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This is an overview comparing Multiplayer II to Multiplayer.

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!

Current MP2 Links:

Historic 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 2× 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 9×. 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 inside bases and on non-domestic tiles.
  9. Archers can do a (limited) Range Attack.
  10. Armor: no penalty vs. Fort; 1.67× vs Fortress. Plastics upgrades to Armor II: Cost: 80. A16 D6 FP1. Moves:6; no penalty from Fort/Fortress, 2× 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 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. A7 D2 FP2. Moves:15. 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. Anti-Air bonus.
  20. Mobile SAM added. Cost: 75. A2 D2 FP2 HP30. Moves: 6. 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. min_speed Adjustment. From Ironclad onward, min_speed of damaged ships is 3 (was 2.)
  5. Crew Repair Bonus. Ships receive 8% healing every turn (rounded down), regardless of moving/resting.

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 discovery of Machine Tools by anyone. New cities experience a delay.
  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. a. Corruption reduction=60% (fixes bad rounding) b. 1 free unit upkeep (law and order bonus) c. Gives ⅛ bonus vs diplomatic combat; Decreases hostile diplomatic odds by 20%. d. Cancels tile penalties in Anarchy & 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, gives ⅛ bonus vs diplomatic combat, and -20% to hostile diplomatic acts. Prevents enemies from creating "hostile" embassy without first agreeing to cease-fire, armistice, or peace. Gives +1 vet level to diplomatic units.
  5. Palace makes +1 happy citizen.
  6. Homeland Security - enabled by Supreme Court, completes the bonuses against diplomatic actions in a city.

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. City Walls give no bonus vs Heli (SAM Battery does.) 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 1.33× 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: 1.33× against Land/Sea except Armor. Fortress requires an existing Fort. against Land/Sea except Armor. 1.66× against Air/Helicopter/Missile/Armor.
  19. Naval Base added. 2× 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.
  23. Minor / Miscellaneous - List of small or insignificant changes.

Avant-Garde MP2

These changes apply to the 1.1 version of MP2, named "Avant-Garde" /rules ag

  1. By default, zoc_purity is enabled. Units who ignore ZoC don't give this ability to units who don't ignore it.
  2. Quays. A quay is a river improvement. It is a road-type available with Pottery. Stepping in takes 1 move point. Stepping out behaves the same as a road. (Quays require Pottery. Build-time: 2 worker-turns. Like bridges and railroads, it auto-upgrades inside cities when you get the tech.)
    • Ships can Unload Transport (T) in a quay. Units unloaded this way can use adjacent roads with no unload-penalties.
    • Moves needed to cross a river to a tile on the other side:
      • No infrastructure = 2.00 moves = 6/3 moves
      • Quay connected to roads = 1.33 moves = 4/3 moves
      • Bridge connected to roads = 0.67 moves = 2/3 moves
  3. Canals. Can now be built adjacent to river and ocean. This allows connecting water traffic between rivers and oceans.
  4. Unload Transport (T)
    • Now works in Naval Bases and Quays, without loss of all moves (was Cities only)
    • Can now be used on any tile for Marines-type units (Marines, AAA).
  5. Hideouts are a new Base available with Warrior Code. Hideouts can be put in Forests, Swamps, Mountains, and Jungle, but not in someone else’s territory. Only Foot soldiers can make Hideouts. All Land units and Helicopters can hide in them. Other types will be seen. Hideouts are invisible to anyone not occupying the tile. For each turn it is empty, a Hideout has a 15% chance of disappearing. The only way to see a Hideout is to have a unit on it. Hideouts can't stack with other base types. Build time: 1.5 worker-turns
    • The hideouts setting defaults to enabled, but can be disabled in server settings.
  6. New techs
    •  Radar:
      • Is the new tech requirement for AWACS and Heavy Bomber
      • Allows city improvement: Radar Tower. Increases city vision approximately +6 tiles.
      • Allows Engineers to build Radar tile improvement on top of Airbase. Increases vision +3 to +4 tiles.
    • Avionics:
      • Is the new tech requirement for Jet Fighter
      • Is the tech requirement for Ground Strike Fighter (see New Units, below.)
  7. Conscription allows you to potentially increase the limit on cities making only 1 unit per turn
    • Additional units must be infantry or caravans.
    • Each of the following adds +1 to the limit:
      • Capital city ◦ Factory ◦ MFG Plant ◦ Fusion Reactor ◦ King Richard’s Crusade
    • The city still needs enough shield output to complete multiple units..
  8. Labor Union changes upkeep on Infantry types from 1 shield to 1 gold.
  9. Nuclear changes
    • nukes_minor server setting allows completely disallowing any and every type of nuke.
    • Atom Bomb is a weaker nuke, and only kills 4 cardinally adjacent tiles.
    • Nuclear Missile kills all 8 adjacent tiles.
    • Fusion Power enables: Fusion Reactor, cost 200. +75% base production, 5 free upkeep.
      • if nukes_major server setting is set ON, allows Enrichment Facility for making fusion nukes.
        • Tactical Nuke: a missile which only nukes a single targeted tile.
        • Hydrogen Bomb: blast area is 21 tiles: the same as a city's workable tile radius.
          • Population reduction is 75%, not 50%.
        • Doomsday Bomb: blast area covers approximately 100 tiles.
          • Completely eliminates all population at ground zero
          • 75% population reduction elsewhere.
  10. Wonders
    1. Great Wall.
      •  Cities do not get Great Wall protection until the third turn after the founding of the city.
      • A city must have less than one fifth foreign citizens before Great Wall protects it. (represents time to extend the Great Wall.)
    2. Tesla's Laboratory costs 20 shields more and gives 20% gold discount on upgrades.
    3. King Richard's Crusade - gives the "Conscription Bonus" of making more than one unit per turn without needing Conscription tech..
    4. JTIDS is a new Wonder. Infantry units get +1 vet level. Odds of promotion are increased.
  11. Police Station
    • unchanged: keeps the new “secret police” bonus for spies. (+1 vet level)
  12. Unit Changes
    1. Fighter types can Vigil - orders them to auto-attack adjacent units if:
      • The other unit is an airplane type, Paratrooper, or Transport Helicopter.
      • The Fighter has better odds to win by attacking instead of defending
      • The Fighter is not the only unit defending a city
      • The Fighter has been ordered to Vigil
      • Move limits for Vigil: Fighter 2. Escort Fighter, Jet Fighter: 3. Stealth Fighter: 4.
    2. Helicopter
      • unreachable to Artillery types
      • 50% defense bonus when attacked by foot soldiers (Riflemen, Marines, Paratroopers, etc.)
      • "vitality" adjustments:
        • +1 move when starting turn in a city or airbase.
        • Loses 1hp per turn instead of 2hp.
        • 21 hp = “gets one free turn in the air”
      • City Walls don't give defense bonus against Helicopters. SAM Batteries do.
    3. Medium Bomber
      • available with Advanced Flight. (Heavy Bomber moved to the new tech "Radar")
      • the later availability allows this unit to be more effective:
        • upgraded from 6A 13 moves, to 7A 15 moves.
      • "Soft Field Unit".  causes 1 less discontent citizen when non-aggressively deployed.
    4. Carrier
      • Costs 155 and carries 9.  (Was 160 and C:8)
    5. Anti-Aircraft Artillery
      • gains the "TransportDefender" flag: able to defend while transported, even on ocean tiles.
  13. New Units
    1. Transport Helicopter. This helicopter can't attack, but carries 3 land units (see restrictions in the helptext.)
    2. Dive Bomber A3 D3 18M. Exerts ZoC. +50% attack vs non-air, +33% defense vs. Anti-Air.
    3. Ground Strike Fighter upgrades Dive Bomber. A7 D4 21M Fuel:2. 33% defense vs. Anti-Air.
  14. Communism
    • pays 10 less for Dive Bomber
    • pays 5 less for Riflemen.
  15. Supreme Court
    • no longer gives bonus against hostile diplomats, but enables Homeland Security building which does.
  16. Casus Belli - Casus belli is now triggered for:
    • Poison water, Pillage tiles, Capture unit
    • International incident for detonating nuclear devices -- allows any nation to cancel its treaties with you.

