Server options in freeciv 2.2[]
size - Map size (in thousands of tiles)[]
This value is used to determine the map dimensions. size = 4 is a normal map of 4,000 tiles (default) size = 20 is a huge map of 20,000 tiles
Level: Vital.
Category: Geological.
Can not be changed during a game.
Minimum: 1, Default: 4, Maximum: 29
Value set to 0
topology - Map topology index[]
Freeciv maps are always two-dimensional. They may wrap at the north-south and east-west directions to form a flat map, a cylinder, or a torus (donut). Individual tiles may be rectangular or hexagonal, with either a classic or isometric alignment - this should be set based on the tileset being used. 0 Flat Earth (unwrapped) 1 Earth (wraps E-W) 2 Uranus (wraps N-S) 3 Donut World (wraps N-S, E-W) 4 Flat Earth (isometric) 5 Earth (isometric) 6 Uranus (isometric) 7 Donut World (isometric) 8 Flat Earth (hexagonal) 9 Earth (hexagonal) 10 Uranus (hexagonal) 11 Donut World (hexagonal) 12 Flat Earth (iso-hex) 13 Earth (iso-hex) 14 Uranus (iso-hex) 15 Donut World (iso-hex) Classic rectangular: Isometric rectangular: _________ /\/\/\/\/\ |_|_|_|_|_| /\/\/\/\/\/ |_|_|_|_|_| \/\/\/\/\/\ |_|_|_|_|_| /\/\/\/\/\/ \/\/\/\/\/ Hex tiles: Iso-hex: /\/\/\/\/\/\ _ _ _ _ _ | | | | | | | / \_/ \_/ \_/ \_/ \ \/\/\/\/\/\/\ \_/ \_/ \_/ \_/ \_/ | | | | | | | / \_/ \_/ \_/ \_/ \ \/\/\/\/\/\/ \_/ \_/ \_/ \_/ \_/
Level: Vital.
Category: Geological.
Can not be changed during a game.
Minimum: 0, Default: 1, Maximum: 15
Value set to 0
generator - Method used to generate map[]
0 = Scenario map - no generator; 1 = Fully random height generator; [4] 2 = Pseudo-fractal height generator; [3] 3 = Island-based generator (fairer but boring) [1] Numbers in [] give the default values for placement of starting positions. If the default value of startpos is used then a startpos setting will be chosen based on the generator. See the "startpos" setting.
Level: Vital.
Category: Geological.
Can not be changed during a game.
Minimum: 1, Default: 1, Maximum: 3
startpos - Method used to choose start positions[]
0 = Generator's choice. Selecting this setting means the default value will be picked based on the generator chosen. See the "generator" setting. 1 = Try to place one player per continent. 2 = Try to place two players per continent. 3 = Try to place all players on a single continent. 4 = Place players depending on size of continents. Note: generators try to create the right number of continents for the choice of start pos and to the number of players
Level: Vital.
Category: Geological.
Can not be changed during a game.
Minimum: 0, Default: 0, Maximum: 4
tinyisles - Presence of 1x1 islands[]
0 = no 1x1 islands; 1 = some 1x1 islands
DISABLED = no 1x1 islands; ENABLED = some 1x1 islands
Level: Rare.
Category: Geological.
Can not be changed during a game.
Minimum: 0, Default: 0, Maximum: 1
3.0: Minimum: DISABLED , Default: ENABLED, Maximum: ENABLED
You don't want tinyisles because they are impossible to conquer without marines or paratroopers.
separatepoles - Whether the poles are separate continents[]
0 = continents may attach to poles; 1 = poles will usually be separate
Level: Situational.
Category: Geological.
Can not be changed during a game.
Minimum: 0, Default: 1, Maximum: 1
3.0: Minimum: DISABLED, Default: ENABLED, Maximum: ENABLED
alltemperate - All the map is temperate[]
0 = normal Earth-like planet; 1 = all-temperate planet
Level: Rare.
Category: Geological.
Can not be changed during a game.
Minimum: 0, Default: 0, Maximum: 1
temperature - Average temperature of the planet[]
Small values will give a cold map, while larger values will give a hotter map. 100 means a very dry and hot planet with no polar arctic zones, only tropical and dry zones. 70 means a hot planet with little polar ice. 50 means a temperate planet with normal polar, cold, temperate, and tropical zones; a desert zone overlaps tropical and temperate zones. 30 means a cold planet with small tropical zones. 0 means a very cold planet with large polar zones and no tropics
Level: Situational.
