This work is a continuations of advanced ruleset modpack and neolithic ruleset, these projects were combined together, rewritten to version 2.6 of freeciv and extended with new techs, wonders, building and units.
I will describe it briefly here:
- New techs, including some facultative tech branches - not required for mainstream technology tree, but offering some better units or optional wonders/buildings.
- Completely refurbished system of distinctive tiers of military unit classes: Small Land, Infantry, Light Cavalry, Heavy Cavalry, Big Land.
- Turrets, Torpedoes, Bombs can be mounted on ships, airplanes etc.
- Unit HP is related to its armor/persistence, FP depend on weapon era (1 - melee, 2 - gunpowder, 3 - machine gun/explosives, 4 - rocketry/big guns).
- Terrain movement is more challenging, mountains w/o roads accessible only for workers or special (Small Land class) units, rivers are not a roads for regular units.
- New buildings and wonders, adopted to the new technology tree.
- Three faith systems, you need to choose wisely, because most of religion-related improvements/wonders can't coexists in same city/state.
- New governments (First Republic, Direct Democracy, Thalassocracy, Fascism) and altered governments properties, smooth upkeep changes after revolution.
You start with few Tribe units - they are universal, can act like workers/settlers (at the beginning only roads can be constructed, some advances are required to irrigate/mine),
they can fight with other units (but not conquer towns), build a town or be added to the town.
You need Tribe Hut in the town to make new Tribe units - they cost only one population (settlers: two), thus are convenient to fast growth, but once you learn Agricultural Farming, Tribes are no longer available (but you can make City Hall, which may increase city radius, and proceed to Despotism, which offer Martial Law and larger empire ).
Initial government is Tribalism - corruption is relatively high but flat, tax changes are limited and there is no martial law while people are unhappy if you rule too much cities, and science/gold output is decreased.
You need to build Palace by yourself, to change gov. to Despotism
(but it is not a bad news - at least you can decide where the best place for your Capital is, when you already claimed some land).
Whole modpack was done under GPL licence and is hosted by GitHub:
Thanks to the Cazfi help, modpack can be installed by Freeciv Modpack Installer utility: copy this link:
http://18.104.22.168/~mczapkie/fc/aug ... d2.modpack
and paste to the Modpack Installer
Alternative manual installation instructions for github repo: extract files from augmented2-master and copy them all (*.tilespec, augmented2.serv and augmented2 directory with its content) into appropriate freeciv/data directory,
you may find it for example in Document and Settings\You\Local Settings\Application Data\Freeciv-2.6.0*\data if you have MS Windows,
so the proper structure is:
doc is only informative.
Alternatively you can copy it to .freeciv/2.6/ directory.
To run modpack, you can choose augmented2 from ruleset pull down menu, and accept proposed tileset.
Whole ruleset is optimized for hex topology and its graphics are compatible with hexemplio or isohex tilesets.
It is strongly recommended to use augmentedi or augmentedis tilesets, otherwise you will see only alternative and misleading graphics, if any.
Go for 'local options' and choose 'augmentedi' or 'augmentedis' from the list for iso hex topology.
Augmentedi is a default tileset, if city window is too large, choose smaller tiles: augmentedis, or adjust screen resolution.
I hereby want thank all graphics creators, which were involved in this project and specified in .spec files,
must of all ngujaca for his nextended graphics, XYZ and others participants of this forum for additional sprites, openttd community for some of their works, and some people from civfanatics forum, which allowed to use their work here.
Also thanks Corbeau for some of his ideas, for example reverted tax system and cheap units with higher upkeep.
Manual page hosted on wiki fandom service.
hi.res. http://22.214.171.124/~mczapkie/fc/aug ... chtree.png
with initial absolutism path as an example.
Tech tree have not only one "golden path", but some "side quests" as well, which lead to interesting strategy in case of alliances in multiplayer mode.