Minor / miscellaneous:

  1. anti-Diplomatic bonuses for Courthouse, Police Station, Homeland Security are identical and stack together.
  2. Diplomat vet bonuses are improved and better balanced.
  3. Airbases heal Air units +15% per turn (was 0%).
  4. Fanatic upkeep for non-fundamentalist governments is higher.
  5. Starting commerce Units: (1) Can be given a Home City for Trade Routes, (2) Have no tech restrictions for Build Wonder.
  6. The +1/9 "ultra-elite move bonus" for v4+ vet levels starts to take effect in v3 Marines, since v3 is when Commando bonus begins.

Brava MP2

These changes apply to the 1.2 version of MP2, named "Brava" /rules mp2-brava

  1. New unit: Tribesmen. A0 D1 HP5. Req:None (game start unit)
    • allows more early exploration
    • allows (weak) city defense
    • primary use is for disbanding to supply bonus shields to accelerate the early game.
  2. New unit: Spy Plane upgrades AWACS. This unit is a stealth aircraft. Req:Stealth
  3. New unit: Airplane can carry diplomatic units. Req:Flight
    • can be expelled by fighter types
    • gains movement points with each new aviation tech
  4. New unit: Train. Req:Railroad
    • Commerce unit
    • Cargo/Transport unit. Valid cargo: any unit with <=2 moves, and also balloons
    • Unreachable by pre-gunpowder units
    • Capturable (but not by by pre-gunpowder units)
    • Foot units can load onto Trains on any tile with Load Transport (L)
    • Foot units can disembark by stepping off to an adjacent tile.
      • Except for Marines/AAA, stepping off uses up all move points.
    • Foot units can Unload Transport (T) with no movement penalty:
      • in a Quay, or any type of Base, or in a City
      • if unit is Marines or AAA, can do this on any tile
    • The Train re-balances two major nerfs that Multiplayer-branch rules caused for Foot Soldiers:
      • loss of infinite speed rails made Foot units far less effective, relative to mounted units
      • 2× movement resulted in Foot units reduced by ¼ the "reaction area" as mounted units (A = πr2)
  5. Trade is no longer a requirement for making Wonders.
    • Removes the artificial impossibility of making Bronze Age wonders in the Bronze Age.
  6. Commerce ships can enter Peaceful waters but cannot attack until a war declaration.
    • This allows Establish Trade Route or Enter Marketplace with nations with whom you're at Peace.
  7. Stone Age herds of wild game appear in Grasslands and Forests for first 15 turns (until 2500BC).
    • They provide a temporary food bonus to the tile, but only during the turn they are present.
  8. Robotics is now needed for Plastics
    • forces Armor to be required before Armor II is available
  9. On average, Fallout lasts around 5 turns before disappearing (20% chance to disappear each turn.)
  10. New server setting killcitizen_pct defaults to 60% (was 100%).
    • This setting regulates the chance of a city losing 1 population after losing a battle to certain land units.
    • Improves viability of early game warfare, when most cities are size 3 or less.
  11. Ecclesiastical Palace
    • price drop to 90 (was 100).
    • like a Palace, this improvement relocates at random when the city is lost.
  12. Agoge of Sparta - price drop to 90 (was 100)
  13. Pre-civilized tribes enjoy a +⅓ move bonus. Building your first city eliminates the bonus. (Sedentary culture.)
  14. Explorer
    • cost reduced to 25 (was 30)
    • Req changed to Map Making (was Seafaring)
    • slight vision boost from sqrt(4) to sqrt(5): i.e., from 2 tiles to 2.24 tiles.

Sqrt4 to sqrt5

16. Sea Bridge

  • Requires the technology Steel
  • Built over Ocean and Lake: (requires Workers/Engineers to be in a transporter ship)
  • Acts exactly like a road for Land units to pass over.
  • Does not block Sea traffic.
  • Does not give any other bonus.
  • Must be built cardinally adjacent to a Land tile.
  • Railroads and MagLevs may be built on top of it.

Seabridge

Minor/ misc.

  1. Freight unit must use and can only use roads.
  2. Transporting units can't fortify until unloaded.
  3. Bug fixed where Magellan's Expedition didn't give vet bonus to Caravel.
  1. The +1/9 "ultra-elite move bonus" for v4+ vet levels starts to take effect in v3 Marines, since v3 is when Commando bonus begins.
  2. Clean pollution can be done while units are transported.

Caravel MP2

  • MP2-Caravel Summary: The official MP2-Caravel changelog: A linked table of changes with less design notes and explanations.

Release notes for changes to the 1.3 version of MP2, named "Caravel" /rules mp2-caravel

WONDERS:

Wonder diversity is expanded from two types {Great, Small}, to now have two more types of Wonder: Civil Wonders and Tribal Wonders.

CIVIL WONDERS:

Civil Wonders are powerful and relatively cheap wonders. There's a catch. You can make only one. You choose one of the 4 Civil Wonders, and it combines differently with other wonders to create national characteristics that are unique to your nation and tribe. The combinations make many more distinct strategic paths to try.

  1. Hanging Gardens
    • A "Civil Wonder". You can only make one Civil Wonder.
    • Costs 210 (was 200)
    • Req: Pottery.
    • +2 happy citizens in every city, the highest effect of any Civil Wonder.
    • +2 luxury in its city.
    • Obsolete by Steam Engine (was Railroad)
      • encourages Frigates before Ironclads
      • more difficult for representative governments to rapture simultaneous to mid-game invasions.
  2. Angkor Wat.
    • A "Civil Wonder". You can only make one Civil Wonder.
    • +1 happy citizen in all cities.
    • All tiles in cities of size 3+ get celebration bonus out even when the city is not celebrating.
    • Tile work on Jungle / Swamp terrain is 50% faster.
    • Elephants are 5 less shields.
    • Angkor Wat never expires but only works in Despotism, Monarchy, and Republic.
    • Cost 200. Obsolete by: switching to Democracy, Theocracy, Communism, or Nationalism.
  3. Mausoleum of Mausolos.
    • A "Civil Wonder". You can only make one Civil Wonder.
    • Counts as "half a courthouse" for reducing corruption, in all cities which have no bonus from a Courthouse or the Supreme Court.
    • A Courthouse or City Walls gives each city +1 content citizen, unless unhappy about military activity.
    • Having both the above gives an additional +1 happy citizen.
    • Adds (at least) +35% to the cost of bribing your units.
    • Prevents cities from being incited to revolt.
    • Halves the odds of investigating your cities (85% / 2 = 42%).
    • Cost: 200.
    • Obsolete by: Radio.
  4. Code of Hammurabi.
    • A "Civil Wonder". You can only make one Civil Wonder. (This is the cheapest.)
    • Roughly halves the gap between Despotism and Monarchy, and gives one content citizen:
      • Base corruption in Despotism goes to 26% (from 37%). Exactly half between Despotism and Monarchy.
      • Distance corruption is 3% per tile distance (from 4%). Exactly half between Despotism and Monarchy.
      • Penalties eliminated on Lowland tiles but not other tiles. Exactly half between Despotism and Monarchy.
    • Cities with no Temple get +1 content citizen. However, a Temple is required for additional Temple bonuses (Mysticism, Oracle, Artemis, etc.)
    • Cost: 130. Tech req: Alphabet.
    • This wonder takes the intense pressure away from leaving Despotism and gives a significant advantage to early civilization, but at the price of losing the slot for a longer lasting and more powerful Civil Wonder.
    • Obsolete by: not being in Despotism.

