Talk:Game Manual

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borders (in terrain page, in governement page, elsewhere?)

split governement and diplomacy? (+ some words about ai diplomacy?)

combat + new veteran system

catalogs (terrain, buildings, wonders, units and techs) how to link them with main text (link or include)? Ok. I'll see what i can do. --Osyluth 18:44, 4 Nov 2004 (PST)

'single unit' pages (example) generated from rulesets (not yet 100% ok)

units 'blocks' for units chronogically: same info as currently + image?

cross-references between pages:

  • items in catalogs are linkable with e.g. [[Techs_catalog#Chemistry]]
  • the 1.13 manual has some anchors in the text (e.g. specialists). Can be restored with id attribute in tags (see

http://www.freeciv.org/index.php/Units_chronological#Phalanx)

Contents

[edit] Gold vs. Taxes

It took me a couple of games to figure out that tax rates effect my gold, and it is not very well documented. I added a couple of words in the Economy page to point that out. I hope that's OK. --Hammer 14:09, 23 Nov 2004 (PST)

It is not clear from the "combat" section of the online manual (or of the in-game manual) what the effect is of multiple units stacked on a square or a city on combat resolution.

[edit] Demographics

I can't find a section explaining how the categories in the demographics are calculated or how they can be influenced. Especially Military Service aint self-explaining. --Trublu 04:56, 20 Dec 2005 (PST)

Total Population divided on number of military units (where military units are allways composed of a constant number of people)? --Cwest 14:31, 9 Apr 2006 (PDT)

[edit] Math formulas

Tried to use <math>-tags to provide equations, but they didn't seem to render into equations. Tried to change my own preferences to display those with no luck. I'm wondering if this feature should be turned on in server configuration. For example economy page trade chapter could include the actual equation to count the trade from trade route (citytrade1+citytrade2+4)/8. --Jamoz 09:50, 3 May 2006 (PDT)

[edit] PLEASE READ :/

Uh, hi, I've never edited a wiki page before, but I'm writing this here hoping for an answer. The manual says that certain terrain costs more movement points to go across, I'm a bit confused by this because I did a little experiment to test this on a patch of mountain terrain, it only took 1 turn to get ON the mountain tile, and 1 turn to get OFF the tile. I wasn't using an explorer either, I was using a settler. So mountains only take 1 turn to get over? This doesn't really make sense. I tested other terrains with the same results. And is it SUPPOSED to, for example, take 3 points to get on the mountain tile or off it? If you can help me out on this email me at supox.blade@gmail.com , thanks. 8:36, 7 July 2007

This only applies to non-explorer units with more than one move, e.g. horsemen, chariots etc. All their moves are used up when entering a mountain etc. square. --Hima 05:23, 29 July 2007 (UTC)

[edit] Unit that takes each attack?

Hi,

It would be good to include some info on how the game determines which defneding unit is the one to meet each attack.

I am guessing that the 'strongest' unit will be the one to meet the first attack, and that any subsequent attack will hit the new (if changed) strongest defender.

However, assuming that is correct, how would the game determine the initial defender if you have, say, a warrior and a catapult in a city both with defense strength of '1'?

If it becomes random, perhaps there could be an order or something that allows the player to choose the order of defenders - for example, I might be relatively happy to lose my warriors after the first few thousand years have passed!

Happy to discuss further or expand on this if anyone wants.

Finally, you guys rock in developing this game!!

Thanks,

Alan.

q1slq1e02@sneakemail.com

[edit] Movement Rollover

Units cannot carry extra movement points into the next turn; any movement points left when the turn ends are lost (unless the unit has been given an order like fortify that only takes effect at the end of the turn).

This seems to imply that, if a horseman is fortified before moving (with 1 unused move), he'll have 3 movement points next turn. Based on playing Civ2, I'm guessing that's incorrect.--Jesdisciple 06:12, 6 February 2008 (UTC)

[edit] Palace - does it influence shield production?

On my verson of Freeciv, 2.1 under Vista home Basic, the Palace gives extra shields - this is not documented. Should it be? Is is a bug?

User:JTN: Something of the sort is documented in the built-in help -- "Under Despotism the palace gives you a +75% production bonus, and under Monarchy a +50% production bonus." -- and that seems to match data/default/effects.ruleset, but I can't see it documented on this Wiki yet.
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