment]]'''
|- bgcolor="#e0f0f0"
 
!unit
 
! style="text-align:right;"|A
 
! style="text-align:right;"|D
 
!FP
 
!HP
 
! style="text-align:right;"|M
 
! style="text-align:right;"|Cost
 
! style="text-align:center;"|Carry
 
!Defence Bonus
 
!Other
 
|-
 
|Submarine
 
| style="text-align:right;"|12
 
| style="text-align:right;"|2
 
|2
 
|'''<u>[[nothing|28]]</u>'''
 
|10
 
| style="text-align:right;"|50
 
|8:missiles
 
|
 
|[[nothing|<u>Automobile req.</u><u> </u><u>Unreachable-by-Air</u>]]
 
|-
 
|Destroyer
 
| style="text-align:right;"|'''<u>[[nothing|5]]</u>'''
 
| style="text-align:right;"|'''<u>[[nothing|5]]</u>'''
 
|1
 
|30
 
|12
 
| style="text-align:right;"|60
 
|
 
|'''<u>[[nothing|4x:Subs]]</u>'''
 
|
 
|-
 
|Cruiser
 
| style="text-align:right;"|6
 
| style="text-align:right;"|6
 
|2
 
|30
 
|[[nothing|'''<u>11</u>''']]
 
| style="text-align:right;"|80
 
|
 
|'''<u>[[nothing|2x:Subs]]</u>'''
 
|
 
|-
 
|Battleship
 
|12
 
|12
 
|2
 
|40
 
|[[nothing|'''<u>10</u>''']]
 
| style="text-align:right;"|160
 
|
 
|'''<u>[[nothing|2x:Subs]]</u>'''
 
|[[nothing|<u>Refining req.</u>]]
 
|-
 
|Aegis Cruiser
 
| style="text-align:right;"|8
 
| style="text-align:right;"|8
 
|2
 
|30
 
|[[nothing|'''<u>11</u>''']]
 
| style="text-align:right;"|100
 
|'''<u>[[nothing|2:missiles]]</u>'''
 
|'''<u>[[nothing|2x:Subs]]</u>''', '''<u>[[nothing|3x:Air]]</u>'''
 
|
 
|-
 
|'''<u>[[Design Log.mp2#3. Missile Destroyer added|Missile Destroyer]]</u>'''
 
| style="text-align:right;"|5
 
| style="text-align:right;"|5
 
|2
 
|30
 
|12
 
| style="text-align:right;"|60
 
|1:missile
 
|2x:Subs, 2x:Air
 
|Rocketry req.
 
|}
 
* '''<u>Warships from Ironclad onward can pillage buoys</u>'''
 
   
 
=== '''Wonders''' ===
 
=== '''Wonders''' ===
 
# '''[[Design Log.mp2#1. Pyramid gains its Classic effect|Pyramids]]''': '''Cost: 160'''. Added Classic effect of '''+25% food''' storage in every city to its existing effect.
 
# '''[[Design Log.mp2#1. Pyramid gains its Classic effect|Pyramids]]''': '''Cost: 160'''. Added Classic effect of '''+25% food''' storage in every city to its existing effect.
# '''[[Design Log.mp2#2. Copernicus Observatory reduced to 100 shields.|Copernicus' Observatory]]''' '''Cost:''' '''100'''.
+
# '''[[Design Log.mp2#2. Copernicus Observatory reduced to 100 shields|Copernicus' Observatory]]''' '''Cost:''' '''100'''.
# '''[[Design Log.mp2#3. Great Wall improved.|Great Wall]]'''. '''Cost: 275'''. Obsolete by: Machine Tools.
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# '''[[Design Log.mp2#3. Great Wall improved|Great Wall]]'''. '''Cost: 275'''. Obsolete by: Machine Tools.
 
# Great Library renamed '''[[Wonders.mp2#Supreme Court|Supreme Court]] --''' still acts as''' '''an extra Courthouse in all cities. '''Cost: 200'''. 
 
# Great Library renamed '''[[Wonders.mp2#Supreme Court|Supreme Court]] --''' still acts as''' '''an extra Courthouse in all cities. '''Cost: 200'''. 
 