Category: Geological.
Can not be changed during a game.
Minimum: 0, Default: 50, Maximum: 100
landmass - Percentage of the map that is land[]
This setting gives the approximate percentage of the map that will be made into land.
Level: Situational.
Category: Geological.
Can not be changed during a game.
Minimum: 15, Default: 30, Maximum: 85
steepness - Amount of hills/mountains[]
Small values give flat maps, while higher values give a steeper map with more hills and mountains.
Level: Situational.
Category: Geological.
Can not be changed during a game.
Minimum: 0, Default: 30, Maximum: 100
wetness - Amount of water on lands[]
Small values mean lots of dry, desert-like land; higher values give a wetter map with more swamps, jungles, and rivers.
Level: Situational.
Category: Geological.
Can not be changed during a game.
Minimum: 0, Default: 50, Maximum: 100
mapseed - Map generation random seed[]
The same seed will always produce the same map; for zero (the default) a seed will be chosen based on the time to give a random map. This setting is usually only of interest while debugging the game.
Level: Rare.
Category: Internal.
Can only be used in server console. Can not be changed during a game.
Minimum: 0, Default: 0, Maximum: 2147483647
gameseed - Game random seed[]
For zero (the default) a seed will be chosen based on the time. This setting is usually only of interest while debugging the game
Level: Rare.
Category: Internal.
Can only be used in server console. Can not be changed during a game.
Minimum: 0, Default: 0, Maximum: 2147483647
specials - Amount of "special" resource squares[]
Special resources improve the basic terrain type they are on. The server variable's scale is parts per thousand.
Level: Vital.
Category: Ecological.
Can not be changed during a game.
Minimum: 0, Default: 250, Maximum: 1000
huts - Amount of huts (minor tribe villages)[]
This setting gives the exact number of huts that will be placed on the entire map. Huts are small tribal villages that may be investiged by units.
Level: Vital.
Category: Geological.
Can not be changed during a game.
Minimum: 0, Default: 50, Maximum: 500
Value set to 0
minplayers - Minimum number of players[]
There must be at least this many players (connected human players or AI players) before the game can start.
Level: Vital.
Category: Internal.
Can not be changed during a game.
Minimum: 1, Default: 1, Maximum: 30
maxplayers - Maximum number of players[]
The maximal number of human and AI players who can be in the game. When this number of players are connected in the pregame state, any new players who try to connect will be rejected.
Level: Vital.
Category: Internal.
Can not be changed during a game.
Minimum: 1, Default: 30, Maximum: 30
Value set to 0
aifill - Total number of players (including AI players)[]
If there are fewer than this many players when the game starts, extra AI players will be created to increase the total number of players to the value of this option.
Level: Vital.
Category: Internal.
Can not be changed during a game.
Minimum: 0, Default: 0, Maximum: 30
startunits - List of players' initial units[]
This should be a string of characters, each of which specifies a unit role. There must be at least one city founder in the string. The characters and their meanings are: c = City founder (eg., Settlers) w = Terrain worker (eg., Engineers) x = Explorer (eg., Explorer) k = Gameloss (eg., King) s = Diplomat (eg., Diplomat) d = Ok defense unit (eg., Warriors) D = Good defense unit (eg., Phalanx) a = Fast attack unit (eg., Horsemen) A = Strong attack unit (eg., Catapult)
Level: Vital.
Category: Sociological.
Can not be changed during a game.
Default: "ccx"
dispersion - Area where initial units are located[]
This is the radius within which the initial units are dispersed.
Level: Situational.
Category: Sociological.
Can not be changed during a game.
Minimum: 0, Default: 0, Maximum: 10
gold - Starting gold per player[]
At the beginning of the game, each player is given this much gold.
Level: Vital.
Category: Economic.
Can not be changed during a game.
Minimum: 0, Default: 50, Maximum: 5000
techlevel - Number of initial techs per player[]
At the beginning of the game, each player is given this many technologies. The technologies chosen are random for each player.
Level: Vital.
Category: Scientific.
Can not be changed during a game.