- Main core of tech tree are following branches:
- infantry - Leather Tanning, Warrior Code, Bronze Working, Iron Working, Feudalism, Craft Guilds, Alchemy, Gunpowder, Metallurgy, Explosives, Conscription, Tactics, Chemical Synthesis, Machine Tools, Automobile, Welding Technology, Mobile Warfare, Amphibious Warfare, Combined Arms, Modern Warfare, Super Soldiers
- cavalry - Animal Handling, Horseback Riding, Pastoralism, Sadle Stirrup, Chivalry, Hastilude, Leadership, General Staff, Tactics and forward as above
- entertainment (luxury) - Creative Art, Alphabet, Writing, Drama, Martial Games, Hastilude, Theatre, Cinematography, Mass Entertainment, Television, Computers
- religion (content)
- three main faith paths:
- Polytheism - Creative Art, Ceremonial Burial, Polytheism, Vedism with fork into Shinto, Hinduism, Buddhism/Confucianism and Monotheism
- Christianity - First Republic+Monotheism, Christianity, Theology (mandatory for Republic and Democracy)
- Islam - Desert code+Monotheism, Islam, fork into Shiism and Sunnism.
Tribalism (initial gov), flat corruption, no martial law, small empire, no palace req.
Anarchy, flat corruption, no taxes, huge production waste, no palace req.
Despotism, centralised, strong martial law, small empire, science penalty, req. palace
Monarchy, centralised, martial law, medium empire, celeb.: more food in capital, req. palace
First Republic, centralised, weak martial law, medium empire, gold bonus, celeb.: rapture gr., req. palace
Direct Democracy, centralised, no martial law, medium empire, sci bonus, celeb.: rapture gr., req. palace
Thalassocracy, flat corruption, martial law, small empire, sea trade bonus, land food penalty, celeb.: more shield., no palace req.
Republic, centralised, no martial law, medium empire, gold/sci bonus, celeb.: more trade, req. palace
Democracy, centralised, no martial law, large empire, sci/gold/lux bonus, celeb.: more trade, req. palace
Federation, flat corruption, no martial law, large empire, gold bonus, celeb.: more trade., no palace req.
Legalism, centralised, weak martial law, large empire, sci/lux penalty, celeb.: rapture gr., req. Forbidden City
Communism, flat corruption, strong martial law, large empire, lux/gold penalty, x2 food upkeep, celeb.: more production, no palace req.
Fundamentalism, centralised, no martial law, medium empire, sci penalty, special units, req. palace
Fascism, centralised, martial law, medium empire, lux/sci penalty, celeb.: production, req. palace
Unit upkeep is usually same gold/shield/food for each government, but free upkeep threshold differs, for example republic have 3 free shields upkeep, republic 5 free gold upkeep.
Unit tiers description:
Land units are divided into classes, which have different properties and mobility.
The rule of thumb is, that upgraded unit newer losses its mobility - it can be upgraded only within its own class, or to better one (for example, Howitzer which belong to Wheeled Unit class, can be upgraded to Self-propelled Howitzer from Big Land class, which has fewer movement restriction).
Small Land - high mobility units,
can go everywhere,
use railroad speed bonus,
can be carried by all means of transport ships, destroyers, Carrier, Engineers, Train, Helicopter, Technical, Armored Train,
can't conquer cities.
Tribe - universal initial unit, cost 1 pop, req. Tribe Hut
Worker, Builder (are not obsoleted by Engineers)
Settlers, cost 2 pop.
Migrants, act as worker or can be added to city
Slave, same as Migrant but cheaper, also can help building wonders, req. Yasir.
Messenger, Diplomat, Spy - units for diplomatic actions (Messenger can't incite revolt)
Militia, Halberdiers, Riot Police - cheap but weak 'peacemakers'
Hunters, Archers, Arbalest, Marksman, Sniper - weak reconnaissance units, bombarding property, can attack from aboard but not occupy city, trained in Infantry Barracks I or II
Explorers, Partisans (these cost 1 pop.), ignore terrain
Alpine Troops, high attack, ignore terrain
Vikings, Corsairs, Navy Seals - powerful but unique spec-ops units, can attack from aboard, attack non-native tiles, corsairs and above can perform diplomatic cover-ops (embassy excluded)
Ninja - similar to Navy Seals above, bonus for tech tree side quest.