# '''[[Design Log.mp2#9. Hanging Garden|Hanging Garden]]''' gains '''+2 luxury''' to the home city it's built in. '''Cost: 200'''.
 
# '''[[Design Log.mp2#9. Hanging Garden|Hanging Garden]]''' gains '''+2 luxury''' to the home city it's built in. '''Cost: 200'''.
# '''[[Design Log.mp2#10. Colossus expires with Automobile.|Colossus]]''' obsolete by Automobile, not Flight. '''Cost: 100'''.
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# '''[[Design Log.mp2#10. Colossus expires with Automobile|Colossus]]''' obsolete by Automobile, not Flight. '''Cost: 100'''.
 
# '''[[Design Log.mp2#11. Lighthouse|Lighthouse]]''': '''Cost: 170'''. '''+2 moves''', '''+1 vision''', obsolete by Miniaturization.
 
# '''[[Design Log.mp2#11. Lighthouse|Lighthouse]]''': '''Cost: 170'''. '''+2 moves''', '''+1 vision''', obsolete by Miniaturization.
# '''[[Design Log.mp2#11a. Adam Smith's Trading Company|Adam Smith's Trading Company]]''': now enables 3 new specialists: Laborer, Farmer, Merchant. '''Cost: 300'''.
+
# '''[[Design Log.mp2#11a. Adam Smith's Trading Company|Adam Smith's Trading Company]]''': now enables 3 new specialists: Laborer, Farmer, Merchant. '''Cost: 300'''.
  +
# '''[[Design Log.mp2#11b. Michelangelo's Chapel|Michelangelo's Chapel]]''': Same as before; but also adds a bonus effect of +1 happy +1 forced content to Cathedrals. -1 effect from Communist government (instead of Communism tech.)
 
# '''[[Design Log.mp2#12A. Ecclesiastical Palace|Ecclesiastical Palace]]''' added from Civ2civ3. Creates a second Palace and capital. '''Cost: 110'''.
 
# '''[[Design Log.mp2#12A. Ecclesiastical Palace|Ecclesiastical Palace]]''' added from Civ2civ3. Creates a second Palace and capital. '''Cost: 110'''.
 
# '''[[Design Log.mp2#12B. Temple of Artemis|Temple of Artemis]]''' added. '''Cost 250. +1 gold,luxury,bulb,shield''' in all cities.
 
# '''[[Design Log.mp2#12B. Temple of Artemis|Temple of Artemis]]''' added. '''Cost 250. +1 gold,luxury,bulb,shield''' in all cities.
# '''[[Design Log.mp2#12C. Mausoleum of Mausolos|Mausoleum of Mausolus]]''' added. '''Cost: 200'''. In each city, '''+1 content''' for each Courthouse or City Walls.
+
# '''[[Design Log.mp2#12C. Mausoleum of Mausolos|Mausoleum of Mausolus]]''' added. '''Cost: 200'''. In each city, '''+1 content''' for each Courthouse or City Walls.
 
# '''[[Design Log.mp2#12D. Statue of Zeus|Statue of Zeus]]''' added. '''Cost: 100'''. '''+1 content''' from military in each city, '''+1 happy'''/'''+4 upkeep''' in home city.
 
# '''[[Design Log.mp2#12D. Statue of Zeus|Statue of Zeus]]''' added. '''Cost: 100'''. '''+1 content''' from military in each city, '''+1 happy'''/'''+4 upkeep''' in home city.
# '''[[Design Log.mp2#12E. Genghis Khan|Genghis Khan's Equestrian School]]'''[[Design Log.mp2#12E. Genghis Khan|.]] '''Cost:150'''. '''+1mv to mounted units''' (not Cavalry). Obs.: Mobile Warfare.
+
# '''[[Design Log.mp2#12E. Genghis Khan|Genghis Khan's Equestrian School]]''' '''Cost:150'''. '''+1mv to mounted units''' (not Cavalry). Obs.: Mobile Warfare.
 
# '''[[Design Log.mp2#12F. Tesla's Laboratory|Tesla's Laboratory]]''' added. '''Cost: 200'''. 1 obsolete unit upgrades per turn. Does not go obsolete.
 