Minimum: 0, Default: 0, Maximum: 50
sciencebox - Points required to gain a new tech[]
This affects how quickly players can research new technology. Doubling its value will make all technologies take twice as long to research.
Level: Situational.
Category: Scientific.
Can not be changed during a game.
Minimum: 1, Default: 100, Maximum: 10000
techpenalty - Percentage penalty when changing tech[]
If you change your current research technology, and you have positive research points, you lose this percentage of those research points. This does not apply if you have just gained a technology this turn.
Level: Rare.
Category: Scientific.
Can not be changed during a game.
Minimum: 0, Default: 100, Maximum: 100
diplcost - Penalty when getting tech from treaty[]
For each technology you gain from a diplomatic treaty, you lose research points equal to this percentage of the cost to research a new technology. You can end up with negative research points if this is non-zero.
Level: Rare.
Category: Scientific.
Can not be changed during a game.
Minimum: 0, Default: 0, Maximum: 100
conquercost - Penalty when getting tech from conquering[]
For each technology you gain by conquering an enemy city, you lose research points equal to this percentage of the cost to research a new technology. You can end up with negative research points if this is non-zero.
Level: Rare.
Category: Scientific.
Can not be changed during a game.
Minimum: 0, Default: 0, Maximum: 100
freecost - Penalty when getting a free tech[]
For each technology you gain "for free" (other than covered by diplcost or conquercost: specifically, from huts or from Great Library effects), you lose research points equal to this percentage of the cost to research a new technology. You can end up with negative research points if this is non-zero.
Level: Rare.
Category: Scientific.
Can not be changed during a game.
Minimum: 0, Default: 0, Maximum: 100
foodbox - Food required for a city to grow[]
This is the base amount of food required to grow a city. This value is multiplied by another factor that comes from the ruleset and is dependent on the size of the city.
Level: Situational.
Category: Economic.
Can not be changed during a game.
Minimum: 1, Default: 100, Maximum: 10000
aqueductloss - Percentage food lost when need aqueduct[]
If a city would expand, but it can't because it needs an Aqueduct (or Sewer System), it loses this percentage of its foodbox (or half that amount if it has a Granary).
Level: Rare.
Category: Economic.
Can not be changed during a game.
Minimum: 0, Default: 0, Maximum: 100
shieldbox - Multiplier percentage for production costs[]
This affects how quickly units and buildings can be produced. The base costs are multiplied by this value (as a percentage).
Level: Situational.
Category: Economic.
Can not be changed during a game.
Minimum: 1, Default: 100, Maximum: 10000
fulltradesize - Minimum city size to get full trade[]
There is a trade penalty in all cities smaller than this. The penalty is 100% (no trade at all) for sizes up to notradesize, and decreases gradually to 0% (no penalty except the normal corruption) for size=fulltradesize. See also notradesize.
Level: Rare.
Category: Economic.
Can not be changed during a game.
Minimum: 1, Default: 1, Maximum: 50
notradesize - Maximum size of a city without trade[]
Cities do not produce any trade at all unless their size is larger than this amount. The produced trade increases gradually for cities larger than notradesize and smaller than fulltradesize. See also fulltradesize.
Level: Rare.
Category: Economic.
Can not be changed during a game.
Minimum: 0, Default: 0, Maximum: 49
citymindist - Minimum distance between cities[]
When a player founds a new city, it is checked if there is no other city in citymindist distance. For example, if citymindist is 3, there have to be at least two empty fields between two cities in every direction. If set to 0 (default), the ruleset value will be used.
Level: Situational.
Category: Sociological.
Can not be changed during a game.
Minimum: 0, Default: 0, Maximum: 5
rapturedelay - Number of turns between rapture effect[]
Sets the number of turns between rapture growth of a city. If set to n a city will grow after celebrating for n+1 turns.
Level: Situational.
Category: Sociological.
Can not be changed during a game.
Minimum: 1, Default: 1, Maximum: 99
razechance - Chance for conquered building destruction[]
When a player conquers a city, each city improvement has this percentage chance to be destroyed.
Level: Rare.
Category: Military.
Can not be changed during a game.
Minimum: 0, Default: 20, Maximum: 100
occupychance - Chance of moving into tile after attack[]
If set to 0, combat is Civ1/2-style (when you attack, you remain in place). If set to 100, attacking units will always move into the tile they attacked if they win the combat (and no enemy units remain in the tile). If set to a value between 0 and 100, this will be used as the percent chance of "occupying" territory.
