Freeciv Manual 

This page in other languages 

Throughout the game you and your opponents will race to discover ever more powerful technologies, which enhance your own civilizations while menacing those of each other. A few advances provide immediate benefits, such as making new actions available to your units; many introduce new units or buildings you can construct; and most are also gateways to further technology. Beware that some advances also make things obsolete. While obsolete units merely become impossible to make — leaving the ones you have already made intact — obsolete buildings are immediately sold, and obsolete wonders lose their effect. Worse yet, your wonders can be obsoleted by an advance made by another player!
There are a few ways to gain advances from other civilizations: you will sometimes discover enemy technology when you capture a city; you can steal advances with Diplomats and Spies; the Great Library wonder, while it lasts, gives its owner every advance that two other civilizations have reached; and another player might grant technology in the terms of a pact. But otherwise advances must be discovered through the efforts of your own people.
By default, each player starts without any technology at all (this can be changed with a server option). From there you each direct your research toward one advance at a time, deciding which technology you need most quickly and which you can afford to attain later. Research progress is measured in research points (bulbs), which can be generated both through trade and by scientists. The cost for each technology is fixed and depends on the number of its 'parent techs'. With r the total number of required techs for a given technology, the number of bulbs that will be needed for researching this technology is (r+2)*sqrt(r+2)*10 with default rules. See below the total cost (including parents' cost) for each technology.
Instead of selecting each new advance manually, you can establish a longterm goal that is several technologies away, and your scientists will work through all the prerequisite advances automatically. If you ignore technology completely then your scientists choose the next advance on their own.
You can ask the game for a report on your science progress, or simply watch the lightbulb on the client which gets brighter as the next advance nears. The online help system displays a very helpful technology tree for every item and technology in the game, allowing you to explore the advances they require.
The Space Race Edit
As described in the overview with which
this manual opened, the game may be won peacefully by building a
spacecraft and becoming the first civilization to reach Alpha Centauri.
One civilization must start the space race by completing
the Apollo Program wonder, which allows every civilization with the
necessary technology to begin building spacecraft components:

 

The skeleton of your spacecraft consists of structural components, each of which can hold in place either a component or module. Components provide fuel and propulsion systems, and decrease the amount of time your craft will require to reach Alpha Centauri; you can install up to sixteen, though they must be installed in pairs. Modules themselves come in three flavors: a habitation module provides living space for ten thousand colonists; a life support module can keep ten thousand colonists alive; and a solar panel provides the power required by any two other modules.
Use the spaceship window to observe your progress as you build your spacecraft. You may manufacture spacecraft elements anywhere with a factory; they will automatically be assembled in your capital city. As you add components you improve the craft's probability of success and travel time; you may launch as soon as you find these satisfactory. If several civilizations are building spacecraft, they are faced with the decision of whether to launch quickly and start their craft on its way, or continue building in the hopes of launching a faster spacecraft later, or one with a higher probability of success.
Both during construction and after its launch, the spacecraft is considered a building of your capital city, and will be lost if your capital is taken or destroyed.
Specific Technologies Edit
Here each technology is shown, together with any prerequisite advances and with a summary of its effects.
For a graphical technology tree, see this link.
Tech requirements  Description  Allows (Units, Buildings, Techs) / Obsoletes (Units, Buildings) 

Advanced Flight 
Total techs requirements: 55 Total bulbs required: 44,370 

Alphabet 
Total techs requirements: 0 Total bulbs required: 28  
Amphibious Warfare 
Total techs requirements: 36 Total bulbs required: 12,889  
Astronomy 
Total techs requirements: 5 Total bulbs required: 400 

Atomic Theory 
Total techs requirements: 17 Total bulbs required: 3,633 

Automobile 
Total techs requirements: 44 Total bulbs required: 28,118


Banking 
Total techs requirements: 8 Total bulbs required: 928 

Bridge Building 
Total techs requirements: 6 Total bulbs required: 552


Bronze Working 
Total techs requirements: 0 Total bulbs required: 28 

Ceremonial Burial 
Total techs requirements: 0 Total bulbs required: 28 

Chemistry 
Total techs requirements: 14 Total bulbs required: 2,298 

Chivalry 
Total techs requirements: 7 Total bulbs required: 729 

Code of Laws 
Total techs requirements: 1 Total bulbs required: 79 

Combined Arms 
Total techs requirements: 58 Total bulbs required: 56,104  
Combustion 
Total techs requirements: 39 Total bulbs required: 19,155 

Communism 
Total techs requirements: 31 Total bulbs required: 10,004


Computers 
Total techs requirements: 56 Total bulbs required: 50,380 

Conscription 
Total techs requirements: 25 Total bulbs required: 6,470 

Construction 
Total techs requirements: 3 Total bulbs required: 218


Currency 
Total techs requirements: 1 Total bulbs required: 79 

Democracy 
Total techs requirements: 15 Total bulbs required: 2,540


Economics 
Total techs requirements: 15 Total bulbs required: 2,405  
Electricity 
Total techs requirements: 28 Total bulbs required: 7,550