Infantry - regular military units,
can't go into Mountains,
can be carried by Raft, Engineers, Train, Armored Train and all means of transport ships beginning from Trireme and Cog,
use Railroad speed bonus,
trained in Infantry Barracks I or II.
Phalanx, Pikemen, Musketeers, Riflemen, Infantry, Modern Rangers - defending infantry: lower attack, higher defense,
prior from Riflemen can also attack non-native tiles (for example can kill units on mountains)
Warriors, Skirmishers, Legion, Swordsmen, Arquebusiers, Grenadiers, Stormtroopers, Marines, Super Soldiers - assault infantry: high attack, lower defense, Marines and Super Soldiers can attack from aboard.
Paratroopers - can be paradropped, veterancy bonus under Fascism gov.
Samurai - side-quest, strong assault unit
Janissaries - side-quest, universal strong unit, Fundamentalism only
Fanatics, cheap but always cause mil. unhappiness. Fundamentalism only
Light Cavalry - fast assault units,
can't go into Mountains and Glaciers,
can be carried by Raft, Engineers, Train and all means of transport ships beginning from Aak and Galleon,
trained in Stables Barracks or Workshop Barracks.
Mounted Archery, Lancers, Bicycle Infantry, ATV infantry - can attack non-native tiles (ATV Infantry can be paradropped)
Dromedari, side quest unit
Heavy Cavalry - assault units,
can't go into Mountains, Swamp and Glaciers,
can be carried by Raft, Engineers, Train and all means of transport ships beginning from Steam Barge and Paddle Steamer,
trained in Stables Barracks (except of Mech. Inf. which need Workshop Barracks),
have better defense and HP than Light Cavalry, but are bad wall attackers.
Horsemen, Knights, Cuirassiers, Dragoons, Mounter Infantry, Mechanized Infantry (latter two can also attack non-native tiles)
Elephants - expensive but powerful unit (high HP), bonus for side quest
Crusaders -unit with high attack value, Fundamentalism only
Mounted Samurai - better than knights, side quest bonus
Wheeled Unit - heavy units on wheels,
can go only into flat terrain (grassland, plains, desert), otherwise use Road.
Can be carried by Raft, Engineers, Train and all means of transport ships beginning from Steam Barge and Paddle Steamer.
Trained only in Workshop Barracks if these are available.
Can't conquer city, need infantry/cavalry assistance for such action.
Battering Ram, Artillery, Anti-Tank Gun - heavy siege weaponry, kill units directly, city busters. See also Self Propelled Gun.
Catapult, Cannon, Howitzer - plunging fire artillery, ignore walls, bombardment attack, see also Self-propelled Howitzer
- Armored car (predecessor of Mech. Inf.)
- Technical - suicide unit (Fundamentalism only)
Big Land - caterpillar heavy units,
can't go into Mountains, Swamp, Jungle and Glaciers,
can be carried by Train, Transport ship and Diesel Barge,
trained in Workshop Barracks.
Can't conquer city, need infantry/cavalry assistance for such action.
Armor, Reactive Armor - tanks, high attack, medium defense
Autonomous War Mech, doesn't induce unhappiness when aggressively deployed.
Mobile A-A gun, weak but intense bombardment action, can attack airplanes
Self-propelled gun - direct fire
Self-propelled howitzer - plunging fire
Engineers - can work twice as much as workers, but have limited mobility (therefore workers are not obsolete). Engineers can carry 1 unit belong to most of Land units beside of Big Land and Turrets
Turrets - immobile artillery,
can't go anywhere but fortress or cities,
can be carried by Armored Train, Raft, all warships beginning from Galley and Caravel,
can't be trained or promoted.