TRIBE WONDERS:

Tribe Wonders are "Baby Wonders" or "Despotism Wonders". They are cheap wonders to enhance the dreary Stone Age and Bronze Age. These Wonders give high enough performance that they are a competitively balanced option to consider (but equally balanced to ignore.) Those who make "Baby Wonders" can experience a Bronze Age better than those who rush to later government, yet will likely arrive later to the better governments. In other words, the compelling dynamic to leave Despotism doesn't overpower all other early game strategy. This makes the early times have a lot more viable strategic variety.

  1. The Sphinx
    • A "Tribal Wonder". (Enhances viability of early Bronze Age play.)
    • Cost 70. Tech req: none.
    • In the city with the Sphinx:
      • Eliminates Despotism and Anarchy tile penalties.
      • Halves city corruption.
      • Gives +1 luxury to the city.
    • Obsolete by: Philosophy.
  2. Chand Baori
    • A "Tribal Wonder". (Enhances viability of early Bronze Age play.)
    • Cost: 80. Req: Despotism government.
    • A game balance Wonder for players starting in difficult irrigation circumstances.
      • e.g., Lots of Swamp terrain, no water sources or long tile paths to pull from far water sources.
    • All city centers become irrigation sources.
    • Workers can irrigate Grassland or Plains in two turns instead of three.
    • Workers can drain a Swamp in 5 turns instead of 7.
    • In the city where it's built:
      • Tile penalties for irrigated Grassland are eliminated; also Wheat and Oasis have no penalty.
      • A free well (river) is placed on the city center tile.
    • Only works during Despotism.
  3. Ziggurat
    • A "Tribal Wonder". (Enhances viability of early Bronze Age play.)
    • Cost: 80. Req: Despotism.
    • Transfers the production bonus from your Palace to the Ziggurat city. (Capital loses this bonus.)
    • Gains the corruption reduction and +1 happy effect of the Palace.
    • Counts as Granary, Temple, Barracks, and Fortifications (see below). Also gives 1.75× against Sea units.
    • While the above buildings are worth 130 themselves, consider that this Wonder only works in Despotism.
    • Effectively, gives a not too penalizing way to get a new capital for players whose starting capital was not a good location.
    • Must be built adjacent to River.

MP2C SMALL AND GREAT WONDERS - New and changed.

  1. Colossus:
    • +1 trade on city center
    • -5 cost of commerce units built in that city.
    • ~22% increase to trade route revenue in its city.
    • must be built adjacent to Ocean.
    • keeps original effect of +1 trade on all tiles producing trade.
  2. Statue of Zeus
    1. The bonus that causes 1 content about military activity is now also given to non-representative governments as content citizens.
    2. Increases by ⅓ the promotion odds for military units, for nations who have not discovered "The Republic."
    3. This wonder is now changed from a rare "wild card" for representative governments to do war for a cost, into a special playstyle path useful before representative government and continuing through it. It is now a competitive choice among many other wonders to choose from.
  3. Appian Way: "The Road Wonder"
    • Increases revenue from all Trade Routes by approximately ~10%
    • In the city with Appian Way:
      • Each trade-producing tile produces +1 extra trade, if there is a road on it.
      • Wagons cost 5 less shields (new unit: see below.)
    • In domestic territory:
      • Foot units, Chariots and Wagons get +⅓ move point when starting their turn on a road.
      • Tile Workers gain +⅓ move and build Roads at twice the speed.
    • Cost: 100. Req: The Wheel.
    • Obsolete by: Railroad.
  4. Pyramids
    • Major usability gain from a server fix to EFT_GROWTH: New size 1 cities get +25% food (5 food in the grain storage right when founded.)
    • This changes play dynamics to make the Pyramids more as originally intended:
      • Not a gambit to rapture 1 despot city, but a food investment in colonial expansion.
    • Cost 200 (was 160).
    • Requires Mathematics (was Masonry.)
  5. Magna Carta. New wonder: creates a new government, Constitutional Monarchy, which is half between Monarchy and Republic.
    • See Government.mp2c
      • 1 extra content citizen: this makes the empire base size competitive with later governments.
      • 1 free unit upkeep (standard Monarchy: 3. Republic: 0)
      • 2 citizens content about military activity (standard Monarchy: ∞. Republic: 1.)
      • All additional aggressive units cause 1 discontent citizen. (standard Monarchy: 0. Republic: 1.)
      • Extra trade on land tiles, like Republic; but not sea tiles, unlike Republic.
      • Ability to rapture, but only in cities originally founded by you. (standard Monarchy: no rapture. Republic: all cities.)
      • Special advantage: switching from Monarchy to Constitutional Monarchy has no anarchy period, because it's done through a Wonder.
      • Special disadvantage: you must invest in a wonder to get this government.
      • Unique government unit, Peasants. Similar to Pilgrims but can only come from the Magna Carta city.
      • Republic advantages Constitutional Monarchy doesn't get:
        • +1 free trade on water without need to celebrate.
        • Lower chance of civil war
        • 80% max tax
        • 300 shields into other investments.
  6. Women's Suffrage - ReWonder 1.0 had made combining this with JSB a way for Democracy to have superior economy with almost none of the counterbalance disadvantages it was supposed to have.
    • Now counts as +1 happy in every city. This still helps keep the city in order from military unhappiness but not necessarily help rapture. A happy citizen will balance out a citizen unhappy about military activity, but the unhappy citizen still prevents rapture. In other words, this wonder helps a peaceful democracy more then warlike democracy. Before, it had no bonus to peaceful democracy and was only useful to warlike democracy.
    • The first Women's Suffrage built counts as a Great Wonder.
      • This first Women's Suffrage has an intriguing twist: after the first WS is made, all Democracies and Republics who don't have it, get 1 discontent citizen until they also build Women's Suffrage.
    • Causes a nerf to unpeaceful Democracy and perhaps a break-even for Republic.
    • Increases intrigue and sociopolitical diplomacy dynamics in the game. Who will make it first and cause issues for other representative governments?
  7. United Nations has new features which make it more globally interesting and strategic.
    • When someone violates a treaty with another player, United Nations will give the whole world casus belli against that player.
      • The new greater importance of non-war diplomatic states will make this more important: this is because of stronger trade route dynamics.
    • Now that casus belli is tuned to work better, this opens up a lot more diplomatic intrigue and strategies from this wonder.
    • Cost 500, was 600.
  8. Gibraltar Fortress continues the plan to obsolete the model of wonders which "count as X in every city". The new wonder...
    • Makes existing coastal defenses slightly stronger (+25% or 2.25× instead of 2×.)
    • Reduces the cost for a nation that must build many coastal defense improvements, by 15 for each coastal defense.
    • Gives the one city it's built in a 3× defense against sea attacks
    • Cost: 330 (was 350).
    • This fixes the problem where players could stockpile caravans for Gibraltar to decide whether to instantly get strong nationwide protection only if they instantly needed it. The side effect was that navies who are already weak in attacking coastal cities became nearly obsolete as a tactical option.
  9. Hoover Dam as a small wonder made FOUR different buildings useless. This was an acceptable hack since Power Plants were one of the few areas that was imbalanced in original Civ2. Now, all 4 power plants are well-balanced, uniquely useful, and create different Economic paths and choices on how a nation will choose to prioritize four competing areas: production, pollution, investment cost, tech priorities.
    • Hoover is now a mega-production wonder in its one city. Counts as a Factory, Hydro Plant, and Mfg. Plant (even before Mfg. Plants are available.)
    • Increases productivity of all Hydro Plants from +20% to +27%: a raw +7%, or 35% greater than their +20% base level.
    • Reduces the cost of making new Hydro Plants by 5 shields.
    • Supports up to 15 gold in free Building upkeep in the city the wonder is built.
    • See also: Power Plants (below).
  10. Fusion Reactor. The model of "counts as X all cities" was moved from Hoover Dam to The Fusion Reactor, for a reason. This "X in all cities" model is now frowned upon for Small Wonders... but, in this case it makes sense! In the very end game, no one wants to micro-manage power plant upgrades for 75 cities. Making the Fusion Reactor a single wonder for the whole nation, helps playability, realism and balance: the major bonus of Fusion Power is selling off all the other power plants and reducing upkeep, getting a one-time windfall in economics from the sale, lower pollution, and instant extra production from fusion power in all newly acquired cities.
  11. Marco Polo
    • This wonder was originally intended as a replacement for 4 trade routes in every city, though it approximated closer to 3 in every city.
    • Therefore, losing your Marco Polo city shouldn't lose this vital effect in the entire nation. This made Marco Polo a kind of "Game Loss" wonder.
    • Marco Polo now relocates to a random city when lost. Marco Polo can't be taken away after built.
    • This is fair since this is the only wonder in the game that is essentially a requirement to build.
  12. Roman Colosseum.
    • Entertainers in every city will give +3 luxury instead of +2 luxury
      • This makes Entertainers equal in Net Trade to Scientists or Taxmen.
      • Finally all 3 types of trade can each be a balanced focus point for different styles of play.
    • All cities with an Amphitheater gain +1 happy and +1 luxury.
    • Cost: 400.
    • Tech req: Engineering.
  13. Medici Bank
    • Every city with a Bank gains 7% (1.07×) to gold revenue.
    • Increases the shield-to-coinage exchange rate by 7% (1.07×) (See below on how Coinage now works.)
    • Cost: 300
    • Req: Banking, non-communist government.
  14. Pax Dei is a historically inspired wonder that brings religious/diplomatic/political intrigue to the game. It is a "trump card" to capture some religious dynamics of the Middle Ages. It can be thought of as a very short-term kind of United Nations, but it can be used in devious ways as well. This specific Wonder has server settings allowing a GM to tune its effect or even disable it.
    • All nations with Philosophy:
      • Gain +2 unhappy about each aggressive military unit.
      • Get a Senate.
    • All nations with Monotheism are only allowed to attack with a unit located on a domestic tile.
    • Tech req: Philosophy.
    • Cost: 115.
    • Obsolete by: 13 turns after building or the discovery of Theocracy by any player in the world.
  15. Existing wonders, price adjustments
    • Hanging Gardens: 210. (Was 200.)
    • Adam Smith's Trading Co. 320. (Was 300.)
    • Eiffel Tower. 125. (Was 100.)
    • Isaac Newton's College. 420. (Was 400.)
    • Sun Tzu's War Academy. 310. (Was 300.)