Electronics 
Total techs requirements: 38 Total bulbs required: 17,914 

Engineering 
Total techs requirements: 6 Total bulbs required: 523 

Environmentalism 
Total techs requirements: 64 Total bulbs required: 79,634  
Espionage 
Total techs requirements: 33 Total bulbs required: 12,774  
Explosives 
Total techs requirements: 23 Total bulbs required: 5,180 

Feudalism 
Total techs requirements: 5 Total bulbs required: 431 

Flight 
Total techs requirements: 41 Total bulbs required: 22,442


 
Fusion Power 
Total techs requirements: 53 Total bulbs required: 54,353  
Genetic Engineering 
Total techs requirements: 35 Total bulbs required: 13,908 

Guerilla Warfare 
Total techs requirements: 42 Total bulbs required: 20,397 

Gunpowder 
Total techs requirements: 14 Total bulbs required: 1,980 

Horseback Riding 
Total techs requirements: 0 Total bulbs required: 28 

Industrialization 
Total techs requirements: 29 Total bulbs required: 7,883


Invention 
Total techs requirements: 11 Total bulbs required: 1,232


Iron Working 
Total techs requirements: 2 Total bulbs required: 136 

Labor Union 
Total techs requirements: 55 Total bulbs required: 45,896  
Laser 
Total techs requirements: 51 Total bulbs required: 46,307  
Leadership 
Total techs requirements: 19 Total bulbs required: 3,536 

Literacy 
Total techs requirements: 3 Total bulbs required: 241 

Machine Tools 
Total techs requirements: 44 Total bulbs required: 23,516 

Magnetism 
Total techs requirements: 17 Total bulbs required: 2,711 

 
Map Making 
Total techs requirements: 1 Total bulbs required: 79 

Masonry 
Total techs requirements: 0 Total bulbs required: 28 

Mass Production 
Total techs requirements: 45 Total bulbs required: 31,340


Mathematics 
Total techs requirements: 2 Total bulbs required: 136 

Medicine 
Total techs requirements: 10 Total bulbs required: 1,186 

Metallurgy 
Total techs requirements: 20 Total bulbs required: 3,760 

 
Miniaturization 
Total techs requirements: 48 Total bulbs required: 32,350  
Mobile Warfare 
Total techs requirements: 52 Total bulbs required: 37,526 

Monarchy 
Total techs requirements: 3 Total bulbs required: 218


Monotheism 
Total techs requirements: 9 Total bulbs required: 1,018 

Mysticism 
Total techs requirements: 1 Total bulbs required: 79


Navigation 
Total techs requirements: 9 Total bulbs required: 954


Nuclear Fission 
Total techs requirements: 48 Total bulbs required: 36,171 

Nuclear Power 
Total techs requirements: 50 Total bulbs required: 42,449


Philosophy 
Total techs requirements: 6 Total bulbs required: 546


Physics 
Total techs requirements: 13 Total bulbs required: 1,747 

Plastics 
Total techs requirements: 63 Total bulbs required: 76,083
 
Polytheism 
Total techs requirements: 2 Total bulbs required: 136 

Pottery 
Total techs requirements: 0 Total bulbs required: 28 

Radio 
Total techs requirements: 45 Total bulbs required: 29,166


Railroad 
Total techs requirements: 25 Total bulbs required: 5,549


 
Recycling 
Total techs requirements: 47 Total bulbs required: 35,470  
Refining 
Total techs requirements: 36 Total bulbs required: 14,640 

Refrigeration 
Total techs requirements: 32 Total bulbs required: 10,856
 
Robotics 
Total techs requirements: 58 Total bulbs required: 58,995  
Rocketry 
Total techs requirements: 57 Total bulbs required: 51,430  
Sanitation 
Total techs requirements: 16 Total bulbs required: 2,393 

Seafaring 
Total techs requirements: 3 Total bulbs required: 218


Space Flight 
Total techs requirements: 62 Total bulbs required: 70,843 

Stealth 
Total techs requirements: 64 Total bulbs required: 74,539  
Steam Engine 
Total techs requirements: 21 Total bulbs required: 3,813 

Steel 
Total techs requirements: 36 Total bulbs required: 14,957 

Superconductors 
Total techs requirements: 52 Total bulbs required: 50,275 

Tactics 
Total techs requirements: 30 Total bulbs required: 9,808 

The Corporation 
Total techs requirements: 33 Total bulbs required: 11,243 

The Republic 
Total techs requirements: 4 Total bulbs required: 387
 
The Wheel 
Total techs requirements: 1 Total bulbs required: 79 

Theology 
Total techs requirements: 13 Total bulbs required: 1,922
 
 
Theory of Gravity 
Total techs requirements: 11 Total bulbs required: 1,671 

Trade 
Total techs requirements: 4 Total bulbs required: 304 

University 
Total techs requirements: 9 Total bulbs required: 1,018 

Warrior Code 
Total techs requirements: 0 Total bulbs required: 28 

Writing 
Total techs requirements: 1 Total bulbs required: 79 

Previous: Government  Chapter  Next: Wonders 
Top Navigation 

Game Anatomy & Modding • Development • Guides • Downloads • About Freeciv 
Guides 

Introduction • Manuals • FAQ • Tutorials 
Game Manual 

Overview • Terrain • Cities • Economy • Units • Combat Diplomacy • Government • Technology • Wonders • Buildings 