==================== Freeciv Version 1.14 ==================== Welcome to Freeciv! This archive contains Freeciv, a free Civilization clone, primarily for X under Unix. It has support for multiplayer games locally or over a network, and an AI which gives most people a run for their money. Freeciv aims to be mostly rule-compatible with Civilization II [tm], published by Sid Meier and Microprose [tm]. A few rules are different where we think it makes more sense, and we have lots and lots of adjustable parameters to make customizing games possible. Freeciv has been implemented completely independently of Civilization; you do not need to own Civilization to play Freeciv. Allthough the computer players can't yet negotiate, the rules are very complete, and our multiplayer and networking code is excellent. Translations: ============= You may find a translated version of this file, as well as of other parts of the Freeciv documentation, in the following places: Dutch ./doc/nl French ./doc/fr German ./doc/de Italian ./doc/it Japanese ./doc/ja Swedish ./doc/sv Even if there is no translation for your language, the game itself may be support it. Please see "Native Language Support" below. Web site: ========= Freeciv's web site is here: http://www.freeciv.org/ We invite you to visit. You can get the latest Freeciv news, releases and patches, find out about the Freeciv mailing lists, and see the Freeciv metaserver, which records games being played around the world. License: ======== Freeciv is released under the GNU General Public License. In short, you may copy this program (including source) freely, but see the COPYING file for full details. Compiling and installing: ========================= Please read the INSTALL file carefully for instructions on how to get Freeciv compiled and installed on your machine. Starting a new game: ==================== Freeciv is actually two programs, a server and a client. When a game is in progress, there will be one server program running, and as many client programs as there are human players. The server does not need X, but the clients do. NOTE: The following examples assume that Freeciv has been installed on your system, and that the directory containing the "civclient" and "civserver" programs is in your PATH. If Freeciv is not installed, then you may want to use the "civ" and "ser" programs, which can be found in the top Freeciv directory. They are used in exactly the same fashion as "civclient" and "civserver". Running Freeciv involves starting the server, then the client(s) and AI(s), then telling the server to start the game. Here are the steps: Server: To start the server: | % civserver Or for a list of command-line options: | % civserver --help Once the server is started, a prompt will appear: | For introductory help, type 'help'. | > and, you can see this information by using the help command: | > help | Welcome - this is the introductory help text for the Freeciv server. | | Two important server concepts are Commands and Options. | Commands, such as 'help', are used to interact with the server. | Some commands take one or more parameters, separated by spaces. | In many cases commands and command arguments may be abbreviated. | Options are settings which control the server as it is running. | | To find out how to get more information about commands and options, | use 'help help'. | | For the impatient, the main commands to get going are: | show - to see current options | set - to set options | start - to start the game once players have connected | save - to save the current game | quit - to exit | > If you like, you can use the 'set' command to set any of the various server options for the game. You can get a list of the options with the 'show' command, and detailed descriptions of each with the 'help ' command. For example: | > help xsize | Option: xsize - Map width in squares | Status: changeable | Value: 80, Minimum: 40, Default: 80, Maximum: 200 And: | > set xsize 100 | > set ysize 80 This will make the map twice as large as the default of 80x50. Client: Now all the human players should join, by running the Freeciv client: | % civclient This assumes the server is running on the same machine. If not, you can either specify it on the command use with the '--server' option, or enter it into the first dialog box once the client starts. For example, suppose the server is running on a different machine called 'neptune'. Then players would join with a command like: | % civclient --server neptune If you're the only human player, then only one client needs to be started. In standard Unix fashion you can start the client "in the background" by appending an ampersand: | % civclient & Another option for the client you may like to try is the '--tiles' option, which can be used to select different "tilesets" (that is, different graphics for the map terrain, units, and so on). The distribution comes with 2 main tilesets: - isotrident: An isometric tileset similar in shape to the one in civ 2. (not yet supported by the Xaw client.) - trident: a civ1-style tileset with 30x30 tiles. The trident tileset has a variant called "trident_shields". In this release the isotrident tileset is the default in the GTK+, amiga, and win32 clients, while the Xaw client has trident as default. The "_shields" variants use a shield-shaped flag, which is smaller and may be less obscured. try them