[Freeciv-Dev] Civ2 vs. Freeciv differences
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These are the Civilization II "features" not present in Freeciv (at
least the ones I've observed and which I can also remember right now).
Many are not worth implementing (like the strict river travel rules),
but some are probably simple oversights (like the Barracks II
obsolescence advancement).
* Engineers and Settlers may combine efforts. Doing so may make
a terrain modification happen immediately, possibly freeing the
Settler or Engineer who was working on that modification (but of
course the second Settler/Engineer now has no movement points). This
is particularly effective with pollution cleanup and major terrain
alterations (see below), but even mining and irrigation can benefit
greatly.
This can probably be done fairly easily by simply adding the
activity_count for all units on the tile performing the proper
activity, rather than checking individual units to determine whether
one of them has successfully completed its activity. (This can
still occur in update_unit_activity(); there will just be a little bit
of redundant caclulation if multiple units are both working together;
every turn, each unit will be checked, which will then check the
tile and discover the other units and add their activity. Since
this happens for each unit, the computation is done N times if there
are N units working together.)
I don't know whether Civ2 combines pillaging efforts. I generally
don't use pillaging.
* Building a unit or city improvement makes it available at the end of
the next turn, not the beginning.
* Excess production isn't saved when something is built. This was done in
Freeciv to work around a loophole which makes micromanagement of a city
more useful than it should be (advantage for AI, disadvantage for human).
However, the problem is that on the turn after something has just
been built, the next thing in line is partially started, instead of
having 0 shields, so it can be purchased immediately for less than
half what it would have cost under Civ2 rules. It might be better to
introduce some sort of new rule that states, "Buying units/improvements/
wonders costs double if the unit/improvement/wonder has been in production
for only 1 turn." instead of the current "Buying ... costs double if it
has 0 shields." This is not an elegant rule, though, so I'm sure it has
problems of its own.
* Engineers (not Settlers) may make terrain alterations in addition to
the current irrigation/mining effects. The list was posted to the
freeciv-dev mailing list. This is *extremely* useful after global
warming produces Deserts everywhere; in Freeciv (and Civ1) Deserts
are eternal, but in Civ2 they can be altered to Plains.
* Irrigated terrain may be irrigated a second time to produce "farmland",
which is the only time the Supermarket is useful. (In freeciv, the
need for farmland is omitted; the Supermarket produces 50% more food on
all land squares, not just farmland squares.) This can only be done
once the Refrigeration advance is known.
* Rivers are not just Rivers; they're some other base terrain type with a
river "feature" overlaid on them (e.g., Plains with a river, or Forest
with a river). I'm not sure of the exact Civ2 game effect of a river.
Speaking of rivers, Civ2 allows the 1/3 movement point river travel
bonus only when following the river (and you can't even cut corners);
freeciv allows it for any movement from one River tile to another,
which is only an approximation.
* Each terrain type has two different special resources, not just one.
I'm not sure how Civ2 handles terrain type modifications with respect
to specials; freeciv simply sets a bit flag to determine whether a
given tile has a special or not, and this flag remains set (or clear)
across all terrain modifications. I haven't played Civ2 enough to
tell whether something similar happens there, and if so, how the game
determines which of the two specials to use.
* Certain advances, city improvements and units are not available. The
Fundamentalism government type is not available (it's too powerful).
However, I'm not convinced that all of the other omissions are
unbalanced; for example, Elephants (Polytheism) are A4/D1/M2/H1/F1, which
is only 1 attack point more powerful than a Chariot (and is identical to
the Civ1 Chariot). I believe they also cost more shields than
Chariots. Crusaders (A5/D1/M2/H1/F1, Monotheism) are similarly debatable;
they're just Knights with A5/D1 instead of A4/D2.
I believe the rationale of Civ2 in introducing these units was both to
mimic true human history (Western religion = war, fear, death), and to
allow players to have a few decent warlike units without needing to
divert research time to explicitly warlike development paths.
I never learned what Environmentalism or the Solar Plant do. It appears
that the Solar Plant may be built in addition to a Power/Nuclear/Hydro
Plant.
It makes sense not to offer the Eiffel Tower wonder, since the AI has
no concept of peaceful relations. It only knows war.
* In addition to normal corruption, Civ2 features "waste", which is a loss
of production shields in addition to the lost trade. I'm not sure how
this is computed, but it seems to grow in proportion to corruption.
* Barracks (II) are made obsolete by Mobile Warfare (Armor), not
Combustion. (Civ1 didn't have Mobile Warfare, and made Barracks
obsolete upon learning Combustion.)
* Units in a city with a healing improvement (Barracks, Port Facility,
Airport) don't become fully healed unless they pass (' ') an entire
turn in the city. And of course the United Nations wonder is completely
different (see Eiffel Tower above).
* Civ2 is more generous with Partisans. They are produced under far
less strict conditions than those of Freeciv (in particular,
Partisans are produced under governments other than Democracy and
Communism, and for cities not originally built by the player, but I
don't know the exact rules).
* Spies which survive their assignment are sent to the nearest friendly
city, not to their home city.
Does Freeciv produce veteran Spies if the city has a Barracks? Civ2
does not; veteran status of a Spy is achieved only after a successful
mission (or possibly under Communism; I'd have to check). Of course,
a Spy is worthless in combat, so the veteran status means something
completely different for Spies; I believe it gives them an increased
chance of success on future missions (and possibly increased chance of
defending against attacking Spies?).
- [Freeciv-Dev] Civ2 vs. Freeciv differences,
Greg Wooledge <=
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