A comprehensive Simulation ruleset v1.0 manual can be found here.
A very raw list of changes from v1.0 to v2.0 can be found here. This will be slightly updated before the game begins and a comprehensive "manual" for v2.0 will be compiled.
The most recent version of the ruleset (v2.0) can be found here.
IMPORTANT! This is effectively a test game so it is possible that some fixes will be implemented during the game. However, it will be done in a way as not to spoil gameplay (prior announcement at least a few days before the change). Keep this in mind if you find a discrepancy between the declared rules and a feature you found in the ruleset or realised it is implemented in the game: do not count on that feature being there forever.
The plan is that this ruleset is used for an official LT48 game that should start in autumn.
How to join
I will be adding players manually so contact me either here in this thread, or send me a PM or this forum, or send me a PM on Discord (Corbeau#1331) or contact me "publicly" via any of the Discord Freeciv servers:
(preferably the first one)
For those who haven't encountered Simulation ruleset until now, here is a short summary:
This ruleset is drastically different from other rulesets that are currently in play and shared around the community. There is a wide collection of changes ranging from city growth and management, government features, to war and unit upkeep. Here is a short list of the most important changes:
- cities start with minimal working areas (4 tiles only) and grow with size and improvements
- units are cheaper to build, but much more expensive to upkeep
- unit upkeep does not depend on government
- there is a class of units (archers, catapults, cannons etc.) with “Bombarder” property: when they attack, they damage the defenders, can’t kill, but in return, do not receive damage
- granary levels are changed: now small cities grow faster and large cities grow slower
- spontaneous migration is enabled; population will occasionally move from from smaller and less developed cities into larger and more developed ones if they are close by
- no civil war; unhappiness does not depend on empire size
- corruption depends on distance from the capital; waste depends on tech level only
- veteran levels are reshuffled: there are more of them and they increase unit strength mostly by 10%. Also, they are acquired by more improvements, but also some governments
Victory will be determined by in-game scores at the moment the endgame conditions are met. It is not yet decided what exactly those will be, but it is extremely likely that they will look something like this.