Level: Rare.
Category: Military.
Can not be changed during a game.
Minimum: 0, Default: 0, Maximum: 100
killcitizen - Reduce city population after attack[]
This flag indicates if city population is reduced after successful attack of enemy unit, depending on its movement type (OR-ed): 1 = land 2 = sea 4 = heli 8 = air
Level: Rare.
Category: Military.
Can not be changed during a game.
Minimum: 0, Default: 1, Maximum: 15
borders - National borders[]
If this is set to greater than 0, then any land tiles around a fortress or city will be owned by that nation. 0 = Disabled\n" 1 = Enabled\n" 2 = See everything inside borders\n" 3 = Borders expand to unknown, revealing tiles
Level: Situational.
Category: Military.
Can not be changed during a game.
Minimum: 0, Default: 0, Maximum: 3
happyborders - Units inside borders cause no unhappiness[]
If this is set, units will not cause unhappiness when inside your own borders.
Level: Situational.
Category: Military.
Can not be changed during a game.
Minimum: 0, Default: 1, Maximum: 1
diplomacy - Ability to do diplomacy with other players[]
0 = default; diplomacy is enabled for everyone. 1 = diplomacy is only allowed between human players. 2 = diplomacy is only allowed between AI players. 3 = diplomacy is restricted to teams. 4 = diplomacy is disabled for everyone. You can always do diplomacy with players on your team.
Level: Situational.
Category: Military.
Can not be changed during a game.
Minimum: 0, Default: 0, Maximum: 4
citynames - Allowed city names[]
0 = There are no restrictions: players can have multiple cities with the same names. 1 = City names have to be unique to a player: one player can't have multiple cities with the same name. 2 = City names have to be globally unique: all cities in a game have to have different names. 3 = Like setting 2, but a player isn't allowed to use a default city name of another nations unless it is a default for their nation also.
Level: Rare.
Category: Sociological.
Can not be changed during a game.
Minimum: 0, Default: 1, Maximum: 3
barbarians - Barbarian appearance frequency[]
0 = no barbarians 1 = barbarians only in huts 2 = normal rate of barbarian appearance 3 = frequent barbarian uprising 4 = raging hordes, lots of barbarians
Level: Vital.
Category: Military.
Can be changed during a game.
Minimum: 0, Default: 2, Maximum: 4
onsetbarbs - Barbarian onset year[]
Barbarians will not appear before this year.
Level: Vital.
Category: Military.
Can be changed during a game.
Minimum: -4000, Default: -2000, Maximum: 5000
revolen - Length in turns of revolution[]
When changing governments, a period of anarchy lasting this many turns will occur. Setting this value to 0 will give a random length of 1-6 turns.
Level: Rare.
Category: Sociological.
Can be changed during a game.
Minimum: 0, Default: 0, Maximum: 10
fogofwar - Whether to enable fog of war[]
If this is set to 1, only those units and cities within the vision range of your own units and cities will be revealed to you. You will not see new cities or terrain changes in tiles not observed.
Level: Rare.
Category: Military.
Can be changed during a game.
Minimum: 0, Default: 1, Maximum: 1
diplchance - Base chance for diplomat/spy actions[]
Diplchance is the basic chance of success for diplomats and spies, used to calculate the chance of stealing technology from a city, and the chance of successfully inciting or sabotaging a city. It is also the base chance of a spy returning from a successful mission. [It is NOT used in diplomat contests, poisoning a city or when bribing another unit.]
Level: Situational.
Category: Military.
Can be changed during a game.
Minimum: 1, Default: 80, Maximum: 99
spacerace - Whether to allow space race[]
If this option is set to 1, players can build spaceships.
Level: Vital.
Category: Scientific.
Can be changed during a game.
Minimum: 0, Default: 1, Maximum: 1
endspaceship - Should the game end if the spaceship arrives?[]
NEW in freeciv 2.2
If this option is set to 1, the game will end with the arrival of a spaceship at Alpha Centauri.
Level: Vital.
Category: Scientific.
Can be changed during a game.
Minimum: 0, Default: 1, Maximum: 1
civilwarsize - Minimum number of cities for civil war[]
A civil war is triggered if a player has at least this many cities and the player's capital is captured. If this option is set to the maximum value, civil wars are turned off altogether.
