FreeCiv 1.5 Information
(format borrowed from Version 1.0 Quick Ref Sheet)
Visit the FreeCiv homepage!
These pages are designed to fill the gaps in the FreeCiv online documentation.
The documentation provided, while good - isn't quite complete. Purists might
suggest that all the information found on this page can be learned by playing
the game. I, on the other hand, am a source code diver. Here's the fruit of
my labor:
Land Types
| Type |
Extra |
Food,resource,trade |
Spec |
Move |
Defence |
Road |
Irrig, time |
Mine, time |
| Arctic |
Seal pups |
0,0,0 |
2,0,0 |
2 |
10 |
3 |
None,0 |
None,0 |
| Desert |
Oasis |
0,1,0 |
3,1,0 |
1 |
10 |
1 |
Desert,5 |
Desert,5 |
| Forest |
Game |
1,2,0 |
3,2,0 |
2 |
15 |
3 |
Plains,5 |
None,0 |
| Grassland |
Resources |
2,0,0 |
2,1,0 |
1 |
10 |
1 |
Grassland,5 |
Forest,10 |
| Hills |
Coal |
1,0,0 |
1,2,0 |
2 |
20 |
3 |
Hills,10 |
Hills,10 |
| Jungle |
Gems |
1,0,0 |
1,0,4 |
2 |
15 |
3 |
Grassland,15 |
Forest,15 |
| Mountains |
Gold |
0,1,0 |
0,1,5 |
3 |
30 |
5 |
None,0 |
Mountains,10 |
| Ocean |
Fish |
1,0,2 |
3,0,2 |
1 |
10 |
0 |
None,0 |
None,0 |
| Plains |
Horses |
1,1,0 |
3,1,0 |
1 |
10 |
1 |
Plains,5 |
Forest,15 |
| Rive |
Resources |
2,0,1 |
2,1,1 |
1 |
15 |
1 |
River,5 |
None,0 |
| Swamp |
Oil |
1,0,0 |
1,4,0 |
2 |
15 |
3 |
Grassland,15 |
Forest,15 |
| Tundra |
Game |
1,0,0 |
3,0,0 |
1 |
10 |
1 |
None,0 |
None,0 |
Production Units
Basic production units are as above with the following modifictions.
These effects are done in this order. For example, pollution on a
square affects all the previously calculated modifications:
-
A city center always produces at least one shield.
-
Anything that can be mined will produce one extra shield.
-
Hills, in particular, if mined will produce three extra shields.
-
Railroads increase shield production on a square by 50% in the default
configuration. This can be set by the server to some other precentage...
-
King Richard's Crusade will add one shield to the total production on every
square in your city.
-
An offshore platform adds one production unit to every ocean tile.
-
Despotism removes one shield from any tile that has more than 2 shields.
-
Pollution on a particular tile will divide its production by half, rounded
up.
After the number of shields is calculated, building bonuses are added.
-
A Factory will add 50% more production capacity
-
A Manufacturing Plant (with a factory) will add 100% more production capacity.
-
A power plant, hydroelectric plant, nuclear power plant or the Hoover Dam
will add another 50%
Trade
Trade tiles are as above with the following modifications. These
effects are done in this order.
-
A Road will had one Trade unit to Deserts, Grasslands or Plains.
-
A Republic or Democracy will add one trade tile to every square.
-
Monarchies and Communist countries also get this bonus if they're celebrating.
They celebrate if they're larger than 5, and have more than half their
population happy and no one unhappy.
-
Railroads don't increase the trade production in the default configuration.
But this can be set by the server to any percentage.
-
However, if the city has Superhighways, trade is increased by 50% on all
tiles that have Railroads.
-
Despotism will subtract one trade on any tile that already has more than
2 trade.
-
Pollution on a particular tile will divide its trade by half, rounded up.
Trade is broken up into Tax, Luxury and Science. Some buildings affect
these totals specifically - see the building chart for that information.
Food
Food tiles are as above with the following modifications.
These effects are done in this order.
-
Irrigation adds one food unit to any type that can be irrigated.
-
The city center always acts as if it's been irrigated.
-
A Harbor will add one food unit to every ocean square in the city.
-
Railroads don't increase the trade production in the default configuration.
But this can be set by the server to any percentage.
-
A Supermarket increases food production for all irrigated tiles by 50%.
-
Despotism will subtract one food unit from any tile that already has more
than 2 food.
