Pyramids also lift the penalty to tile yields of 3+ for the governments of both Despotism and Tribalism, basically launching you into an early Monarchy (but without the reduced corruption) Did I mention this is a custom ruleset? Your retinas will appreciate the reduced visual clutter.īronswiek is displaying enhanced tile-yields, because it was where I built the Pyramids(+1 production/tile) and Colossus(+1 trade/tile), both of which are Small Wonders that are available for each nation. You can also witness my smoother, more distinct terrain, and the pip-based tile yield graphics. Here you can see the lands of the Hanseatic League (get it?) with the LT ruleset's large city-radii and my workers wandering about the countryside making improvements. So I took an ugly tileset, and made it 43% less ugly! Two stripes of 18 players each across a weird snaky continent.Īlso, I ended up making my own set of terrain graphics, because the existing ones either showed too little of the map (tiles too big), distorted the view (isometric perspective on a rectangular map? Maybe that works out fine with X/Y wrapping, but I didn't want to wrap my head around it), or were just too ugly.
Besides, what did I care? We had a whole world to explore! 182x182 squares on an X/Y wrapping world. But I was oblivious to any imbalances at first, since there wasn't a lot of communication between Blue and Red teams. This was a ruleset designed to skip the bullshit and get straight to the action.įor this game they were attempting a Two-Team game, and if you know anything about the snowballing nature of Civ, it is not surprising that this ended up being its undoing. Settlers founded cities that encompassed 45 tiles (7x7 with corners missing, as produced by a sqrt(13) radius), workers worked at 3x normal speed (as befitted the accelerated pace), and cities were founded with a "Free Granary" effect that lasted until size 5. Explorers ran around the map at 9 squares per turn seeing with a 3 square radius. It was quite interesting to try to learn the game all over again.Įverybody started with 5 Settlers, 5 Workers, and 2 Explorers, and all movement points were Tripled. Over the years they've refined a ruleset that is a bastard offspring of Civilization 2 and 3, and adjusted to for multiplayer. Entire rulesets can be swapped out and replaced with the flick of a wrist. Whatever FreeCiv lacks in approachability or aesthetics, it more than makes up for in it's modularity and flexibility.
LongTurn is a "Turn-a-day" multiplayer game using the highly flexible FreeCiv client. I failed in this quest, but in discussion on the forums, I got invited to join one of their "LongTurn" games that was just starting up. I had had an urge to play them but was bothered by my knowledge of how fundamentally broken Civ2's AI is, so I thought I'd see if their AI could provide some improvement. Initially I went on the FreeCiv forums hoping to find a utility that could convert some of Civ2's old scenarios to be playable in FreeCiv.
I recently got sucked into a "Long Turn" game, which is basically FreeCiv's answer to PitBoss games, but with their own homebrew ruleset.