Level: Rare.
Category: Sociological.
Can be changed during a game.
Minimum: 6, Default: 10, Maximum: 1000
contactturns - Turns until player contact is lost[]
Players may meet for diplomacy this number of turns after their units have last met, even if they do not have an embassy. If set to zero then players cannot meet unless they have an embassy.
Level: Rare.
Category: Military.
Can be changed during a game.
Minimum: 0, Default: 20, Maximum: 100
savepalace - Rebuild palace if capital is conquered[]
If this is set to 1, then when the capital is conquered the palace is automatically rebuilt for free in another randomly choosen city. This is significant because the technology requirement for building a palace will be ignored.
Level: Rare.
Category: Military.
Can be changed during a game.
Minimum: 0, Default: 1, Maximum: 1
naturalcitynames - Whether to use natural city names[]
If enabled, the default city names will be determined based on the surrounding terrain.
Level: Rare.
Category: Sociological.
Can be changed during a game.
Minimum: 0, Default: 1, Maximum: 1
migration - Whether to enable citizen migration[]
NEW in freeciv 2.2
This is the master setting that controls whether citizen migration is active in the game. If enabled, citizens may automatically move from less desirable cities to more desirable ones. The "desirability" of a given city is calculated from a number of factors. In general larger cities with more income and improvements will be preferred. Citizens will never migrate out of the capital, or cause a wonder to be lost by disbanding a city. A number of other settings control how migration behaves: mgr_turninterval - How often citizens try to migrate. mgr_foodneeded - Whether destination food is checked. mgr_distance - How far citizens will migrate. mgr_worldchance - Chance for inter-nation migration. mgr_nationchance - Chance for intra-nation migration.
Level: Rare.
Category: Sociological.
Can be changed during a game.
Minimum: 0, Default: 0, Maximum: 1
mgr_turninterval - Number of turns between migrations from a city[]
NEW in freeciv 2.2
This setting controls the number of turns between migration checks for a given city. The interval is calculated from the founding turn of the city. So for example if this setting is 5, citizens will look for a suitable migration destination every five turns from the founding of their current city. Migration will never occur the same turn that a city is built. This setting has no effect unless migration is enabled by the 'migration' setting.
Level: Rare.
Category: Sociological.
Can be changed during a game.
Minimum: 1, Default: 5, Maximum: 100
mgr_foodneeded - Whether migration is limited by food[]
NEW in freeciv 2.2
If this setting is enabled, citizens will not migrate to cities which would not have enough food to support them. This setting has no effect unless migration is enabled by the 'migration' setting.
Level: Rare.
Category: Sociological.
Can be changed during a game.
Minimum: 0, Default: 1, Maximum: 1
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mgr_distance - Maximum distance citizens may migrate[]
NEW in freeciv 2.2
This setting controls how far citizens may look for a suitable migration destination when deciding which city to migrate to. For example, with a value of 3, there can be at most a 2 tile distance between cities undergoing migration. This setting has no effect unless migration is activated by the 'migration' setting.
Level: Rare.
Category: Sociological.
Can be changed during a game.
Minimum: 1, Default: 3, Maximum: 7
mgr_nationchance - Percent probability for migration within the same nation[]
NEW in freeciv 2.2
This setting controls how likely it is for citizens to migrate between cities owned by the same player. Zero indicates migration will never occur, 100 means thatmigration will always occur if the citizens find a suitable destination. This setting has no effect unless migration is activated by the 'migration' setting.
Level: Rare.
Category: Sociological.
Can be changed during a game.
Minimum: 0, Default: 50, Maximum: 100
mgr_worldchance - Percent probability for migration between foreign cities[]
NEW in freeciv 2.2
This setting controls how likely it is for migration to occur between cities owned by different players. Zero indicates migration will never occur, 100 means that citizens will always migrate if they find a suitable destination. This setting has no effect if migration is not enabled by the 'migration' setting.
Level: Rare.
Category: Sociological.
Can be changed during a game.