# '''[[Design Log.mp2#12F. Tesla's Laboratory|Tesla's Laboratory]]''' added. '''Cost: 200'''. 1 obsolete unit upgrades per turn. Does not go obsolete.
 
# '''[[Design Log.mp2#12G. Gibraltar Fortress|Gibraltar Fortress]]''' added. '''Cost: 350'''. Coastal Defense in every city.
 
# '''[[Design Log.mp2#12G. Gibraltar Fortress|Gibraltar Fortress]]''' added. '''Cost: 350'''. Coastal Defense in every city.
  +
# '''[[Design Log.mp2#12H. Agōgē of Sparta|Agōgē of Sparta]] '''added.''' Cost: 100. +⅓ move, all foot soldiers'''. ('''+1''' if they begin their turn in the city with the Agōgē.) '''+50% attack to Phalanx, Pikemen'''.
   
 
=== '''Buildings''' ===
 
=== '''Buildings''' ===
# '''[[Design Log.mp2#5. Courthouse reworked and fixed.|Courthouse]]''' '''a.''' '''Cost 45'''. Balances the loss of half its Classic value (incite prevention.) '''b.''' Corruption reduction='''60%''' (fixes bad rounding) '''c. 1 free unit upkeep''' (law and order bonus) '''d.''' Decreases hostile diplomatic odds by '''20%'''. '''e.''' '''Nullifies tile penalties''' in Anarchy and Despotism.
+
# '''[[Design Log.mp2#5. Courthouse reworked and fixed|Courthouse]]''' '''a.''' '''Cost 45'''. Balances the loss of half its Classic value (incite prevention.) '''b.''' Corruption reduction='''60%''' (fixes bad rounding) '''c. 1 free unit upkeep''' (law and order bonus) '''d.''' Decreases hostile diplomatic odds by '''20%'''. '''e.''' '''Nullifies tile penalties''' in Anarchy and Despotism.
# '''[[Design Log.mp2#6. Granary costs 35 shields.|Granary]]''' '''Cost 35. '''Slight aid to non-rapture governments.
+
# '''[[Design Log.mp2#6. Granary costs 35 shields|Granary]]''' '''Cost 35. '''Slight aid to non-rapture governments.
 
# '''[[Design Log.mp2#7. Mass Transit|Mass Transit]]''': Cost '''60''', '''+2T'''. '''[[Design Log.mp2#7b. Recycling Center|Recycling Center]]''': '''70''' shields, '''+2P.'''
 
# '''[[Design Log.mp2#7. Mass Transit|Mass Transit]]''': Cost '''60''', '''+2T'''. '''[[Design Log.mp2#7b. Recycling Center|Recycling Center]]''': '''70''' shields, '''+2P.'''
# '''[[Design Log.mp2#7c. Police Station|Police Station]]'''. Cost '''50''', gains 10% bonus against diplomatic combat and "Steal Tech" action.
+
# '''[[Design Log.mp2#7c. Police Station|Police Station]]'''. Cost '''50''', gains 10% bonus vs diplomatic combat and "Steal Tech". Prevents enemies from creating "hostile" embassy without first agreeing to cease-fire, armistice, or peace.
 
# '''[[Design Log.mp2#8. Palace|Palace]]''' makes +1 happy citizen.
 
# '''[[Design Log.mp2#8. Palace|Palace]]''' makes +1 happy citizen.
   
 
=== '''Miscellaneous''' ===
 
=== '''Miscellaneous''' ===
# '''[[Design Log.mp2#α. Project Honeycomb: Traderoutes.|Project Honeycomb]]''': Traderoutes radically altered and brought back.
+
# '''[[Design Log.mp2#α. Project Honeycomb: Traderoutes|Project Honeycomb]]''': Traderoutes radically altered and brought back.
# [[Design Log.mp2#β. Diplomacy Improved.|'''Diplomacy Improved.''']] Cease-fire and Peace pacts allowed within x turns of meeting a player.
+
# '''[[Design Log.mp2#β. Diplomacy Improved|Diplomacy Improved]]''' Cease-fire and Peace pacts allowed within x turns of meeting a player.
 