MP2C BUILDINGS:

  1. Barracks
    • Req: Warrior Code (was: None.)
      • Besides making sense and rewarding early discovery of that tech as a diverse strategy to pursue, this balances the Longturn format of giving starting gold and starting units to disband.
  2. Barracks II. Cost: 35. (Was 30.)
  3. Barracks III. Cost: 40. (Was 30.)
  4. Totem Pole. Cost: 30.
    • +2 luxury in its city.
    • Req: None. Obsolete by: Temple, Ceremonial Burial.
    • The new Barracks requirement of Warrior Code left no building to "store shields" while researching a first tech.
    • In theory, this gives a primitive improvement for tribes who delay Ceremonial Burial, to help with the difficulty of getting any Luxury under Despotism.
  5. Coinage yields 3 gold per 2 shields, i.e., 1.5 gold per shield. (Was: 1 gold for 1 shield.)
    • Coinage is no longer a "useless" feature adding useless complexity to the game space.
  6. Marketplace adds 0.25 to the coinage conversion rate: (1.75 gold per shield of coinage.)
  7. Bank adds 0.25 to the coinage conversation rate: (2.00 gold per shield of coinage.)
  8. Stock Exchange adds 0.25 to the coinage conversion rate: (2.25 gold per shield of coinage.)
    • requirements for the bonus:
      • earlier buildings present (Bank, Marketplace)
      • the tech "The Corporation" must be known.
      • cannot be Communist.
  9. Police Station gives 50% resistance against the action "Investigate City" for all governments except Democracy.
    • 85% base odds - 50% = 42% base odds an enemy can successfully investigate city.
    • Foreign Nationals are "discontent about military", so now Police Station has a use for all governments (was: only Republic/Democracy)
  10. Courthouse
    • prevents Diplomats (not Spies) from doing hostile Embassy without first cease-fire or peace.
      • is a unique bonus of the Courthouse building. (Not Supreme Court, Homeland Security, etc.)
    • gives +1 content to all governments, not just Democracy. (This effect also covered by Supreme Court.)
  11. City Walls - Major Rebalance!
    • City Walls were sometimes too cheap, sometimes too expensive, sometimes too OP.
    • This was very similar to the old issue with Fortresses, which were fixed by adding Forts and increasing work time on Fortress.
    • The new City Walls solution breaks into two types modeled on the fix that worked so well for Fort and Fortress.
    • City Fortifications are a new improvement/building available with Masonry and provide 1.75× defense.
      • Cost: 35.
      • Allows more realistic use of ancient city defenses in a time period where City Walls are far too expensive to justify.
      • In other words, bring balance, playability, and realism to ancient times.
      • Just as with Fort/Fortress, City Fortifications are cheaper/easier to build but not as strong.
      • Also the same: they don't stack.
      • Also the same: Masonry is required for the first, Construction for the second.
      • Not the same: they aren't required to make City Walls.
        • Fortifications for cities that get City Walls later are not a lost investment. Selling Fortifications in a city with City Walls recoups 100% of the full gold price of the Fortifications. Be sure to have the City Walls made first.
      • With some kinds of terrain, Fortifications modify, integrate, and are built into the terrain itself: Swamp, Forest, Jungle.
        • This raises the terrain defense bonus of Swamp, Forest, and Jungle to 1.5×, 1.5×, and 1.67× respectively (+17%)
        • This corrects an issue where the original 1.5× bonus of these terrain types was nerfed to 1.33× to balance several other issues (planting forests in cities, ease of making a TC-instant-Fort, and some others. However, all those issues are all solved but leave a single remaining issue:
          • Cities originally built on Swamp or Forest were too heavily penalized for their sacrifice of taking an economically lower performing in exchange for trying to gain some kind of acceptable defense bonus.
    • City Walls come with Construction and remain 3× defense. (Same for Great Wall wonder.)
      • City Walls used to cost 80 in Civ2. A price reduction in all buildings was done long ago as a fix on the "smallpox epidemic" which Freeciv had in its early years. However, smallpox is long gone and the price/performance balance has to be re-evaluated.
      • City Walls now cost 65 in the early game, and 75 after discovery of Steel.
      • If City Walls are sabotaged, you can have Fortifications for a weaker backup. However, this means an investment of 100 or 110 shields.
  12. SAM Battery costs 80 (was 70 in classic/mp1; 100 in Civ2)
  13. Coastal Defense cost 65, upkeep 2. (was: 60/1 in classic/mp1; 80/1 in Civ2).
    • This micro-balances economic i"power creep" inflation effects.
    • This helps mitigate some complaints that Coastal Defense is too cheap, easy, common, and too strong against ships.
    • See also: Gibraltar Fortress.
  14. Power Plants. Major Rebalance!
    • Formerly, each Plant type had identical characteristics in upkeep and output.
      • The only difference was that you paid an excessive premium to get a Plant that made less pollution.
        • Mathematical analysis showed the extra cost was not even close to worth the extra price.
      • Now, each Plant type has a different profile for output, pollution, upgrade incentives, and so on.
        • All types now fit together well in a holistically balanced game meta-system, not just with themselves, but with other improvements.
    • Coal Plant (renamed from Power Plant):
      • Adds +20% to Factories making them +70% shield production. (Was +25% yielding +75%)
      • Adds +20% to Mfg. Plant making it +70% shield production. (Was +25% yielding +75%)
      • Cost: 120. (Was 130.)
      • Upkeep: 4 (same.)
      • The sale price of a Coal Plant becomes 85% original value instead of 50% original value, after a city has built a Hydro Plant or Nuclear Plant.
        • Fix completely unviable mathematical economics in ever wanting to upgrade to a better type of Plant.
        • Still leaves enough upgrade penalty to make cheaper/more polluting Coal Plants an interesting balance incentive rather than upgrading.
    • Hydro Plant
      • Adds +20% to Factories making them +70% shield production. (Was +25% yielding +75%)
      • Adds +20% to Mfg. Plant making it +70% shield production. (Was +25% yielding +75%)
      • Cost: 175 without Hoover Dam, 170 with Hoover Dam. (Was 180.)
      • Upkeep: 3 (was 4.)
        • incentivizes the extra cost over a Coal Plant, and is realistic.
      • Reduces pollution from production -25% for each Factory or Mfg.Plant (same)
        • Different: the -25% pollution reduction is more than the +20% shield production.
      • Hoover Dam increases the +20% to +27%, yielding +77% production in each Factory or Mfg. Plant. See: Hoover Dam.
      • If built and present, makes Coal Plants recover 85% of their gold cost when sold, rather than 50%
    • Nuclear Plant
      • Adds +30% to Factories making them +80% shield production. (Was +25% yielding +75%)
      • Adds +30% to Mfg. Plant making it +80% shield production. (Was +25% yielding +75%)
      • Cost: 185.
      • Upkeep: 4.
      • Reduces pollution from production -25% for each Factory or Mfg.Plant (same)
        • Different: the -25% pollution reduction is less than the +30% shield production.
      • Allows power plant strategies that don't include an "obligatory" Hoover Dam.
    • Solar Plant
      • Formerly, this was probably the most uselessly overpriced building in the whole game.
        • Cost was 320, about double of other Plant types.
        • Provided no extra production bonus.
        • Eliminated pollution from production, but its tech req Environmentalism effectively did that anyway.
        • Offered no upkeep bonus or any other incentive.
      • Complete re-design:
        • This building/improvement can now co-exist with other Plant types.
        • Adds a flat +20% to base production in its city.
        • Has negative upkeep of -3:
          • Reduces infrastructural cost of other buildings in the city by -3.
        • Supports 2 shield upkeep for units for free, in its city.
        • Replaces bonuses from pollution from production by other Plant types with a flat -75% pollution from production.
          • Since Environmentalism now gets a bonus on pollution from population instead of pollution from production, this is now a meaningful bonus.
          • (See Environmentalism below.)
        • Is the only Plant type whose pollution bonus can combine with a Recycling Center. Together, they result in -90% pollution from production.
        • Reqs: Environmentalism, Factory in city (same.)
    • Wind Plant (new Plant type)
      • Cost: 60. Req: Environmentalism.
      • Can co-exist with any other Plant type, and unlike other Plant types, has no other building reqs.
      • Boosts base production in a city by +5%.
      • Reduces pollution from production by -10%.
        • Together with a Solar Plant and Recycling Center, completely eliminates all pollution from production.
      • Has negative upkeep of -3:
        • Reduces infrastructural cost of other buildings in the city by -3.
      • Supports 2 shield upkeep for units for free, in its city.

