Freeciv
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* There are now national borders. Units inside your borders do not cause unhappiness under Republic and Democracy.
 
* There are now national borders. Units inside your borders do not cause unhappiness under Republic and Democracy.
 
* Modpack options vastly improved: You can customize buildings, add buildings as requirements to units, restrict technologies to certain nations, have split technology trees, gold upkeep for units, new units and terrain flags and lots of other options.
 
* Modpack options vastly improved: You can customize buildings, add buildings as requirements to units, restrict technologies to certain nations, have split technology trees, gold upkeep for units, new units and terrain flags and lots of other options.
* Civ1 and Civ2 rulesets now have waste. Default ruleset does not.
+
* The Civ2 ruleset now has waste. Default ruleset does not.
 
* Fewer popups (eg choose the new government from the menu directly)
 
* Fewer popups (eg choose the new government from the menu directly)
 
* Support for drawing civ3 graphics
 
* Support for drawing civ3 graphics

Revision as of 22:48, 13 October 2004

WARNING: This is a tentative list, by no means exaustive.

WHAT'S CHANGED SINCE 1.14.0

  • Player authentication with optional passwords.
  • AI is much improved, and does not use 'double-move' any more.
  • AI now does diplomacy with you (and against you)
  • New difficulty level: Novice. The AI will be severely handicapped in this difficulty.
  • New units: AWACS and Workers.
  • Smarter autoexplorer and autosettler code.
  • There are now national borders. Units inside your borders do not cause unhappiness under Republic and Democracy.
  • Modpack options vastly improved: You can customize buildings, add buildings as requirements to units, restrict technologies to certain nations, have split technology trees, gold upkeep for units, new units and terrain flags and lots of other options.
  • The Civ2 ruleset now has waste. Default ruleset does not.
  • Fewer popups (eg choose the new government from the menu directly)
  • Support for drawing civ3 graphics
  • 'Home' key centers on your capital
  • New 'load' and 'unload' commands for transporting units.
  • You can start the server and set server options from the client.
  • You can meet with other players for 20 turns after your units have last met, and you can exchange embassies when meeting.
  • It is no longer possible for one player to be in alliance with a player who is in war with another player you are allied with.
  • Global observer can observe the entire game.
  • Incite costs changed, now cities closer to capital, with units and with buildings have much higher incite cost.
  • Killing a defending diplomat now costs you 1 movement point.
  • You can bind the server to a given IP on multihomed hosts.
  • New client dialog which uses multicast to find servers on your LAN.
  • Compress network traffic and send only a delta (diff) of the data.
  • Units now have multiple, configurable veteran levels.
  • Team mates now pool their research and research as one. You may opt out and research individually by cancelling the 'Team' treaty.
  • Drag and drop goto.
  • Server has voting on commands and options. You need over 50% of votes.
  • When moving a unit from a transport on an ocean tile to a land tile, you lose all movement points.
  • GTK2 client can now run in fullscreen mode.
  • You can specify a list of players using the 'endgame' command that you would like to share victory with.
  • New method of settings map dimensions: Just use 'size'.
  • Add the Swiss, Afghanistan, Ethiopian, Assyrian, Columbian, Elvish, Galician, Hobbits, Indonesian, Kampuchean, Malaysian, Martian, Nigerian, Quebecois, Sumerian, Taiwanese, Austrian, Belgian, Phoenician and Mexican nations.
  • New wonder: The Eiffel Tower. Makes AIs love you and improves reputation.
  • The building requirements of several buildings have been changed.
  • Convert charsets as they are sent between client and server. All data files are now in UTF-8.
  • The whale special is reduced to 2 food, 1 shield and 2 trade.
  • New metaserver.
  • New ALSA sound plugin.
  • Nations have preferred nations to fork off when civil war occurs.
  • Settlers / Workers / Engineers can never get veterancy.
  • Trireme's high sea loss now considers veterancy level (green 50%, veteran 25%, hardened 5%, elite 0%) before being divided by 2 if you have Seafaring or 4 when you reach Navigation (previously only fixed at 50% before being divided).
  • Glacier terrain is now unsafe for land units (15% chance per turn of being lost). Also dosn't count as coastline for Trireme safety or Fish and Whale generation.
  • Fortresses now require Construction before they can be built (previously Invention).
  • Democracy and The Republic now have a senate (throws nation into anarchy if you break alliances, declare war on friends etc).
  • King Richard's Crusade now made obsolete by Robotics (previously Industrialization).
  • Fixed tech costs based on the number of prerequisites of the tech in the tech tree.
  • Many more (smaller) changes, and massive changes under the hood.