-
Pollution on a particular tile will divide its food production by half,
rounded up.
In addition, people and certain units require food.
-
A worker requires two food units per turn.
-
Settlers and Engineers based out of a paricular city require one unit of
food per turn.
-
Under Communism, Republic and Democracy, they require two units of food.
-
Your starting settlers don't tax any city for food.
-
If there isn't enough food being produced, the granery will be used.
-
If the granery runs out, people and units die back until they can be supported.
Units
| Type | Move | Cost | A/D/M | Tech reqd | Vis | Carry | HP | Fire | Obsoleted | Fuel |
| AEGIS Cruiser | Sea | 100 | 8/8/15 | Rocketry | 2 | 0 | 30 | 2 | - | 0 |
| Alpine Troops | Land | 50 | 5/5/3 | Tactics | 1 | 0 | 20 | 1 | - | 0 |
| Archers | Land | 30 | 3/2/3 | Warrior Code | 1 | 0 | 10 | 1 | Musketeers | 0 |
| Armor | Land | 80 | 10/5/9 | Mobile Warfare | 1 | 0 | 30 | 1 | - | 0 |
| Artillery | Land | 50 | 10/1/6 | Machine Tools | 1 | 0 | 20 | 2 | Howitzer | 0 |
| Battleship | Sea | 160 | 12/12/12 | Automobile | 2 | 0 | 40 | 2 | - | 0 |
| Bomber | Air | 120 | 12/1/24 | Advanced Flight | 2 | 0 | 20 | 2 | Stlth Bomber | 2 |
| Cannon | Land | 40 | 8/1/3 | Metallurgy | 1 | 0 | 20 | 1 | Artillery | 0 |
| Caravan | Land | 50 | 0/1/3 | Trade | 1 | 0 | 10 | 1 | Freight | 0 |
| Caravel | Sea | 40 | 2/1/9 | Navigation | 1 | 3 | 10 | 1 | Galleon | 0 |
| Carrier | Sea | 160 | 1/9/15 | Advanced Flight | 2 | 8 | 40 | 2 | - | 0 |
| Catapult | Land | 40 | 6/1/3 | Mathematics | 1 | 0 | 10 | 1 | Cannon | 0 |
| Cavalry | Land | 60 | 8/3/6 | Tactics | 1 | 0 | 20 | 1 | Armor | 0 |
| Chariot | Land | 30 | 3/1/6 | The Wheel | 1 | 0 | 10 | 1 | Knights | 0 |
| Cruise Mis. | Air | 60 | 18/0/36 | Rocketry | 1 | 0 | 10 | 3 | - | 1 |
| Cruiser | Sea | 80 | 6/6/15 | Steel | 2 | 0 | 30 | 2 | AEGIS Cruiser | 0 |
| Crusaders | Land | 40 | 5/1/6 | Monotheism | 1 | 0 | 10 | 1 | Dragoons | 0 |
| Destroyer | Sea | 60 | 4/4/18 | Electricity | 1 | 0 | 30 | 1 | - | 0 |
| Diplomat | Land | 30 | 0/0/6 | Writing | 1 | 0 | 10 | 1 | Spy | 0 |
| Dragoons | Land | 50 | 5/2/6 | Leadership | 1 | 0 | 20 | 1 | Cavalry | 0 |
| Elephants | Land | 40 | 4/1/6 | Polytheism | 1 | 0 | 10 | 1 | Crusaders | 0 |
| Engineers | Land | 40 | 0/2/6 | Explosives | 1 | 0 | 20 | 1 | - | 0 |
| Explorer | Land | 30 | 0/1/3 | Seafaring | 1 | 0 | 10 | 1 | Partisan | 0 |
| Fighter | Air | 60 | 4/3/30 | Flight | 1 | 0 | 20 | 2 | Stlth Fighter | 1 |
| Freight | Land | 50 | 0/1/6 | The Corporation | 1 | 0 | 10 | 1 | - | 0 |
| Frigate | Sea | 50 | 4/2/12 | Magnetism | 1 | 2 | 20 | 1 | Ironclad | 0 |
| Galleon | Sea | 40 | 0/2/12 | Magnetism | 1 | 4 | 20 | 1 | Transport | 0 |
| Helicopter | Heli | 100 | 10/3/18 | Combined Arms | 1 | 0 | 20 | 2 | - | 6 |
| Horsemen | Land | 20 | 2/1/6 | Horseback Riding | 1 | 0 | 10 | 1 | Knights | 0 |
