Each point of city size brings more population than the previous one.
Squaring the size for the score might be a bit extreme, but one big city is supposed to give more points than many small cities.
Search found 3480 matches
- Sat May 30, 2026 4:37 am
- Forum: General discussion
- Topic: Demographics report, population ranking question
- Replies: 1
- Views: 251
- Mon May 25, 2026 6:03 am
- Forum: Single player
- Topic: Coinage not working
- Replies: 2
- Views: 1375
Re: Coinage not working
Can you attach a savegame where I can reproduce/see the problem myself?
- Sun May 24, 2026 12:49 am
- Forum: Test Builds
- Topic: Windows Installer test builds (freeciv-3.4 / msys2 / meson)
- Replies: 12
- Views: 198671
Re: Windows Installer test builds (freeciv-3.4 / msys2 / meson)
New freeciv main development branch Windows (msys2) build with meson, from sources of 23-May-26 (3.3.90.12-dev-260523), commit '18d45e3418', available at https://files.freeciv.org/packages/windows/testing/cazfi/installer_msys2/snapshots/meson/freeciv-3.4/ Change log since previous snapshot build: gi...
- Wed May 20, 2026 5:34 pm
- Forum: Rulesets and modpacks
- Topic: More (probably) silly questions
- Replies: 20
- Views: 23332
Re: More (probably) silly questions
The failing sanity checks seem like you have some unit or city that would see stealth ("invisible") units further away than non-stealth units. That makes no sense, and is not supported.
- Tue May 19, 2026 10:42 pm
- Forum: Tech support
- Topic: Possible forum bug
- Replies: 3
- Views: 7758
Re: Possible forum bug
freeciv.org server is under extreme (relative to what it can handle) load, thanks to AI bots scraping information and spam bots.
- Tue May 19, 2026 10:39 pm
- Forum: Rulesets and modpacks
- Topic: More (probably) silly questions
- Replies: 20
- Views: 23332
Re: More (probably) silly questions
Usually you can add an "user unit class flag" that you give to all ship classes, and then make the effect requirement to be that unit class flag instead of any single class.John Campbell wrote: ↑Tue May 19, 2026 8:24 pmThis means that things like Port Facilities have to have repeated effects clauses for each class of ship, though.
- Sat May 16, 2026 2:38 am
- Forum: Contribution
- Topic: Converted scenarios from Civ2
- Replies: 1
- Views: 15544
Re: Converted scenarios from Civ2
There's quite a number of failing sanity checks after loading these, when sanity checking enabled in the freeciv server. You may want to build your freeciv with -Ddebug=true to check those. Likely related ticket I opened some time ago: https://redmine.freeciv.org/issues/2018 (but that addresses only...
- Sat May 16, 2026 12:16 am
- Forum: General discussion
- Topic: Strategic resources in freeciv
- Replies: 1
- Views: 3166
Re: Strategic resources in freeciv
The "access" part is missing, but works towards is progressing in freeciv-3.4 development branch. Custom ruleset, however, can add an "extra" requirement in a city or traderoute range for building a unit. Also "extras" can be made invisible until player knows certain te...
- Sat May 16, 2026 12:08 am
- Forum: Rulesets and modpacks
- Topic: More (probably) silly questions
- Replies: 20
- Views: 23332
Re: More (probably) silly questions
But when I go to the city's "Happiness" tab, the ToA's effect registers under the "Buildings" layer, not the "Wonders" layer. I think the Happiness display works with an unfortunate hardcoded mapping to the effect types. So it assumes that any "Make_Content" ...
- Wed May 13, 2026 11:20 pm
- Forum: Multiplayer / Online gaming
- Topic: Desync when rejoining long multiplayer game
- Replies: 2
- Views: 30686
Re: Desync when rejoining long multiplayer game
I’ve been playing a long Freeciv multiplayer match (around 6+ hours) with friends, and we noticed something strange when a player disconnects and then rejoins. After reconnecting, their game seems slightly out of sync — for example, unit positions or city production don’t fully match what other pla...