Search found 1305 matches
- Wed Jul 16, 2025 11:13 am
- Forum: General discussion
- Topic: WW1 mod
- Replies: 1
- Views: 9604
Re: WW1 mod
I've seen a WW1 scenario somewhere. Can't remember where, though. I think it starts in 1900. Want me to ask around?
- Mon Feb 17, 2025 1:26 am
- Forum: General discussion
- Topic: Q: What are Goods good for?
- Replies: 12
- Views: 30747
Re: Q: What are Goods good for?
Wait, you mean it's not the player selecting which goods will be applied?
- Thu Feb 13, 2025 9:56 am
- Forum: General discussion
- Topic: Q: What are Goods good for?
- Replies: 12
- Views: 30747
Re: Q: What are Goods good for?
A "good" is something that a city imports via a traderoute. Goods are defined in game.ruleset. They can be used as a requirement (See README.effects for general info about requirements) A couple of examples (untested) Ok. Let's see if I got it correct. "Goods" are not a unit, bu...
- Wed Feb 12, 2025 11:00 am
- Forum: General discussion
- Topic: Q: What are Goods good for?
- Replies: 12
- Views: 30747
Re: Q: What are Goods good for?
I need to get back to this. It seems I've gone stupid over the years and now can't find any help regarding the Goods concept. I did a search for "goods" on Freeciv Wiki and got a 100 pages, obviously, because the word is common enough. Can someone point me in the right direction? Wiki page...
- Sat Nov 02, 2024 10:03 pm
- Forum: General discussion
- Topic: Is the unit bribe equation on Freeciv Wiki wrong? (edit: not anymore)
- Replies: 0
- Views: 13058
Is the unit bribe equation on Freeciv Wiki wrong? (edit: not anymore)
I could be mistaking as I'm not verse in C, so feel free to correct me, but I have a feeling that the equation here is not correct. https://freeciv.fandom.com/wiki/Math_of_Freeciv#Unit_bribe_cost Looking at this: https://github.com/freeciv/freeciv/blob/ecf510562811ef9ee59c3a2bfd62ae617d97586c/common...
- Thu Sep 05, 2024 10:25 pm
- Forum: Longturn
- Topic: Two Longturn games starting soon: Sim06 and LT86
- Replies: 0
- Views: 27498
Two Longturn games starting soon: Sim06 and LT86
As soon as some more settings are polished, a highly experimental and exotic Simulation ruleset game will start, hopefully in a few days. Sim ruleset is designed to create a more realistic feel of the flow of history, as opposed to a pure gaming experience. To learn more about it visit the Simulatio...
- Thu Sep 05, 2024 9:45 pm
- Forum: Tech support
- Topic: I can not get old square view to work
- Replies: 5
- Views: 15513
Re: I can not get old square view to work
Try
Game -> Interface options -> Graphics
Game -> Interface options -> Graphics
- Wed Sep 04, 2024 10:25 am
- Forum: Wishlist
- Topic: Let's talk about excess point overflows.
- Replies: 6
- Views: 17271
Re: Let's talk about excess point overflows.
In Freeciv excess production is saved.
In Freeciv main, excess food isn't saved, but there is a patch for it in Freeciv21.
In Freeciv main, excess food isn't saved, but there is a patch for it in Freeciv21.
- Wed Sep 04, 2024 10:23 am
- Forum: Gameplay
- Topic: Unconquerable city configuration?
- Replies: 6
- Views: 30754
Re: Unconquerable city configuration?
In one Longturn game I had a strategy to make a series of ditches around my capital.
Technically, it could work if your opponent isn't a farming maniac who managed to create a powerful economy and now has hundreds of bombers and helicopters.
Mine was
Technically, it could work if your opponent isn't a farming maniac who managed to create a powerful economy and now has hundreds of bombers and helicopters.
Mine was

- Sun Jul 21, 2024 1:16 pm
- Forum: Wishlist
- Topic: OR condition for requirement vectors (was possible with nreqs, but not any more)
- Replies: 7
- Views: 29387
Re: OR condition for requirement vectors (was possible with nreqs, but not any more)
Wait, you mean in reqs the relation is AND, while in nreqs the relation is OR? Reqs block is YES only of ALL conditions are satisfied, while the whole nreqs block ends up as YES (turning the whole effect into NO) if ANY condition is satisfied?