| Howitzer | Land | 70 | 12/2/6 | Robotics | 1 | 0 | 30 | 2 | - | 0 |
| Ironclad | Sea | 60 | 4/4/12 | Steam Engine | 1 | 0 | 30 | 1 | Destroyer | 0 |
| Knights | Land | 40 | 4/2/6 | Chivalry | 1 | 0 | 20 | 1 | Dragoons | 0 |
| Legion | Land | 40 | 4/2/3 | Iron Working | 1 | 0 | 10 | 1 | Musketeers | 0 |
| Marines | Land | 60 | 8/5/3 | Amphibious Warfare | 1 | 0 | 20 | 1 | - | 0 |
| Mech. Inf | Land | 50 | 6/6/9 | Labor Union | 1 | 0 | 30 | 1 | - | 0 |
| Musketeers | Land | 30 | 3/3/3 | Gunpowder | 1 | 0 | 20 | 1 | Riflemen | 0 |
| Nuclear | Air | 160 | 99/0/48 | Rocketry | 1 | 0 | 10 | 1 | - | 1 |
| Partisan | Land | 50 | 4/4/3 | Guerilla Warfare | 1 | 0 | 20 | 1 | - | 0 |
| Phalanx | Land | 20 | 1/2/3 | Bronze Working | 1 | 0 | 10 | 1 | Pikemen | 0 |
| Pikemen | Land | 20 | 1/2/3 | Feudalism | 1 | 0 | 10 | 1 | Musketeers | 0 |
| Riflemen | Land | 40 | 5/4/3 | Conscription | 1 | 0 | 20 | 1 | - | 0 |
| Settlers | Land | 40 | 0/1/3 | None | 1 | 0 | 10 | 1 | Engineers | 0 |
| Spy | Land | 30 | 0/0/9 | Espionage | 1 | 0 | 10 | 1 | - | 0 |
| Stlth Bomber | Air | 160 | 14/5/24 | Stealth | 2 | 0 | 20 | 2 | - | 2 |
| Stlth Fighter | Air | 80 | 8/4/42 | Stealth | 1 | 0 | 20 | 2 | - | 1 |
| Submarine | Sea | 60 | 10/2/9 | Combustion | 2 | 8 | 30 | 1 | - | 0 |
| Transport | Sea | 50 | 0/3/15 | Industrialization | 2 | 8 | 30 | 1 | - | 0 |
| Trireme | Sea | 40 | 1/1/9 | Map Making | 1 | 2 | 10 | 1 | Caravel | 0 |
| Warriors | Land | 10 | 1/1/3 | None | 1 | 0 | 10 | 1 | Pikemen | 0 |
Technology Map
This technology map shows the progression of technologies and
the products that the technologies create.
- Amphibious Warfare
- Marines - Land, cost: 60, A/D/M:8/5/3
- Port Facility - cost: 80, upkeep: 3, Obs: None
- Navigation
- Caravel - Sea, cost: 40, A/D/M:2/1/9
- Magellan's Expedition - cost: 400, upkeep: 0, Obs: None
- Seafaring
- Explorer - Land, cost: 30, A/D/M:0/1/3
- Harbour - cost: 60, upkeep: 1
- Pottery
- Granary - cost: 60, upkeep: 1
- Hanging Gardens - cost: 200, upkeep: 0, Obs: Railroad
- Map Making
- Trireme - Sea, cost: 40, A/D/M:1/1/9
- Lighthouse - cost: 200, upkeep: 0, Obs: Magnetism
- Astronomy
- Copernicus' Observatory - cost: 300, upkeep: 0
- Mysticism
- Oracle - cost: 300, upkeep: 0, Obs: Theology
- Ceremonial Burial
- Temple - cost: 40, upkeep: 1
- Mathematics
- Catapult - Land, cost: 40, A/D/M:6/1/3
- Alphabet
- Masonry
- City Walls - cost: 80, upkeep: 0, Obs: None
- Palace - cost: 100, upkeep: 0, Obs: None
- Great Wall - cost: 300, upkeep: 0
- Pyramids - cost: 200, upkeep: 0, Obs: None
- Tactics
- Alpine Troops - Land, cost: 50, A/D/M:5/5/3
- Cavalry - Land, cost: 60, A/D/M:8/3/6
- Conscription
- Riflemen - Land, cost: 40, A/D/M:5/4/3
- Democracy
- Statue of Liberty - cost: 400, upkeep: 0, Obs: None
- Banking
- Bank - cost: 120, upkeep: 3, Obs: None
- Trade
- Caravan - Land, cost: 50, A/D/M:0/1/3
- Currency
- Marketplace - cost: 80, upkeep: 1, Obs: None
