Moving one square usually consumes one movement point, and units can always move one square regardless of their wounds. Units can move into any of the eight surrounding squares under fairly obvious constraints: land units are confined to land and transport vessels ships are confined to ocean squares and port cities (which are thus the only cities that can build them) and aircraft ignore terrain, though they must often end their turn where they can refuel - see the description of each unit for specific restrictions. Actions require one movement point unless otherwise noted. This manual describes each action in the section where it is most relevant see the index for the full list of actions. Sea units gain extra movement points if their civilization possesses the Lighthouse, Magellan's expedition, or nuclear power.Įvery action undertaken by a unit consumes movement points. Movement points not consumed by the end of the turn are lost and cannot be stored or transfered. Units begin every turn with one or more movement points, depending upon their natural mobility - shown for each unit in the catalogue below - reduced, for damaged land and sea units, in proportion to the extent of their damage. This makes war quite expensive under representative government, since production points are required to support each unit and luxury points must be produced to mollify the citizenry. Under representative governments, aggressive units standing outside your borders each cause one or two workers to become unhappy. Note that autocratic governments force cities to support several units for free, which can save production points for other uses. Each unit requires one production point per turn, and settlers - the units derived from citizens - also require one or two food points per turn depending on your form of government. The support of your units will be one of your major expenses. The available units may be classified as military units, whose talents are those of defense and aggression, and a few noncombatants which support expansion (explorers, settlers, workers, and engineers), diplomacy (the diplomat and spy), and trade (caravans and freight). Units both offer mobility to your civilization and supply the violence with which it will survive and expand. Here you can select exactly how different kinds of messages are communicated to you.Overview | Terrain | Cities | Economy | Units | Combat | Diplomacy | Government | Technology | Wonders | Buildings | edit navbarīack to main manuals page | Talk:Game Manual 2.0 If you're running the standard (GTK) client, you can go to the Game menu and select Message options. For the demographic report stuff, type /help demography in the chat line, then you will get the explanation of all of this lines. However, if you want to see this features more, please send an E-mail to the bug report system. I advice you to try to check more your messages. I found this option in the server options in "Game": NASRLPEMOqrb (5th from bottom).Īre these the listed events reported? Is there an explanation of the letters? But usually it is crowded with other information, too. I see that I have to screen the message tab in the bottom for such news. Sometimes I miss to allocate a new science. I did not find an option to have it like this in freeciv. This was nice for me since I do not use production queus. In old CivNet, at the beginning of your turn, you get these cities popped up which completed a building. I am enjoying the new Beta 2.1.0 Beta6 and I'd like to know sth. Forums: Index > Playing Freeciv > City building completed
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