Can fire from aboard and attack non-native tiles.
Balista, Bombard, Cannon Turret - stationary artillery - high attack, low defense
A-A turret gun, medium attack/defense, can attack airplanes
Merchants - making wonders, establishing trade routes (there is no money bonus on entering, only turn-based when established, max 2 links),
can go on roads only,
can be carried by Raft, Engineers, Train, Armored Train and all means of transport ships beginning from Trireme and Cog,
use Railroad speed bonus.
Caravan, unique unit (use slaves if you need to build wonder fast)
Freight, unlimited quantity.
Trains - can go on railroads only, req. Railway Station to build (Factory and/or Workshop Barracj add veterancy lvl);
can't be carried by ships (it would make them overpowered with current fc encapsulated capacity mechanics)
Train - simply for transport units, up to 10 of any land units except of turrets, or helicopter.
ToDo: add terrain transform flag?
Armored Train - high defense strength, bombardment action,
can carry 3 units: turrets, Small Lands or Infantry.
Ships are divided into three classes: River Boats, Triremes and Sea.
River Boats - can go only across rivers, lakes and water locks.
Raft - yet the only unit within this class,
can carry all Land units except of Train,
rather slow, but useful especially before Bridges Building era, or for moving siege units along enemy territory.
Coasters - can go across rivers, lakes, water locks and shallow sea.
Canoes - first boat in game, unique unit,
can carry one Small Land unit.
Trireme - universal ship, combat capabilities with other ships,
and slots for 2 Small Land or Infantry units.
Trireme successors are split into two subclasses: merchant barges (no attack, transport), and warships (attack and turret slot)
merchant barges - civilian transport vessels (defense only):
Aak, Steam Barge, Diesel Barge - can transport land units, like Trireme,
+Light Cavalry Aak, +Heavy Cavalry and Wheeled Units: Steam Barge, +Big Land: Diesel Barge.
Steam and Diesel Barge can also clean pollution and transform terrain, like engineers, no need to carry them inside to do the task.
Galley, Monitor - coastal warships, can carry two artillery turrets or infantry units, Patrol Boat: can carry 2 turrets, torpedos or infantry units.
Sea - can enter any sea tile, or tile with water lock.
Sea units are divided into following subclasses: transport vessels, small, medium and big warships, submarines.
- transport vessels:
Raft with sail, unique unit, can carry one Small Land unit, require Moai Statues small wonder to be built.
Longship, unique unit, can carry one Infantry unit.
Caravel, Galleon, Paddle Steamer, Transport - can transport land units, similar to subsequent Trireme classes.
Carrier, can carry Aircraft, Missiles, Small Land or Helicopters.
Brig, Frigate - can carry 1 Turret or Small Land, Destroyer, Railgun Destroyer: Turret, Torpedos or Small Land
Flagship Frigate (unique unit, obsoleted by Cruiser), Ironclad, Cruiser, AEGIS Cruiser,
can carry 2 Turrets (AEGIS: 3 Turrets or Missiles)
Battleship (obsoleted by AEGIS) - can carry 3 Turrets.
Submarine, Nuclear Submarine - can carry Torpedos (Nuclear Submarine also Missiles)
Junk Sail (unique), Cog (Thalassocracy req.), Clipper, Freighter - merchant ships, same function as caravans.
Aerial units are divided into two classes: Air and Helicopter.
I recommend to do not use unreachable protects setting, Air units have prolonged refuel period, fighter can spend 2 TC in midair,
thus instead protecting whole stack almost whole turn, it can protect tile occupancy without need to refuel each turn - unreachable flag would overpower them too much.
Air units consist of four subclasses:
Airplane, Fighter, Jet Fighter - can attack other Air units, or ground units, directly.
Strike Airplane, Strike Jet, Stealth Fighter, Antimatter Fighter - can attack other Air or Land units (two first are worse than regular Fighters) as well as can carry GBU or Torpedos.