MP2C GOVERNMENTS. Rebalance!

See MP2 Government Rebalance for a design log of the principles and philosophy behind this process.

Starvation and Disorder

A historic accumulation of mechanical changes in turn-processing, along with ways to exploit those, had finally resulted in the multiplayer branch of rules able to starve populations with relative impunity. Indeed, starvation could even be exploited for imbalanced and unrealistic economic advantages. This is no longer the case, as MP2C now has the new server settings fulldisorder and hangry set to ON by default. You can no longer starve a city, which is then unhappy for 1 microsecond before it auto-rearranges its tiles after the population loss event in order to recalibrate itself into instant contentedness. (Before, production happened before a city entered disorder, then, on the next turn, production happened first again, before the consequences of disorder were ever accounted for. This made it possible for a city which had one full turn of disorder to actually experience no disorder at all. This, in turn, made all kinds of exploits and mismanagement possible. Different characteristics of different governments became completely moot.)

  1. hangry - Under this server setting, which is ON in mp2c, cities that starved at turn change, enter the next turn in a state of ACTUAL DISORDER.
  2. fulldisorder - Under this server setting, which is ON in mp2c, cities which entered disorder at turn change are now REALLY in disorder. The new behaviour is simpler to understand because it obeys common sense. But since it is different from before, it is worth explaining. In the new disorder mechanics, there are two states to be aware of, and two consequences that come from those:
    • THREATENED DISORDER - A city may show a raised fist and advertise a state of disorder, if it will enter disorder at turn change if you don't re-adjust its happiness. You can do this with more luxury, entertainers, trade, a temple, etc. Such a city merely threatens disorder. You will see the usual fist and other indications of such a state in the city information displays. Like before, in a city which threatens disorder, you may exercise full control to buy units, buildings, allocate entertainers, or do whatever else is needed to prevent ACTUAL DISORDER.
    • ACTUAL DISORDER - If nothing is done about a city that threatened disorder, OR if a city starved at the most recent turn change, it will be in ACTUAL DISORDER. A city in actual disorder is in a real crisis. It will produce no shields, no taxes, no science, no food surplus, and be unable to purchase anything at all. You can no longer buy a temple in such a city, which instantly finishes before anything else is processed, and completely skip any of the consequences of disorder, such that disorder theoretically never happened.
      • This means your ability to get it out of ACTUAL DISORDER is limited. At this point, it's too late to buy a temple, police station, or unit to impose martial law. You can only get it back in order through assigning entertainers, allocating higher trade tiles, increasing national luxury, moving in external martial law forces, changing government, starving off discontented population, or finishing a wonder in an external city.
    • What you can't do anymore:
      • Starve a city, let the new population intelligently auto-rearrange itself to new tiles to maintain contentedness/celebration, then carry on like everyone is happy and there was no disorder from starvation.
      • Produce shields in a city that was threatening disorder, watch the shields accumulate prior to all other turn-change processing, then enter disorder, then buy a temple which produces on the next turn change to eliminate the disorder like it never happened. Disorder on the most recent change of turn now carries immediately into what you can do on the turn immediately after: you will not be able to buy or produce anything in a city that entered actual disorder on the turn change before, PERIOD.

* NON-REPRESENTATIVE GOVERNMENTS: (all)

  1. Courthouse gives +1 content to all governments, not just Democracy.
  2. Police Station suppresses unhappy foreign nationals for all governments, not just Republic/Democracy.
  3. Statue of Zeus makes 1 citizen content about military for governments who need that, and if not, simply 1 citizen content.

* DESPOTISM:

  1. Gains new "Gulag" ability: can starve cities without disorder if 2 martial law units are there. (See new server settings 'hangry' and 'fulldisorder').
  2. May build the Civil Wonder "Code of Hammurabi" which halves the distance between it and Monarchy.
  3. Has access to Tribal Wonders which diminish oppressive penalties and make the Bronze Age and early civilization a more viable game element.

* MONARCHY:

  1. Has a lot more options available to it through the Civil Wonder Angkor Wat, and the new sub-form of Government "Constitutional Monarchy":
  2. Gets the option to build the Magna Carta wonder which activates the new government...

* CONSTITUTIONAL MONARCHY:

  1. A half/hybrid between Monarchy and Republic characteristics.
    • Opens up intriguing different strategies and counter-strategies to others' strategies.
    • Provides a middle-path between "war government" and "economic government".
    • See Government.mp2c for more.

* THEOCRACY:

  1. Fundamentalism was renamed to Theocracy and re-balanced to be more competitive.
  2. Theocratic governments are faithful to their beliefs and harder to bribe, cost is 2×.
  3. Pilgrams have no pop_cost! Now, it's like buying rapture for 10 shields. Also, Pilgrims use ONE city-build-slot instead of all.
    • unlike rapture, this gives an advantage for spreading out and colonizing, since there is no size 3 restriction to it.
  4. Now gets the "generate partisans" effect. It's more realistic, and balanced, and playable.
  5. Available with the new tech Theocracy which is available sooner and costs less.
  6. Fanatics renamed to Zealots, otherwise the same unit, except:
    • They can Skirmish Assault cities which have foreign populations (e.g., your recently conquered city)
    • Available with Conscription.
  7. Poor characteristics were changed:
    • Formerly: 50% penalty on science was "balanced" by getting what was essentially just free gold upkeep on temples and "make_content buildings.". This was far more punitive/reward ratio on this bonus/penalty was extremely imbalanced toward punitive..
    • Now:  Bonus/Penalty is symmetric: -20% for sci, +20% for gold. Make_content buildings still generate modest amounts of gold.
  8. New unit Falconeer represents the Janissaries and Hand Cannoneers employed by mediaevel theocratic orders.
  9. See Government.mp2c for more.