# Resource “'''[[Design Log.mp2#1. Gold Resource|Gold]]'''” set to '''0/1/8'''. (Formerly it had the lowest F/P/T score of all resources.)
 
# Resource “'''[[Design Log.mp2#1. Gold Resource|Gold]]'''” set to '''0/1/8'''. (Formerly it had the lowest F/P/T score of all resources.)
# '''[[Design Log.mp2#1a. Jungle, Tundra, and Resources return to the game.|Terrain return]]'''. Non-temperate terrain returns to the game with re-balanced resource values.
+
# '''[[Design Log.mp2#1a. Jungle, Tundra, and Resources return to the game|Terrain return]]'''. Non-temperate terrain returns to the game with re-balanced resource values.
# '''[[Design Log.mp2#1b. Oasis is a water source for irrigation.|Oasis]]''' is a water source for irrigation.
+
# '''[[Design Log.mp2#1b. Oasis is a water source for irrigation|Oasis]]''' is a water source for irrigation. '''b)''' '''[[Design Log.mp2#1b. Oasis is a water source for irrigation|"Nile Effect" gives +1 food]]''' on irrigated desert rivers.
 
# Illegal Action movement penalty removed.
 
# Illegal Action movement penalty removed.
 
# '''[[Design Log.mp2#3. Transform time for Swamp to Ocean|Swamp Transform]]''' to Ocean is now '''12 worker-turns '''(was 36). 
 
# '''[[Design Log.mp2#3. Transform time for Swamp to Ocean|Swamp Transform]]''' to Ocean is now '''12 worker-turns '''(was 36). 
Line 176: Line 109:
 
# The '''[[Design Log.mp2#5. Well-Digger|Well-digger]]''' is a "patch" unit for nations with no nearby water at game start.
 
# The '''[[Design Log.mp2#5. Well-Digger|Well-digger]]''' is a "patch" unit for nations with no nearby water at game start.
 
# '''Engineering''' allows the '''[[Design Log.mp2#6. Canals|Canal]]'''[[Design Log.mp2#6. Canals| tile improvement]]. Its only effect is letting ships pass through.
 
# '''Engineering''' allows the '''[[Design Log.mp2#6. Canals|Canal]]'''[[Design Log.mp2#6. Canals| tile improvement]]. Its only effect is letting ships pass through.
# '''[[Design Log.mp2#7. Foreign Wonders.|Caravans/Freight]]'''[[Design Log.mp2#7. Foreign Wonders.| can build '''Foreign Wonders''']]'''.'''
+
# '''[[Design Log.mp2#7. Foreign Wonders|Caravans/Freight]]'''[[Design Log.mp2#7. Foreign Wonders.| can build '''Foreign Wonders''']]'''.'''
# '''[[Design Log.mp2#8. Helicopters.|Helicopters]]'''. Can use Fortresses to rest/repair. Clarification: not a field unit.
+
# '''[[Design Log.mp2#8. Helicopters|Helicopters]]'''. Can use Fortresses to rest/repair. Clarification: not a field unit.
# Most '''[[Design Log.mp2#9. Expelling.|military units are able to expel]]''' most foreign non-military units from your nation.
+
# Most '''[[Design Log.mp2#9. Expelling|military units are able to expel]]''' most foreign non-military units from your nation.
# Many '''[[Design Log.mp2#10. Capturing.|military units are able to capture]]''' certain types of foreign units.
+
# Many '''[[Design Log.mp2#10. Capturing|military units are able to capture]]''' certain types of foreign units.
# '''[[Design Log.mp2#10. Steal Map Fragments.|Steal Map Fragments]]''', a new Freeciv feature, is included for Diplomats and Spies.
+
# '''[[Design Log.mp2#11. Steal Map Fragments|Steal Map Fragments]]''', a new Freeciv feature, is included for Diplomats and Spies.
 