- Bronze Working
- Phalanx - Land, cost: 20, A/D/M:1/2/3
- Colossus - cost: 200, upkeep: 0
- Code of Laws
- Courthouse - cost: 80, upkeep: 1
- The Republic
- Code of Laws
- Literacy
- Great Library - cost: 300, upkeep: 0, Obs: Electricity
- Writing
- Diplomat - Land, cost: 30, A/D/M:0/0/6
- Library - cost: 80, upkeep: 1, Obs: None
- Code of Laws
- Invention
- Leonardo's Workshop - cost: 400, upkeep: 0, Obs: Automobile
- Engineering
- King Richard's Crusade - cost: 300, upkeep: 0, Obs: Industrialization
- The Wheel
- Chariot - Land, cost: 30, A/D/M:3/1/6
- Horseback Riding
- Horsemen - Land, cost: 20, A/D/M:2/1/6
- Construction
- Aqueduct - cost: 80, upkeep: 2
- Colosseum - cost: 100, upkeep: 4
- Literacy
- Metallurgy
- Cannon - Land, cost: 40, A/D/M:8/1/3
- Coastal Defense - cost: 80, upkeep: 1
- Gunpowder
- Musketeers - Land, cost: 30, A/D/M:3/3/3
- Barracks II - cost: 40, upkeep: 1, Obs: Combustion
- Invention
- Iron Working
- Legion - Land, cost: 40, A/D/M:4/2/3
- Bronze Working
- Warrior Code
- Archers - Land, cost: 30, A/D/M:3/2/3
- University
- University - cost: 160, upkeep: 3, Obs: None
- Leadership
- Dragoons - Land, cost: 50, A/D/M:5/2/6
- Chivalry
- Knights - Land, cost: 40, A/D/M:4/2/6
- Feudalism
- Pikemen - Land, cost: 20, A/D/M:1/2/3
- Sun Tzu's War Academy - cost: 300, upkeep: 0, Obs: Mobile Warfare
- Warrior Code
- Monarchy
- Ceremonial Burial
- Code of Laws
- Horseback Riding
- Gunpowder
- Combined Arms
- Paratroopers - Land, cost: 60, A/D/M:6/4/3
- Helicopter - Heli, cost: 100, A/D/M:10/3/18
- Mobile Warfare
- Armor - Land, cost: 80, A/D/M:10/5/9
- Automobile
- Battleship - Sea, cost: 160, A/D/M:12/12/12
- Super Highways - cost: 160, upkeep: 3, Obs: None
- Combustion
- Submarine - Sea, cost: 60, A/D/M:10/2/9
- Barracks III - cost: 40, upkeep: 1, Obs: None
- Refining
- Power Plant - cost: 160, upkeep: 4, Obs: None
- Chemistry
- University
- Medicine
- Shakespeare's Theatre - cost: 300, upkeep: 0, Obs: None
- The Corporation
- Freight - Land, cost: 50, A/D/M:0/1/6
- Capitalization - cost: 999, upkeep: 0, Obs: None
- Economics
- Stock Exchange - cost: 160, upkeep: 4, Obs: None
- A.Smith's trading Co. - cost: 400, upkeep: 0
- Industrialization
- Transport - Sea, cost: 50, A/D/M:0/3/15
- Factory - cost: 200, upkeep: 4
- Women's Suffrage - cost: 600, upkeep: 0, Obs: None
- Railroad
- Darwin's Voyage - cost: 300, upkeep: 0
- Steam Engine
- Ironclad - Sea, cost: 60, A/D/M:4/4/12
- Bridge Building
- Iron Working
- Construction
- Banking
- Explosives
- Engineers - Land, cost: 40, A/D/M:0/2/6
- Steel
- Cruiser - Sea, cost: 80, A/D/M:6/6/15
- Electricity
- Destroyer - Sea, cost: 60, A/D/M:4/4/18
- Metallurgy
- Magnetism
- Galleon - Sea, cost: 40, A/D/M:0/2/12
- Frigate - Sea, cost: 50, A/D/M:4/2/12
- Industrialization
- Tactics
- Advanced Flight
- Bomber - Air, cost: 120, A/D/M:12/1/24
- Carrier - Sea, cost: 160, A/D/M:1/9/15
- Radio