* COMMUNISM:

  1. Proletarians cost -1 population but add +2 population. This is the same +1 net pop as Pilgrims, but Proletarians can better use Granary dynamics and magnify state relocation programs for "boom-town" growth. One city build slot used, not all.
  2. 10 shield discount on Armor I.
  3. Gains new "Gulag" ability: can starve cities without disorder if martial_law count is 3 or more. (Each unit counts for 2, each police station for 2.)

* DEMOCRACY:

  1. Base corruption level of 8%, (half of Republic/Monarchy) (was 0).
  2. Corruption from capital is 0.4% per tile distance (was 0.)
    • 1/5 of the 2% from most other governments.
  3. Overall corruption is competitively best, but without the need for unrealistic OP-ness for an already very strong government.
  4. Democracies can now be BRIBED, but cost is 3×.
  5. Democacies can now be INCITED TO REVOLT, but cost is 3×.
  6. Democracy cities cannot rapture with 10% or more foreign citizens.
  7. Also see: Women's Suffrage, Foreign Nationals.

* NATIONALISM:

  1. New government. See Government.mp2c for more details.
  2. A modern authoritarian warlike government that is economically capable of nearly competing with democracies.

* FOREIGN NATIONALS:

  1. 45% are unhappy, increase from 34%.
    • Slightly more advantage for governments who can use martial law to suppress unhappy foreigners.
  2. Fixed, was sometimes rounding up too high, the number of your own nationals in a newly conquered city.

UNITS/COMBAT/MECHANICS:

* FOOT UNITS

  1. "Hand-me-down upgrade bonus":
    • Early foot units can convert to Musketeers for free in domestic cities upon discovering Conscription.
      • Quantitatively eases unrealistic "upgrade lag" but in a way that slightly favors foot units, who needed more competitive benefits.
    • Musketeers can convert to Riflemen for free in domestic cities upon discovering Labor Union.
      • Provides better realism in curing "upgrade lag", in a way that provides competitive benefits to foot units.
  2. Pre-feudal foot units (Warrior, Archer, Phalanx, Legion) cost 20% less.
    • Eases the overwhelming oppressive importance of early-game economy needing to invest almost exclusively in growing itself.
  3. Marines can now: build Fort/Airbase, but not Airbase in a Fort.
    • Gain +2 move fragments per vet level.
    • V2+ gain the Special Unit Attack of ranged Bazooka Attack for 3 rounds on up to 2 targets.
    • Note this does not represent any superior range of Marines over other units/weaponry, but rather,  special commando training for fast initiative surprise degradation tactics, concealment advantage, etc.
    • Marines cost 55 (was 60).
    • More competitive and continued use vis-a-vis Mechanized Infantry.
  4. Paratroopers A7 D5. Cost 55 (was A6 D4 Cost:60).
  5. Partisans cost 45 (was 50).
  6. Shift from shield-to-gold upkeep for Infantry changed from Labor Union to Banking.
    • Allows realistic foot soldier compositions to affect more of the game.
  7. Tribesmen are now primitive generalists who do a mediocre job at many things. They are perfect start units for a primitive tribe to get started.
    • They have 1⅓ moves and move over terrain like an Explorer, with no ZOC.
      • They get +⅓ move for the first 3 turns.
    • They can work tiles like Workers, but only contribute a half-worker turn instead of a full worker-turn.
    • They can now fight (A1D1 HP8) for 10 combat rounds.
      • At 80% the strength of v0 Warriors and usually not finishing a fight, this ability is very basic.
        • They cannot capture, expel, or conquer cities.
        • They cannot exert ZOC or block city tiles from being worked.
        • They remain capturable and expellable.
    • Can "Investigate City."
    • Can make diplomatic contact for cease-fire and peace with neighboring tribes.
    • Before 2500 BC, can recycle for 20 shields into any production target except units.
      • Changing the production target loses their "donation".
      • From 2500 BC onward, recycling gives 10 shields.
    • In games with wild animals, they have a 3× attack bonus and 2× defense bonus against wild animals.
    • Tribesmen can carry Goods in order to establish Trade Routes. (see new units, below.)
  8. Helicopter fixed: SAM Battery gets defense bonus against it, not City Walls (finally fixes the radical helicopter nerfing that wasn't in the original game)
    • This fix is retroactive to MP2-Avant Garde and MP2-Brava also, since it was a bad treason against the MP branch's DNA.
  9. Fighter
    • Defends at 3.5. (Was 3)
  10. Escort Fighter
    • Attacks at 3.5. (Was 3)

SPECIAL UNIT ABILITIES

This is a new MP2 design goal to increase unit diversity, playstyle variety, realism, accuracy, and tactical depth. The properties of Special Unit Abilities are custom tuned for each unit for three new mechanics: Special Unit Attacks, Special Unit Defense, Fortified Attacks, and iPillage. These are detailed below.

SPECIAL UNIT ATTACKS

Tactical depth blossoms: Now possible are: Hit-and-run tactics; multiple ranged attacks per turn; engagements with less than all units on the tile. See Special Unit Attacks.

  • Phalanx, Rumble Attack: 3 combat rounds, stays fortified, can hit 1 unit, can kill no units, uses 5/9 moves, requires 1 move left, requires fortified or not moved.
  • Legion, Pilum Assault: 1 combat round, 2× attack, can hit 2 units, can kill 2 units, uses 1 move.
  • Archers, Volley Attack: 2 combat rounds (was 1), stays fortified, can hit up to 7 units (was unlimited), can kill no units, uses 1 5/9 moves (was turn loss), can hit oceanic (but not while transported). (Cannot stay fortified during standard attack.)
  • Zealots, Skirmish assault: 3 combat rounds, can hit up to 4 units, can kill no units, uses 1 5/9 moves. Now, can also assault conquered foreign-occupied cities.
  • Marines, Bazooka attack: 3 combat rounds, stays fortified, can hit up to 4 units, can kill 1 unit, uses 1 5/9 moves, can hit oceanic (but not while transported).
  • Battleship, Bombard attack: 3 combat rounds, 4 units, can kill 1, uses 5 moves.
  • Siege Ram (new unit, see below.)

SPECIAL UNIT DEFENSE

  • Archers - Can do retaliatory special unit defense against any special unit attack.
  • Catapult, Cannon, Artillery, Howitzer can defend against Special Unit Attacks at 4,5,6,7 combat rounds, respectively.
    • reduce 0.25, 0.50, 0.75 and 100%, from the 1.75× and 3× defense bonuses of Fortifications and City Walls, respectively.
  • Helicopter - Can retaliate for 3 combat rounds against any Special Unit Attacks.
  • Battleship - Can retaliate for 3 combat rounds against any Special Unit Attacks.

iPILLAGE - Instant Pillage is tactically significant. Formerly, roads under rails couldn't be pillaged in one turn. Scorched Earth and Blitz tactics barely existed in the game. See iPillage.

      NOTE: iPillage Odds increase +5% per vet level.