# Maximum Granary '''[[Design Log.mp2#11. Granary Food Storage|Food Store capped at 70]]'''.
 
# Maximum Granary '''[[Design Log.mp2#11. Granary Food Storage|Food Store capped at 70]]'''.
# '''[[Design Log.mp2#13. Terrain Defense Exploits Adjusted|Terrain Defense Exploits Adjusted]]. '''Forest/Swamp/River 1.33x defense. Can't make forest/hills in existing city[[Design Log.mp2#14. Fort added. Defense bonuses smoothed.|.]]
+
# '''[[Design Log.mp2#13. Terrain Defense Exploits Adjusted|Terrain Defense Exploits Adjusted]]. '''Forest/Swamp/River 1.33x defense. Can't make forest/hills in existing city[[Design Log.mp2#14. Fort added. Defense bonuses smoothed]]
# '''[[Design Log.mp2#14. Fort added. Defense bonuses smoothed.|Fort added]] '''&''' '''bonuses adjusted.''' Fort''' requires Masonry: '''1.33x''' against Land/Sea except Armor. Fortress requires an existing Fort. '''2x''' against Land/Sea except Armor. '''1.66x''' against Air/Helicopter/Missile/Armor.''' '''
+
# '''[[Design Log.mp2#14. Fort added. Defense bonuses smoothed|Fort added]] '''&''' '''bonuses adjusted.''' Fort''' requires Masonry: '''1.33x''' against Land/Sea except Armor. Fortress requires an existing Fort. '''2x''' against Land/Sea except Armor. '''1.66x''' against Air/Helicopter/Missile/Armor.''' '''
# '''[[Design Log.mp2#15. Timeline changed. |Timeline changed]]'''. In-game year matches pace of the game.
+
# [[Design Log.mp2#14a. Naval Base added|'''Naval Base''']] added. 1.33x defense and +20% healing for Sea units. In all other respects, same as Fortress.
# [[Design Log.mp2#16. Incite cost changed.|'''Incite cost changed''']]. Goes from impossible to extremely high but theoretically possible.
+
# '''[[Design Log.mp2#15. Timeline changed|Timeline changed]]'''. In-game year matches pace of the game.
  +
# '''[[Design Log.mp2#16. Incite cost changed|Incite cost changed]]'''. Goes from impossible to extremely high but theoretically possible.
  +
# '''[[Design Log.mp2#16. Huts a viable multiplayer option|Huts re-balanced as a usable option]]'''. Goes from wild game-changing luck to a strategic early game resource.

Revision as of 03:30, 21 February 2020

This is an overview comparing Multiplayer II to Multiplayer. (You can compare to Classic rules here.)

Multiplayer II is currently available to play on the web at freecivweb.org

Quick Jump: Summary of all changes

Introduction

The Multiplayer-Evolution ruleset ("MP2") is the newest ruleset in the Multiplayer-branch. It takes advantage of new features and improvements in Freeciv 3.0 server in order to create a radically improved and modernized completion to the MP ruleset branch. MP2 greatly improves: balance, strategic diversity, tactical depth, early-game Sea units, and late-game Air units. Over a two year period, many contributors vetted and balanced many other changes whose aim was to faithfully follow the principles in the MP2 Manifesto. The short version of those principles is: improve balance and increase playability, strategic diversity and depth, creativity, realism, fun, and overall richness. Enjoy!

Other MP2 Links:

Summary of all changes:

  • Important Note: Each item below links to the full details in the Design Log.
  • You can click particular items to read verbose details of changes, reasons, and balance effects.

Tech

  1. Tech costs equalize pace of discovery for all game stages.
  2. Tech holes closed
  3. Darwin's Voyage is now similar to Colossus.
  4. No Philosophy bonus after Banking, Invention, Physics, or T85.
  5. Space Flight gives a Satellite Vision Bonus to cities and units.
  6. Space Race tuned as a viable game option
  7. Electricity removes Fog of War inside your own borders
  8. Horseback Riding before 2500 BC creates traveler's tales.

Governments

  1. Fundamentalism upgraded for better balance, viability, fitness, and distinctive character.
  2. Communism upgraded for better balance, viability, fitness, and distinctive character.
  3. Foreign nationals added. Foreign citizens are unhappy if you are at war with their home nation, but assimilate to your nationality over time.