Minimum: 0, Default: 10, Maximum: 100
allowtake - Players that users are allowed to take[]
This should be a string of characters, each of which specifies a type or status of a civilization (player). Clients will only be permitted to take or observe those players which match one of the specified letters. This only affects future uses of the take or observe command; it is not retroactive. The characters and their meanings are: o,O = Global observer b = Barbarian players d = Dead players a,A = AI players h,H = Human players The first description on this list which matches a player is the one which applies. Thus 'd' does not include dead barbarians, 'a' does not include dead AI players, and so on. Upper case letters apply before the game has started, lower case letters afterwards. Each character above may be followed by one of the following numbers to allow or restrict the manner of connection: (none) = Controller allowed, observers allowed, can displace connections. (Displacing a connection means that you may take over a player, even if another user already controls that player.) 1 = Controller allowed, observers allowed, can't displace connections; 2 = Controller allowed, no observers allowed, can displace connections; 3 = Controller allowed, no observers allowed, can't displace connections; 4 = No controller allowed, observers allowed, can't displace connections.
Level: Rare.
Category: Networking.
Can not be changed during a game.
Default: "HAhadOo"
autotoggle - Whether AI-status toggles with connection[]
If this is set to 1, AI status is turned off when a player connects, and on when a player disconnects.
Level: Situational.
Category: Networking.
Can be changed during a game.
Minimum: 0, Default: 0, Maximum: 1
endturn - Turn the game ends[]
The game will end at the end of the given turn.
Level: Vital.
Category: Sociological.
Can be changed during a game.
Minimum: 0, Default: 5000, Maximum: 32767
timeout - Maximum seconds per turn[]
If all players have not hit "Turn Done" before this time is up, then the turn ends automatically. Zero means there is no timeout. In servers compiled with debugging, a timeout of -1 sets the autogame test mode. Use this with the command "timeoutincrease" to have a dynamic timer.
Level: Vital.
Category: Internal.
Can be changed during a game.
Minimum: -1, Default: 0, Maximum: 8639999
timeaddenemymove - Timeout at least n seconds when enemy moved[]
Any time a unit moves while in sight of an enemy player, the remaining timeout is increased to this value.
Level: Vital.
Category: Internal.
Can be changed during a game.
Minimum: -1, Default: 0, Maximum: 8639999
phasemode - Whether to have simultaneous player/team phases.[]
NEW in freeciv 2.2 - replaces simultaneousphases
This setting controls whether players may make moves at the same time during a turn. 0 = All players move concurrently. 1 = All players alternate movement. 2 = Only players on the same team move concurrently.
Level: Vital.
Category: Internal.
Can be changed during a game.
Minimum: 0, Default: 0, Maximum: 2
nettimeout - Seconds to let a client's network connection block[]
If a network connection is blocking for a time greater than this value, then the connection is closed. Zero means there is no timeout (although connections will be automatically disconnected eventually).
Level: Rare.
Category: Networking.
Can be changed during a game.
Minimum: 0, Default: 10, Maximum: 120
netwait - Max seconds for network buffers to drain[]
The server will wait for up to the value of this parameter in seconds, for all client connection network buffers to unblock. Zero means the server will not wait at all.
Level: Rare.
Category: Networking.
Can be changed during a game.
Minimum: 0, Default: 4, Maximum: 20
pingtime - Seconds between PINGs[]
The civserver will poll the clients with a PING request each time this period elapses.
Level: Rare.
Category: Networking.
Can be changed during a game.
Minimum: 1, Default: 20, Maximum: 1800
pingtimeout - Time to cut a client[]
If a client doesn't reply to a PING in this time the client is disconnected.
Level: Rare.
Category: Networking.
Can be changed during a game.
Minimum: 60, Default: 60, Maximum: 1800
turnblock - Turn-blocking game play mode[]
If this is set to 1 the game turn is not advanced until all players have finished their turn, including disconnected players.
Level: Situational.
Category: Internal.
Can be changed during a game.
Minimum: 0, Default: 1, Maximum: 1
fixedlength - Fixed-length turns play mode[]
If this is set to 1 the game turn will not advance until the timeout has expired, even if all players have clicked on "Turn Done".
Level: Situational.
Category: Internal.
Can be changed during a game.
Minimum: 0, Default: 0, Maximum: 1
demography - What is in the Demographics report[]
This should be a string of characters, each of which specifies the inclusion of a line of information in the Demographics report. The characters and their meanings are: N = include Population P = include Production A = include Land Area L = include Literacy R = include Research Speed S = include Settled Area E = include Economics M = include Military Service O = include Pollution Additionally, the following characters control whether or not certain columns are displayed in the report: q = display "quantity" column r = display "rank" column b = display "best nation" column The order of characters is not significant, but their capitalization is.