- Airport - cost: 160, upkeep: 3, Obs: None
- Flight
- Fighter - Air, cost: 60, A/D/M:4/3/30
- Combustion
- Theory Of Gravity
- Isaac Newton's College - cost: 400, upkeep: 0, Obs: None
- Electricity
- Machine Tools
- Artillery - Land, cost: 50, A/D/M:10/1/6
- Environmentalism
- Solar Plant - cost: 320, upkeep: 4
- Recycling
- Recycling Center - cost: 200, upkeep: 2, Obs: None
- Mass Production
- Mass Transit - cost: 160, upkeep: 4, Obs: None
- Automobile
- The Corporation
- Democracy
- Space Flight
- Space Structural - cost: 80, upkeep: 0, Obs: None
- Apollo Program - cost: 600, upkeep: 0
- Computers
- Research Lab - cost: 160, upkeep: 3
- SETI Program - cost: 600, upkeep: 0, Obs: None
- Mass Production
- Miniaturization
- Offshore Platform - cost: 160, upkeep: 3, Obs: None
- Machine Tools
- Electronics
- Hydro Plant - cost: 240, upkeep: 4
- Hoover Dam - cost: 600, upkeep: 0
- The Corporation
- Electricity
- Rocketry
- AEGIS Cruiser - Sea, cost: 100, A/D/M:8/8/15
- Cruise Mis. - Air, cost: 60, A/D/M:18/0/36
- Nuclear - Air, cost: 160, A/D/M:99/0/48
- SAM Battery - cost: 100, upkeep: 2, Obs: None
- Advanced Flight
- Electronics
- Espionage
- Spy - Land, cost: 30, A/D/M:0/0/9
- Communism
- Police Station - cost: 60, upkeep: 2
- United Nations - cost: 600, upkeep: 0, Obs: None
- Philosophy
- Industrialization
- Democracy
- Fundamentalism
- Theology
- J.S.Bach's Cathedral - cost: 400, upkeep: 0, Obs: None
- Feudalism
- Monotheism
- Crusaders - Land, cost: 40, A/D/M:5/1/6
- Cathedral - cost: 120, upkeep: 3, Obs: None
- Michelangelo's Chapel - cost: 400, upkeep: 0, Obs: None
- Philosophy
- Polytheism
- Elephants - Land, cost: 40, A/D/M:4/1/6
- Horseback Riding
- Ceremonial Burial
- Conscription
- Fusion Power
- Nuclear Power
- Nuclear Plant - cost: 160, upkeep: 2, Obs: None
- Nuclear Fission
- Manhattan Project - cost: 600, upkeep: 0, Obs: None
- Mass Production
- Atomic Theory
- Theory Of Gravity
- Physics
- Electronics
- Superconductors
- Space Module - cost: 320, upkeep: 0, Obs: None
- Nuclear Power
- Laser
- SDI Defense - cost: 200, upkeep: 4, Obs: None
- Mass Production
- Nuclear Power
- Genetic Engineering
- Cure For Cancer - cost: 600, upkeep: 0
- Labor Union
- Mech. Inf - Land, cost: 50, A/D/M:6/6/9
- Mass Production
- Guerilla Warfare
- Partisan - Land, cost: 50, A/D/M:4/4/3
- Plastics
- Space Component - cost: 160, upkeep: 0
- Refrigeration
- Supermarket - cost: 120, upkeep: 3, Obs: None
- Sanitation
- Sewer System - cost: 120, upkeep: 2
- Electricity
- Stealth
- Stlth Fighter - Air, cost: 80, A/D/M:8/4/42
- Stlth Bomber - Air, cost: 160, A/D/M:14/5/24
- Superconductors
- Robotics
- Howitzer - Land, cost: 70, A/D/M:12/2/6
- MFG. Plant - cost: 320, upkeep: 6, Obs: None
This page is created (almost) automatically using a set of functions
that I wrote to extend the freeciv source. These are valad for my
FreeCiv 1.5 Release.
Rudy Moore