Units

  1. Vision:Movement ratio fixed for 2x movement: starts at 1.4:2 then is 2:2 after Physics discovered.
  2. Restrictinfra server setting makes enemy rails act only like roads.
  3. Railroad move speed changed to 9x. MagLevs available with Superconductors for unlimited moves.
  4. Non-military Bribe cost fixed to work on all non-military units. 
  5. Land units on mountains get +1 vision.
  6. Nuclear Missiles get 24 moves. They come with later tech (Space Flight), to replace the Atom Bomb.
  7. Knights defend at 3 against mounted units and do not kill city population.
  8. Legions can build fortresses; and they can build roads on non-domestic tiles.
  9. Archers can do a (limited) Range Attack.
  10. Armor: no penalty vs. Fort; 1.67x vs Fortress. Plastics upgrades to Armor II: Cost: 80. A16 D6 FP1. Moves:6; no penalty from Fort/Fortress, 2x defense against Missiles, never attack-blocked by unreachable units.
  11. No bribe/sabotage on Air and Missile units.
  12. “OneAttack” flag deprecated since version 2.3 onward had made it even more dysfunctional. 
  13. Air Units make no ZoC over adjacent tiles. (2) Non-Fighter Air units do not protect units on the same tile.
  14. Para-drop for Paratroopers adjusted to 2x area coverage: 14 range.
  15. Marines now have realistic multipurpose role: can attack sea units & bypass air units. Improved vet status.
  16. Escort Fighters added. Cost: 80. A3 D5 FP2. Moves:18. Fuel: 2 turns.
  17. Medium Bombers added. Cost: 85. A6 D2 FP2. Moves:13. Fuel: 2 turns.
  18. Bomber renamed 'Heavy Bomber'. Cost: 120. A12 D3 FP2. Moves:16. Fuel: 2 turns. Strategic Bomber available with Rocketry. Cost: 135. A13 D4 FP2. Moves:16. Fuel: 3 turns.
  19. Anti-aircraft Artillery added. Cost: 50. A2 D2 HP20 FP2. Moves:2. 2x Anti-Air bonus.
  20. Mobile SAM added. Cost: 75. A2 D2 FP2 HP30. Moves: 6. 2x Anti-Air bonus.
  21. Air units can "air lift themselves"
  22. Balloon added. Cost: 25. A0 D0 M5 Fuel: 2 turns. 
  23. Jet Fighter added. Cost: 70. A6 D5 FP2 M24. Requires: Space Flight. 
  24. Jet Bomber added. Cost: 145. A15 D1 FP2 M19 Fuel: 3 turns. Can Pillage. Requires: Space Flight. 
  25. Stealth Aircraft improved. Stealth Bomber gets +1 attack (A19), SAM Battery only 25% bonus against Stealth. 
  26. Spies cost 35 (was 30.) 

Project Poseidon: Glorifying the Ancient Seas

  1. Combat Rounds - Ancient ships have 15 combat rounds.
  2. River-worthy ships. Most ancient ships can travel on rivers.

(Many new units and adjustments to introduce real ancient navies. Click for full info.)

Project Neptune: Modern Naval Rebalance

  1. “CanEscape” for Air+Sea units. 50% chance to escape Killstack if defender has more moves than attacker. 
  2. Major Naval Re-balance. Click link to see changes. Game Manual and in-game manual have all specifics.
  3. Warships from Ironclad onward can pillage buoys.
  4. Crew Repair Bonus, Minimum Speed Adjustment