Fighters and Strike Fighters branches converges into universal Stealth Fighter.
Zeppelin, Bomber, Stealth Bomber, Antimatter Bomber - provide bombard action, Bomber and above can carry GBU/Missiles (in case of Missiles class, only ABomb can be ejected)
Recon. and civilian units:
Balloon, AWACS - for observation purposes (first also as cheap city protection)
Drone - patrolling, attacking weak units, no unhappiness.
- Jetliner - same function as caravans or migrants.
Single uses units consists of the following classes:
Guided Bomb Unit (GBU), sort of short range missile, carried by airplanes
Torpedo, short range Sea single-use unit, carried by Naval or Air units.
Missile, can attack also airplanes/missiles, carried by Naval units
Cruise Missile, can attack land/sea units, carried by Naval units
Atomic Bomb, nuclear unit, carried by Airplanes, Nuclear Plant req.
Nuclear missile, carried by Naval units, Nuclear Plant req.
Detailed units parameters are in units_lowcost.xls spreadshit located in modpack's docs subdirectory or at units manual page
- Three Faith systems for making unhappy citizen content and granting second gov. center or other bonuses:
- Polytheism - Temple
- early Politheism - Sacred Cairn, Temple of Artemis, Mausoleum of Mausolos
- (optional) Asian Politheism - Shrine Torii, Monk Monastery, Angkor Wat, Forbidden City, Temple of City God, Khajuraho Temple, Golden Temple, Leshan Buddha Statue
- Christianity - Church, Cathedral, Ecclesiastical Palace, Michelangelo's Chapel, J.S. Bach's Cathedral, King Richard's Crusade
- (optional) Islam - Mosque, Sultan Palace, Kaaba
For example Temple prevent Church or Mosque in given city, Temple of city God prevent Kaaba or Michelangelo's Chapel for given player.
Tribe Hut - initial improvement, allow cheap universal Tribe unit production, remove tile penalty for Tribal gov (until Agriculture Farming or Bronze Working, which are required for irrigating/mining)
City Hall, Watchtower - increase city workable radius and vision radius, respectively
Amphitheater, Theater/Cinema - additional luxury
Amusement Park: increase luxury production by 50%
Sacred Cairn, Temple, Church, Mosque (choose one) - more content citizens + other bonuses from some wonders
Shrine Torii - additional content citizen thanks to the temple
Cathedral - additional content citizens, require Church
Make 2 unhappy citizens content, additionally reduce one unhappiness caused by military units
Courthouse - Reduce corruption and waste, also make 1 unhappy citizen content
Trade Union: 2 unhappy citizens content, decreased distance waste, also in case of Communism: less luxury penalty but no free upkeep for cheap buildings.
Lazaretto, Hospital - lessen plaque risk
Aqueduct (cheaper version req. Carpentry+Lake or River, standard version req. Construction) - lessen plaque risk, required for size above 8
Sever System - req.
Water treatment plant - lessen plaque risk, required for size above 24 (can be also used instead of Aqueduct)
Recycling Center - reduce pollution, req. for city above 32
Increase trade produced by city (in case of supermarket, Railway Station or Port Facility is req.), additionally Supermarket reduce food waste
Superhighways: additional trade point for each trade producing tile with Highway and without Farmland. Increase pollution. 25% more trade with Stock Exchange.
Bank: Additional 50% of produced gold by city
Stock Exchange: another 50% of gold (not under communism), additionally overall trade 25% higher with Superhighways (also for Communism)
Granary - food buffer, less food waste
Harbour: additional food from ocean, additional v. level for sea units (Deckhand, or Veteran with Lighthouse), faster ship healing
Library: 75% science
University: 75% science (150% with Library), but only 25% under Fundamentalism
Research Lab: 50% science (additional 75% with Internet, or 25% with MIT), req. for Space Ship, blocked by heavy industry
Madrasa: +25% science under Fundamentalism, also 1 citizen content if allied player have Taj Mahal wonder.
