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Manual
Server ManualCommand-line OptionsServer CommandsServer Options

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

Level: Rare.
Category: Geological.
Can not be changed during a game.

Minimum: 0, Default: 0, Maximum: 1

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



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 lost 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;

Level: Rare.
Category: Networking.
Can 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

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