In short: It replaced game.ruleset civstyle.civil_war_enabled.
But I guess you are right that ruleset author could also have a hugely negative Civil_War_Chance effect to cancel all positive effects, and to make sure that the civil war never occurs when requirements of that effect are fulfilled. Hmm.
Search found 3344 matches
- Mon Jun 30, 2025 12:11 pm
- Forum: Contribution
- Topic: v.3.3: Action "Civil_War"?
- Replies: 1
- Views: 419
- Sat Jun 28, 2025 6:55 pm
- Forum: Art and tilesets
- Topic: Freeciv-3.3 updates to tileset format
- Replies: 6
- Views: 14045
Re: Freeciv-3.3 updates to tileset format
Support for animated unit sprites added. RM #1480
- Thu Jun 26, 2025 5:28 am
- Forum: Single player
- Topic: Why won't the AI make nukes or aircraft?
- Replies: 9
- Views: 4997
Re: Why won't the AI make nukes or aircraft?
The problem is in in fuel usage, so look for checks against building fuel using units.
- Wed Jun 25, 2025 10:48 pm
- Forum: Upcoming Releases
- Topic: Towards 3.2.0-RC1
- Replies: 2
- Views: 4244
Re: Towards 3.2.0-RC1
First draft of changes relative to 3.2.0-beta2: https://www.freeciv.org/wiki/NEWS-3.2.0-RC1
Freeciv-3.2 changes relative to freeciv-3.1 at https://www.freeciv.org/wiki/NEWS-3.2.0
Freeciv-3.2 changes relative to freeciv-3.1 at https://www.freeciv.org/wiki/NEWS-3.2.0
- Mon Jun 23, 2025 7:42 pm
- Forum: Single player
- Topic: Why won't the AI make nukes or aircraft?
- Replies: 9
- Views: 4997
Re: Why won't the AI make nukes or aircraft?
Anyway, it's not hard to get AI to build aircraft (just remove whatever guards there is protecting AI from that), but it would be very hard to get AI to use those aircrafts sensibly once it has built them, i.e., not to lose masses of them to out-of-fuel.
- Mon Jun 23, 2025 7:15 pm
- Forum: Single player
- Topic: Why won't the AI make nukes or aircraft?
- Replies: 9
- Views: 4997
Re: Why won't the AI make nukes or aircraft?
That handicap is set on "restricted", "novice", and "easy" difficulty level AIs.
E.g.:
Higher difficulty levels do not have that handicap.
E.g.:
Code: Select all
/help easy
...
Doesn't build air units.
...
- Mon Jun 23, 2025 2:49 pm
- Forum: Art and tilesets
- Topic: Freeciv-3.3 updates to tileset format
- Replies: 6
- Views: 14045
Re: Freeciv-3.3 updates to tileset format
Sprites of "Cardinals" extra style can be animated. RM #1454
- Sun Jun 22, 2025 4:02 pm
- Forum: Rulesets and modpacks
- Topic: New Trade Ruleset for more comprehensive trading system
- Replies: 8
- Views: 4271
Re: New Trade Ruleset for more comprehensive trading system
Trying to adjust the ruleset format as you encounter issues is one way to proceed.
Still, this document how to do ruleset update all the way from stable freeciv-3.0 format to stable freeciv-3.1 format likely comes handy: https://www.freeciv.org/wiki/How_to_upd ... 3.0_to_3.1
Still, this document how to do ruleset update all the way from stable freeciv-3.0 format to stable freeciv-3.1 format likely comes handy: https://www.freeciv.org/wiki/How_to_upd ... 3.0_to_3.1
- Sun Jun 22, 2025 3:27 pm
- Forum: Rulesets and modpacks
- Topic: Changes in what a 3.4 ruleset can do
- Replies: 5
- Views: 9497
Re: Changes in what a 3.4 ruleset can do
New requirement type FutureTechs RM #1425
- Sun Jun 22, 2025 8:30 am
- Forum: Rulesets and modpacks
- Topic: New Trade Ruleset for more comprehensive trading system
- Replies: 8
- Views: 4271
Re: New Trade Ruleset for more comprehensive trading system
It's some development, not stable, format anyway:
So would not work with any stable freeciv version.
Code: Select all
options="+Freeciv-ruleset-Devel-2017.Jan.02"