Railway Station - mandatory for some productivity bonuses from other buildings, together with Eiffel Tower increase city workable radius, req. for Train units production, +1 food production to food related extras with Railroad.
Mass Transit: decrease pollution, increase city workable radius
Airport: units airlifting,, veteran Air units, increased city vision
River Embankments and Fire Station: decrease probability of disasters (Flood, Tsunami or Fire and Industrial accident, accordingly) and soften negative effects of such disasters. Embankments also +1 luxury, Fire Station req. for unlimited city growth.
Barracks, Gunpowder Barracks: regular infantry: Veteran level (+2), Small Land units: Recruit level (+1), instant unit healing
Stables Barracks, Workshop Barracks: +2 veteran level for Cavalry Units, instant unit healing
Workshop Barracks, recruit level for Wheeled Units, Mech. Inf., Big Land Units (see also Ecole Speciale Militaire or DARPA bonus)
Port facility: Veteran (+2) level for all military boats, instant healing of ships and turrets, increased city radius
City Walls - increase city defense/protection, but city growth is limited to 32
Palisade, Bunkers - increase city defense/protection, and unlike City Walls doesn't limit city growth
Coastal Defense: passive defense against Sea and Turrets units.
SAM Battery, SDI Defense - protection against Air and Missile units (reduce risk of Nuke to 25%)
25% higher production, 25% pollution, trade bonus from coal, shield bonus from desert mine
Textille Mill, +1 shield from forest + trade bonus from silk, 25% pollution, req. river
Factory: 25% higher production (50% with Zaibatsu without Labor Union), 25% pollution
Mfg. Plant: together with Factory 50% higher production and pollution, additional slot
Heavy industry: 100% or 50% higher production, additional bonuses from Iron or Coal mines (Railway Station req), need strategic resources (Coal for Steel Mill, Mountains for Cement Plant), 150% or 100% pollution
Oil Refinery: 25% higher production, Oil Well bonus, 25% pollution
5 years plan - allow production bonus in case of Celebration under Communism
Power Plant: 25% more production, 25% higher pollution, trade bonus from coal mine
Hydro Plant, Nuclear Plant, Solar Plant: 25% higher production, less pollution
Yasir: allow slaves production, but increase unhappiness
Space Component, Space Module, Space Structureal - require Space Lift small Wonder in the city.
There are following types of Wonders: Small Wonders (usually work for city whre are located, described above as 'this city', or for all player's cities),
Great Wonders, which give some bonuses for player as well as bonuses for all players, or for whole continent, or for all allied players.
Palace - gov. center and other bonuses, req. for Absolutsm, Monarchy and other centralised gov, not available at the start of the game!
Ecclesiastical Palace, Forbidden City, Sultan Palace: additional gov. center (see also Angkor Wat or Osaka Castle GW) and other bonuses
Temple of Artemis,
Temple of City God,
J.S. Bach's Cathedral,
Statue of Zeus, King Richard's Crusade,
Colosseum, Jousting Tiltyard.
Production and Economy
Leonardo Workshop, DARPA,
Sun Tzu's War Academy, Ecole Speciale Militaire,
Atlantic Trade Company,
Space Lift: required for Space Structural production
Details on Small Wonder Manual page
Bonus for whole World:
Apollo Program, A.Smith's Trading Co., Cure For Cancer, Darwin's Voyage, Great Library, Internet, Isaac Newton's College, Large Hadron Collider, Manhattan Project (require Uranium), Shakespeare's Theater, United Nations
Bonus for whole Alliance:
Golden Temple, Great Wall, Kaaba,
Kyoto Fushimi Inari, Mausoleum of Mausolos, Taj Mahal, Michelangelo's Chapel
Bonus for whole Continent:
Stonehenge, Colossus, Hoover Dam,
Leshan Buddha Statue, Marco Polo's Embassy
Bonuses only for owner:
Angkor Wat, Osaka Castle, Statue of Liberty
Details on Great Wonder Manual page