FORTIFIED ATTACKS

  1. Phalanx and Marines can stay fortified during standard attacks.

PRICE CHANGES

  1. Pre-feudal military units cost less.
    • -20% foot units.
    • -10% mounted units (including Explorer).
    • Catapult: costs 34 (was 40). -15%.
  2. Armor II
    • Costs 85 (was 80)

* NEW UNITS:

  1. Siege Ram
    • Cost 45. Req: Construction.
    • Must use roads.
    • SPECIAL UNIT ATTACKS:
      • Attack City Walls. 50% chance to destroy city walls (requires 1 full move point), odds are halved against capitals.
      • Ram Fortress: Attack emulates degrading the Fortress walls by doing up to 4hp damage on each occupant, emulating a 0 to 80% reduction of Fortress defense bonus for 10hp units inside. Also emulated is their unit healing simulates the part or full repair and recovery of the Fortress architecture on each successive turn.
        • Two Siege Rams will likely render the Fortress defense into a liability. Troops who remain in a Fortress facing two Siege Rams will be damaged and demoralized from breaches and crushing stone debris. But, proactive defenders can pillage the Fortress and use its stone to improvise other types of fortified defense structures (i.e., a Fort, which is left after a Fortress is pillaged). That is, render the tile into an unrammable Fort which still gets a 1.33× bonus protection from stack kill.
        • The net effect of this realistically emulates that Fortresses are dominant military presences until attackers take the time and wherewithal to get around to protracted siege, whereafter they are still defendable but at a lesser bonus. Or completely defendable if properly supplied. Also see notes on Catapult special unit defense against this.
  2. Satellite:
    • invisible/stealth, can't be seen unless adjacent
    • can investigate all cities
    • has radically superior vision and movement. Requires Apollo Program.
    • always escapes stack kills
  3. Zeppelin
    • Upgrades balloon
    • Greater vision/movement/fuel, some limited attack capabilities, can do limited bombing.
  4. Truck replaces the old Freight unit.
    • Movement is now 6 (was 4), but:
    • Can travel on Road only, gets no Rail bonus.
    • Can carry 3 land units. load/unload rules same as Train.
      • NOTE: All load/unload rules are now conveniently in graphic charts in the in-game manual for each type of cargo unit.
  5. Goods is a new type of commerce unit. It cannot build wonders. But it provides a low uniform cost for establishing trade routes, instead of one that unevenly keeps increasing throughout the game.
    • Req: Currency.
    • Cost: 25.
    • See more inside the unit's helptext.
  6. Wagon is a commerce unit that can only travel by Road. It's like a primitive Truck.
    • Req: The Wheel
    • Cost: 25
    • Can transport 2 land units that have less 3 move points. Can also carry Goods.
    • See more inside the unit's helptext.
  7. Freight is the name of a new unit which upgrades Goods. It is not the old Freight which was renamed as Truck.
    • Req: Mass Production
    • Cost: 25.
    • Commerce unit.
    • Can be transported by Truck, Train, Ship, and Airplane.
    • See more inside the unit's helptext.
  8. Falconeers
    • A hand cannoneer available only to Theocracies. They are somewhat comparable to a Musketeer, but deadly firepower and extremely poor accuracy makes them very difficult to reckon when calculating tactical probabilities. They usually either kill a unit completely dead, or miss totally.
    • Cost: 20
    • Req: Theocracy
  9. Peasants
    • A migrant-type unit for the new government Constitutional Monarchy.
    • See more inside the unit's helptext.
  10. Migrants
    • A migrant-type unit for the new government Nationalism.
    • See more inside the unit's helptext.

OTHER UNIT CHANGES:

  1. Discovery of Recycling reduces unit upgrade costs 20%. This stacks with other discounts (Tesla, etc.)
  2. Foot units can't clean Fallout and Pollution.
    • A server flaw allowed any unit who can make Hideouts to also clean Fallout and Pollution. This was fixed and affects ALL rulesets.
  3. For non-military units, only Spies and Worker types can pillage now. Excluded are:
    • Caravans, Explorers, Diplomats, Pilgrims, Tribesmen, Wagons, Trucks, Trains, Goods, Freight.
  4. Base Stack Escape odds are 60% (was 50%.)
    • 50% was too "coin-flip" for this feature to have any tactical meaning.
    • Destroyer types gain +7% for a 67% chance of Stack Escape, representing their superior speed and historic ability to flee naval fights.
    • Stealth Aircraft gain +7% for a 67% chance of Stack Escape, representing their stealth abilities to avoid detection.
    • Submarines gain +15% for a 75% chance of Stack Escape, representing the fact they are submerged vessels not "really" in the same stack.
  5. BALLISTIC sub-class of Land units: Catapult, Cannon, Artillery, Howitzer.
    • Each gains a growing bonus over attacking cities with Fortifications and City Walls.
    • Formerly, none got it, then suddenly the Howitzer got 100% bonus. This makes it a more evolutionary and logical progression, and gives these less appreciated units more tactical significance throughout all phases of the game.
    • These units can now, quite reasonably, retaliate against ranged Special Unit Attacks. Their defense vulnerability is now properly attributed to short-range combat where they are awkward defenders—but throwing arrows, stones, or bazookas from distance at this kind of unit is obviously going to invite even bigger stones or shells coming down on you.
  6. Airplanes can carry 1 Freight unit for establishing trade routes, or helping foreign nations make wonders.

SPIES/DIPLOMATS:

  1. Diplomatic units now defend a unit on a tile from hostile diplomatic acts (bribe/sabotage)
    • This is now the same mechanic as defending a city from hostile diplomat attacks.
    • For Bribe/Sabotage, Diplomatic/Spy units do not count as more than one unit on a tile, since they have no real military defense value: instead they defense, as above.
    • In the case where bribe/sabotage isn't possible (i.e. # non-diplomat units > 1), no defense is necessary since it's "No action possible."
    • Where it is only the case of a Diplomat/Spy vs. another enemy Diplomat/Spy, they enter into diplomatic combat, the same as in a city.
      • This means Spies can now kill each other in the open field.
  2. Spies promotion odds increased to compensate for the weaker strength of their veteran bonus levels
    • This makes them track more similarly with other units, for the amount of experience they have in the game.
  3. Changes to Investigate City:
    1. To counterbalance some nerfs to investigate city (see below), there are other contexts in which it is now possible:
      • Spies can now Investigate City from a transport
        • other Spy actions remain impossible from a transport.
      • Diplomats can Investigate City without being spent.
      • Tribesmen and Explorers can now Investigate City, and are not spent.
    2. Investigate City is now no longer hard-coded in the server to be 100% success. What this means for MP2:
      • 80% chance to COVERTLY SLIP past enemy diplomats/spies WITHOUT diplomatic combat. (100% if not present)
      • If slipped past OR defeated enemy Diplomats in combat, 85% base odds to succeed at investigating city.
      • FINAL OUTCOME of the changes:
        • 85% chance to investigate unprotected city
          • Defensive buildings such as Homeland security will lower base odds. Especially, see: Police Station.
        • ~75% chance to succeed vs. protected city (varies slightly up or down with the vet levels of the spy units in combat.)
        • Being discovered investigating city will cause casus belli if discovered, whether or not it succeeds.
  4. Sabotage:
    • Conquered cities with Foreigners have a +10% higher vulnerability of successful sabotage actions.
  5. No tech theft in cities with 50% or more Foreign Nationals.
    • Cities with 50% or more foreign citizens are considered occupied warzones, rather than cozy places where spies can steal weapons techs from scientists at the university. No tech theft from a city that is half or more foreign.
    • This fixes some ridiculous cases where you couldn't conquer a city because you were afraid to give Mass Production to your enemy, even no real army is going to put secret blueprints for Mass Production in their soldier's backpacks. Essentially, a city that is more than half foreign is an occupied foreign city and has not developed any science infrastructure from the conquering nation yet.