Wonders

  1. Pyramids: Cost: 160. Added Classic effect of +25% food storage in every city to its existing effect.
  2. Copernicus' Observatory Cost: 100.
  3. Great Wall. Cost: 275. Obsolete by: Machine Tools.
  4. Great Library renamed Supreme Court -- still acts as an extra Courthouse in all cities. Cost: 200
  5. Hanging Garden gains +2 luxury to the home city it's built in. Cost: 200.
  6. Colossus obsolete by Automobile, not Flight. Cost: 100.
  7. Lighthouse: Cost: 170. +2 moves, +1 vision, obsolete by Miniaturization.
  8. Adam Smith's Trading Company: now enables 3 new specialists: Laborer, Farmer, Merchant. Cost: 300.
  9. Michelangelo's Chapel: Same as before; but also adds a bonus effect of +1 happy +1 forced content to Cathedrals. -1 effect from Communist government (instead of Communism tech.)
  10. Ecclesiastical Palace added from Civ2civ3. Creates a second Palace and capital. Cost: 110.
  11. Temple of Artemis added. Cost 250. +1 gold,luxury,bulb,shield in all cities.
  12. Mausoleum of Mausolus added. Cost: 200. In each city, +1 content for each Courthouse or City Walls.
  13. Statue of Zeus added. Cost: 100. +1 content from military in each city, +1 happy/+4 upkeep in home city.
  14. Genghis Khan's Equestrian School Cost:150. +1mv to mounted units (not Cavalry). Obs.: Mobile Warfare.
  15. Tesla's Laboratory added. Cost: 200. 1 obsolete unit upgrades per turn. Does not go obsolete.
  16. Gibraltar Fortress added. Cost: 350. Coastal Defense in every city.
  17. Agōgē of Sparta added. Cost: 100. +⅓ move, all foot soldiers. (+1 if they begin their turn in the city with the Agōgē.) +50% attack to Phalanx, Pikemen.

Buildings

  1. Courthouse a. Cost 45. Balances the loss of half its Classic value (incite prevention.) b. Corruption reduction=60% (fixes bad rounding) c. 1 free unit upkeep (law and order bonus) d. Decreases hostile diplomatic odds by 20%. e. Nullifies tile penalties in Anarchy and Despotism.
  2. Granary Cost 35. Slight aid to non-rapture governments.
  3. Mass Transit: Cost 60, +2T. Recycling Center: 70 shields, +2P.
  4. Police Station. Cost 50, gains 10% bonus vs diplomatic combat and "Steal Tech". Prevents enemies from creating "hostile" embassy without first agreeing to cease-fire, armistice, or peace.
  5. Palace makes +1 happy citizen.

Miscellaneous

  1. Project Honeycomb: Traderoutes radically altered and brought back.
  2. Diplomacy Improved Cease-fire and Peace pacts allowed within x turns of meeting a player.
  3. Resource “Gold” set to 0/1/8. (Formerly it had the lowest F/P/T score of all resources.)
  4. Terrain return. Non-temperate terrain returns to the game with re-balanced resource values.
  5. Oasis is a water source for irrigation. b) "Nile Effect" gives +1 food on irrigated desert rivers.
  6. Illegal Action movement penalty removed.
  7. Swamp Transform to Ocean is now 12 worker-turns (was 36). 
  8. Grassland Transform to Hills is now 15 worker-turns (was 12).
  9. The Well-digger is a "patch" unit for nations with no nearby water at game start.
  10. Engineering allows the Canal tile improvement. Its only effect is letting ships pass through.
  11. Caravans/Freight can build Foreign Wonders.
  12. Helicopters. Can use Fortresses to rest/repair. Clarification: not a field unit.
  13. Most military units are able to expel most foreign non-military units from your nation.
  14. Many military units are able to capture certain types of foreign units.
  15. Steal Map Fragments, a new Freeciv feature, is included for Diplomats and Spies.
  16. Maximum Granary Food Store capped at 70.
  17. Terrain Defense Exploits Adjusted. Forest/Swamp/River 1.33x defense. Can't make forest/hills in existing cityDesign Log.mp2#14. Fort added. Defense bonuses smoothed
  18. Fort added & bonuses adjusted. Fort requires Masonry: 1.33x against Land/Sea except Armor. Fortress requires an existing Fort. 2x against Land/Sea except Armor. 1.66x against Air/Helicopter/Missile/Armor.
  19. Naval Base added. 1.33x defense and +20% healing for Sea units. In all other respects, same as Fortress.
  20. Timeline changed. In-game year matches pace of the game.
  21. Incite cost changed. Goes from impossible to extremely high but theoretically possible.
  22. Huts re-balanced as a usable option. Goes from wild game-changing luck to a strategic early game resource.