both and decide for yourself -- to use the trident tileset start the client with: | % civclient --tiles trident Other tilesets are available from the ftp and websites. Clients can be authorized to issue server commands. To allow them to use informational commands only, type at the server prompt | > cmdlevel info Clients can now use '/help', '/list', '/show settlers', etc. Computer Players: There are two ways to create AI players. The first is to set the number of players (human and AI) by setting the 'aifill' server option. For example: | > set aifill 7 After using the 'start' server command to start the game, any players which aren't controlled by humans will be AI players. For the above, if two human players had joined, 5 AI players would be created. The second way is to explicitly create an AI with the 'create' server command. For example: | > create HumanKiller This will create an AI-controlled player called HumanKiller. AI players are assigned to nations after all human players have chosen their nations, but you can choose a particular nation for an AI player by using the normal name for that nation's leader. For example, to play against AI-controlled Romans, use this server command: | > create Caesar Note, this is just a preference: If no other human player chooses to play the Romans, then this AI will. Server: When everybody has joined (use the "list" command to see who's in), start the game with the "start" command: | > start And the game is on! Announcing the game: ==================== If you do not want to limit your opponents to local friends or AI players, visit the Freeciv metaserver: http://meta.freeciv.org/metaserver/ It is a list of Freeciv servers. To make your own server announce itself there, start civserver with the '--meta' option, or just '-m' for short. Caveats: 1) Due to the inclusion of new features, different client and server versions are often incompatible. The 1.14.0 version is for example incompatible with 1.13.0 or earlier versions. 2) If the Metaserver button in the connection dialog doesn't work, check if your ISP uses a mandatory WWW proxy and make civclient use it through the $http_proxy environment variable. For instance, if the proxy is proxy.myisp.com port 8888, set $http_proxy to http://proxy.myisp.com:8888/ before starting the client. 3) Sometimes there are no games on the metaserver. That happens. The number of players there vary with the time of the day. Try starting one yourself! Playing the game: ================= The game may be saved the game at any time using the 'save' server command, like so: | > save mygame.sav (If your server is compiled with compression support, and the 'compress' server option is set to other than 0 (zero), then the file written may be compressed and called 'mygame.sav.gz'.) The Freeciv client works pretty much as you would expect from a multiplayer civilization game. That is, the human players all move at the same time, then all the AI players move when all the human players have completed their turn. There's a turn timeout value, which is by default set to 0 seconds (no timeout). The server operator can alter this value at any time with the 'set' command. Have a look at the online help system. All three mouse-buttons are used, and documented in the help. Players can push the 'Return' key to announce the end of their turn, or just push the 'Turn Done' button. Use the 'Players' dialog to see who has announced their end of turn, and who you're waiting for. (Hey feller, are you asleep or what?? ;). Use the input line at the bottom of the window for broadcasting messages to other players. You can send a message to an individual player (e.g., 'peter') like so: | peter: move that armor away *NOW*! The server is smart enough to perform "name completion", so if you had typed "pet:", it will find a player name that matches the part of the name you typed. You can issue server commands from the client input line: | /list | /set settlers 4 | /save mygame.sav The server operator will probably let you issue informational commands only. This is partly because allowing clients to use all server commands has security implications; consider if a player tried: | /save /etc/passwd Of course the server should not be running with superuser privileges in any case, to reduce this sort of risk. If you're just starting, and would like to get an idea of a strategy, have a look in the Freeciv playing HOWTO, contained in the HOWTOPLAY file. For lots more information about the client, the server, and the concepts and rules of the game, see the Freeciv manual, available at the web pages at: http://www.freeciv.org/manual/ Ending the game: ================ There are three ways in which a game can end: 1) Only one nation is left. 2) The final year is reached. 