Casus Belli Rules:

  1. Casus Belli Triggers
    1. In a foreign territory, casus belli is given by:
      1. Transforming Terrain,
      2. Building a Base
      3. Making road-types (road, rail, quay, canal, etc.)
    2. Bribing enemy unit.
    3. Found City on foreign territory (i.e., in a Fort.)
    4. Capture Units (fixed a server bug that allows this to work now.)
    5. Investigate City, if discovered when doing it.
    6. Moving military units inside foreign territory with whom you have Cease-fire, Peace, Armistice:
      • NOTE, if you accept cease-fire while inside someone's territory, moving the units will give casus belli. Be out fir, or re-affirm the cease-fire after leaving to excuse the casus belli. Don't be tricked.
  2. Formerly, casus belli lasted 2 turns: the turn of the incident and one after. MP2-c now uses the new server setting 'casusbelliturns' and defaults to 12.

Map, Terrain, Map Generation:

  1. Improved tuning of terrain dispersion; less domination in some areas by a single terrain type.
  2. Balance Alignment of Resource Distribution (BARD.)
    • On the first TC, BARD allocates a SMALL amount of Berries, Spice, Peat, Oasis, Rubber, Gems, Elk, Furs, Ivory, and Iron, in order to enhance statistical balance in each climactic region. Typically this is less than a 4% chance per tile, with exact value tuned to regional geographic balance. (Swamp and Arctic get somewhat more.) 2. BARD overcomes the map generator's forced 35% chance a tile gets a resource, regardless of terrain, resource type, or scarcity of nearby resources on other tiles.
    • BARD discourages settling on the first turn, giving one turn of "oxygen" for all players to look around before settling.
  3. Furs can now exist on Arctic terrain. This provides more balance to the worst terrain type in the game.
  4. "Blood for Oil":  After Refining, Oil Wells built on Oil get +1 shield.
    • Previously, it was arguably better to put Farmland and rails over Oil for 2 6 2, rather than an Oil Well for 0 7 2.
    • Oil tiles with more value are now more worth fighting for.
  5. CANALS
    • Formerly, Coastal Canals could be made Adjacent to Ocean. Inland Canals could be made Adjacent to River.
      • results: canal length artificially limited, some glitch cases where diagonal canal doesn't really connect to Ocean.
    • Now:
      • Coastal Canals can be made CAdjacent to Ocean (was, Adjacent)
      • Inland Canals can be made CAdjacent to River OR Coastal Canal (was, Adjacent to River.)
      • results: max canal length across an isthmus goes from 2 to 3, and all canals properly and visibly exit into Oceans.
      • Canals can serve as an irrigation source.
        • special thanks to @Dino
  6. Castle.
    • Built on top of Fortress
      • Units inside can't be seen.
      • Moat prevents Siege Rams.
      • Claims more surrounding tiles than a Fortress
      • Sees farther.
      • Same defense bonus as a Fortress.
    • reqs: Construction, Feudalism. Obsolete by: Gunpowder.
  7. Bunker.
    • Built on top of Fortress.
      • Units inside can't be seen.
      • Prevents Air and Missile attacks.
      • Same defense bonus as a Fortress.
      • Doesn't see as far. Claims less land.
      • Prevents tile pillage (e.g., Jet Bomber can't iPillage it.
      • Same defense bonus as Fortress.
    • reqs: Steel

Technology:

  1. Cost changes:
    • Monotheism 384 (was 415)
    • Theology 600 (was 725)
    • Theocracy 725. (new tech, replaces Fundamentalism.)
    • Magnetism 875. (was 950).
      • another slight encouragement for Frigates/Galleons before Ironclads.
    • Environmentalism's "hack" to reduce production pollution by 50% was removed. It was a hacked misfit for flaws in other pollution reduction.
      • Now that other balanced solutions exist for all that, this advance reduces pollution from population by 50% instead.
      • Please see other notes on how Power Plants, Recycling Center, Solar Plant, Wind Plant, and Fusion Reactor, layer together.

Trade Re-balance: You've only got one trade route per city so we're going to make it mean something. Trade and Project Honeycomb are now ready to come into the game with some real meaning!

  • Traderoutes add a hard +1 trade to the city center.
  • One-time gold bonus for establishing a trade route is now the standard freeciv bonus. It's a lot more, but it's only once per city.
  • 4× one-time gold bonus for establishing trade routes between two capitals, if it's before Banking is discovered.
  • Base route revenues is now 50% higher than standard. With only one route instead of 4, this means you're still getting only 37.5% from trade routes as the former (OP) trade dynamics. However, you're getting this for only one unit instead of four, and the unit costs less too.
  • Marco Polo continues to take care of the other 3 routes you would have had under standard rules, keeping the game simpler.
  • For all these bonuses is a price to pay. Minimum distance for trade routes is now 20 tiles...
    • reaching out farther is a small balance to pay for your higher bonus. Encourages more world-interconnectivity and intrigue, and even banditry and piracy.

MISC/MINOR

  1. Commerce units simplified. All commerce can build Wonders and do Trade Routes at all times under all conditions.
  2. Ships cost 2× to bribe -- injured ships far from home had too low bribe costs, for a situation where some even argued that a Diplomat on the coast shouldn't be allowed to bribe a ship at sea at all.
  3. Damaged Submarine min_speed=4 (was 3); makes hit-and-run and escape somewhat more viable
    • Further fixing to make this less of a "suicide unit".
  4. Nuclear Winter used to make random arctic everywhere. Now it is more like a "reversed global warming", each terrain type downgrades to a type that is considered "one level colder" than its current type.
    • This makes Global Warming and Nuclear Winter make more logical sense together and introduces a better possibility for future scenarios and featuring very slow but natural climate change over time, in future releases.
  5. Starting Caravans can Help Wonder or Establish Trade Route (remember to set Home City first!)
  6. Camels move faster than people, Caravans get 2 7/9 moves. They can also carry 2 Goods units.
  7. Capturable commerce units can't become uncapturable just by carrying Goods or being on the same tile with other capturable commerce units.
    • This prevents mere cargo from making commerce units immune to capture.  Cargo becomes confiscated in a capture event.
  8. Workers now have 8hp, so they are not equal to a Warrior in combat, yet still can feel safer running for the hills or other defense terrain.
    • Because Workers and Tribesmen are86hp, the Warrior now becomes somewhat more meaningfulinshaving a superior primitive military ability
  9. Coastal Defense is visible without middle-clicking for city info:
    • isibleiare cannon towers in the corners, and cannon placements along the wperimeter or Walls/Fortifications.
  10. Masonry is not needed for Palace (simplification).
  11. Tribesmen, Diplomats, and Explorers can investigate cities without being spent. Let the games of ancient espionage and paranoia begin !
  12. Train goes from 1 gold upkeep to 0. Cost was too high for achieving parity for foot unit mobility on rails.
  13. Worker turns to irrigate swamp or plant forest go from 8 to 6½. In almost all cases, that means it rounds up to 7.
  14. Conscription bonus for city build slots simplified - applies to infantry only. (Military foot units and Mechanized Infantry.)
  15. Galleon, like Caravel, Galley, etc., can enter Peace Waters but may not attack unless war declared: this ensures there is always some type of naval vessel which exists in all phases of the game, which can bring Commerce units to Coastal cities; and realistically reflects the historic use of real Galleons.
  16. Spy Plane correctly made to be unreachable to propeller-based aircraft.
  17. Can't make road-types while transported in foreign lands (road / quay / rail / maglev / canal)
    • Must first unload
  18. +1/9 move bonus for v4+ aircraft was changed to +1.
    • Too frequently, these units accidentally died, losing a precious v4 unit from having -88% on tired attack on their last move.
    • Since the units don't use roads, having a fractional fragment didn't really make a difference in their range.
  19. Ram Ship can see 1 tile around it and travel on rivers
    • Prevents unintended attacks when travelling diagonally
    • Slight buff to an underused unit.
  20. The chance that Fallout disappears naturally on its own, changed from 20% to 15%.
  21. Small clarification: to use a Train requires moves < 3, not moves ≤ 2. (Doesn't change who can use it, just clarifies rare cases.)
  22. Establish Embassy / Investigate City recalibrated to original 1/3 move cost (had been forced to 1/9 after move points were fragmented to ninths.)
  23. Expelling a unit costs 2/3 move point (was 1 move point.)

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