Level: Situational.
Category: Internal.
Can be changed during a game.
Default: "NASRLPEMOqrb"
saveturns - Turns per auto-save[]
The game will be automatically saved per this number of turns. Zero means never auto-save.
Level: Vital.
Category: Internal.
Can only be used in server console. Can be changed during a game.
Minimum: 0, Default: 10, Maximum: 200
compress - Savegame compression level[]
If non-zero, saved games will be compressed using zlib (gzip format). Larger values will give better compression but take longer. If the maximum is zero this server was not compiled to use zlib.
Level: Rare.
Category: Internal.
Can only be used in server console. Can be changed during a game.
Minimum: 0, Default: 6, Maximum: 9
savename - Auto-save name prefix[]
Automatically saved games will have name "<prefix><year>.sav". This setting sets the <prefix> part.
Level: Vital.
Category: Internal.
Can only be used in server console. Can be changed during a game.
Default: "freeciv"
scorelog - Whether to log player statistics[]
If this is set to 1, player statistics are appended to the file "civscore.log" every turn. These statistics can be used to create power graphs after the game.
Level: Situational.
Category: Internal.
Can only be used in server console. Can be changed during a game.
Minimum: 0, Default: 0, Maximum: 1
Old server settings[]
unhappysize - City size before people become unhappy[]
Removed in freeciv 2.2
Before other adjustments, the first unhappysize citizens in a city are content, and subsequent citizens are unhappy. See also cityfactor.
Level: Rare.
Category: Sociological.
Can not be changed during a game.
Minimum: 1, Default: 4, Maximum: 6
angrycitizen - Whether angry citizens are enabled[]
Removed in freeciv 2.x
Introduces angry citizens like in civilization II. Angry citizens have to become unhappy before any other class of citizens may be considered. See also unhappysize, cityfactor and governments.
Level: Situational.
Category: Sociological.
Can not be changed during a game.
Minimum: 0, Default: 1, Maximum: 1
cityfactor - Number of cities for higher unhappiness[]
Removed in freeciv 2.2
When the number of cities a player owns is greater than cityfactor, one extra citizen is unhappy before other adjustments; see also unhappysize. This assumes a Democracy; for other governments the effect occurs at smaller numbers of cities.
Level: Rare.
Category: Sociological.
Can not be changed during a game.
Minimum: 6, Default: 14, Maximum: 100
civstyle - Style of Civ rules[]
Removed in freeciv 2.x
Sets some basic rules; 1 means style of Civ1, 2 means Civ2. Currently this option affects the following rules: - Apollo shows whole map in Civ2, only cities in Civ1. See also README.rulesets.
Level: Rare.
Category: Military.
Can not be changed during a game.
Minimum: 1, Default: 2, Maximum: 2
wtowervision - Range of vision for units in a fortress[]
Removed in freeciv 2.x
If set to 1, it has no effect. If 2 or larger, the vision range of a unit inside a fortress is set to this value, if the necessary invention has been made. This invention is determined by the flag 'Watchtower' in the techs ruleset. See also wtowerevision.
Level: Rare.
Category: Military.
Can not be changed during a game.
Minimum: 1, Default: 2, Maximum: 3
wtowerevision - Extra vision range for units in a fortress[]
Removed in freeciv 2.x
If set to 0, it has no effect. If larger than 0, the vision range of a unit is raised by this value, if the unit is inside a fortress and the invention determined by the flag 'Watchtower' in the techs ruleset has been made. Always the larger value of wtowervision and wtowerevision will be used. Also see wtowervision.
Level: Rare.
Category: Military.
Can not be changed during a game.
Minimum: 0, Default: 0, Maximum: 2
gamelog - Detail level for logging game events[]
Removed in freeciv 2.x
Only applies if the game log feature is enabled (with the -g command line option). Levels: 0=no logging, 20=standard logging, 30=detailed logging, 40=debuging logging.
Level: Situational.
Category: Internal.
Can only be used in server console. Can be changed during a game.
Minimum: 0, Default: 20, Maximum: 40
Manual |
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Server Manual • Command-line Options • Server Commands • Server Options |