3) A player builds and launches a spaceship, which reaches Alpha Centauri first. A score-table will be shown in all cases. Hint: The server operator can set the final year while the game is still going by changing the 'end-year' option. This is nice when the winner is obvious, but you don't want to play through the boring 'cleanup phase'. Restoring games: ================ You can restore a saved game by using the '-f' server option, eg: | % civserver -f oursave2001.sav or, if the save-file was created by a server that compressed it: | % civserver -f oursave2001.sav.gz Now the players can rejoin the game: | % civclient -n Alexander Notice how the player-name is specified with the -n option. It's vital that the player uses the same name as they had when the game was running, if they're to be allowed in. The game may then be restarted with the 'start' command as usual. Native Language Support: ======================== Freeciv supports several local languages. You may choose which local language to use by specifying a "locale". Each locale has a standard name (e.g., 'de' for German). If you have installed Freeciv, you may choose a locale by setting the environment variable LANG to that locale's standard name before running civserver and civclient. For example, assuming you wish to use the German localization, you would do: export LANG; LANG=de (in the Bourne shell (sh)), or setenv LANG de (in the C shell (csh)). (You could do this in your .profile or .login file.) Log messages: ============= Both the client and server print messages known as "log messages". There are five categories of log messages: "fatal", "error", "normal", "verbose", and "debug". By default, fatal, error and normal messages are printed to standard output where the client or server was started. You can direct log messages to a file instead of the screen with the "--log filename", or "-l filename" command line options. You can change the level of log messages displayed with "--debug level" or "-d level" (or instead "-de level" for the Xaw client, since "-d" is ambiguous between "-debug" and "-display"), where "level" is 0, 1, 2, or 3. 0 means show fatal messages only, 1 means show fatal and error messages, 2 means fatal, error and normal messages (the default), and 3 means show all fatal, error, normal, and verbose messages. If you compiled with DEBUG defined (an easy way to do this is to configure with --enable-debug), then you can get debug level messages by setting the level to 4. Also, it is possible to control debug level messages (but not other messages) on a per-file and per-line basis. To do this use "--debug 4:str1:str2" (as many strings as you like, separated by colons) and any filenames which match those strings as a substring will have debug log messages turned on, and all other debug messages will be suppressed. To control lines, use: "--debug 4:str1,min,max" and for files which match str1 only debug messages within the specified minimum and maximum lines will be printed. Only one set of (min,max) can be applied to each file. Example: | % civserver -l my.log -d 3 This sends all server log messages to file "my.log", including verbose level messages. Example: | % civclient --debug 0 This suppresses all non-fatal client log messages. Example: | % civserver -d 4:log:civserver,120,500:autoattack This turns on all fatal, error, normal and verbose messages for the server, and debug level messages for some specified modules. Note that "log" will match "gamelog.c" as well as "log.c". For "civserver.c", debug messages between lines 120 and 500 will be printed. This example only works if the server was compiled with DEBUG. Bugs: ===== Found a bug? We really want to hear from you so we can fix it. See the file BUGS, for a list of known bugs in this release, and information about reporting new bugs. Mailing lists: ============== We maintain 8 mailing lists: freeciv General discussion. freeciv-announce Announcements of general interest. This is a "Read Only" list, with infrequent messages. In other words you can't mail this list, just read it. (Announcements sent to this are also sent to freeciv.) freeciv-i18n Freeciv translation. All discussions related to translating the Freeciv code, documentation, and website, into other languages than English. freeciv-dev Freeciv development. freeciv-data Freeciv data directory development. (Discussion of rulesets, tilesets, etc.) freeciv-java Freeciv Java client development. freeciv-ai Freeciv AI development. freeciv-cvs Notifications of changes to the CVS repository. This is a "Read Only" list, carrying automated messages. In other words you can't mail this list, just read it. All lists are open to the general public and everyone is welcome to join. To join (or leave) these lists follow these steps: 1. Email to . 2. Leave subject blank. 3. In the body of the email put one of: To join: subscribe freeciv subscribe freeciv-announce subscribe freeciv-i18n subscribe freeciv-dev subscribe freeciv-data subscribe freeciv-java subscribe freeciv-ai subscribe freeciv-cvs To leave: unsubscribe freeciv unsubscribe freeciv-announce unsubscribe freeciv-i18n unsubscribe freeciv-dev unsubscribe freeciv-data unsubscribe freeciv-java unsubscribe freeciv-ai unsubscribe freeciv-cvs To send an email to the lists, address it to: For freeciv, mail should be sent to . For freeciv-i18n, mail should be sent to . For freeciv-dev, mail should be sent to . For freeciv-data, mail should be sent to . For freeciv-java, mail should be sent to . For freeciv-ai, mail should be sent to . Internet Relay Chat (IRC) ========================= Several players and developers hang out on #freeciv on the Open Projects network. Try connecting to the server irc.openprojects.net New Releases: ============= We hope to make a major new release of Freeciv available about every four months. Check the Freeciv website from time to time to see if there's a newer version!! And finally: ============ Have fun and give 'em hell! -- The Freeciv team.