#Freeciv
Freeciv is a turn-based strategy game, in which each player becomes
leader of a civilization, fighting to obtain the ultimate goal:
The extinction of all other civilizations.
---
#Playing the game
There is kind of a basic strategy at the beginning of the game or
at least; most players follow the pattern below at the start of each
game.(depending upon server options etc)

 0. Where to build the first city.
 1. Mapping the countryside
 2. Defending the cities
 3. Units to build first
 4. Agriculture improvements
 5. Where to build
 6. Taking care of cities
 7. Explorer the world
 8. Keep in mind
 9. Make your own strategy for the game
 
 
 0. Where to build the first city.
    Start the game by wandering around BRIEFLY to find a good place 
    to build the first city. Don't feel tempted to investigate the 
    yellow-roofed villages yet, they could host barbarian tribes.
    Build the city close to resources and perhaps close to the sea.
    Keep in mind that your first build city will be your capitol!
 
 1. Mapping the countryside.
    The capitol city will start creating a militia, use it to rove
    the countryside and remember it is NOT a good idea to leave a
    city unprotected.(Let the city create another militia)
    
 2. Defending the cities.
    At this point defending your cities means; always leave a militia in
    the cities. Later on you should replace them with other defence units
    like: Phalanx, Musketeers, Riflemen etc. Keep in mind that military
    units in the city might create unhappiness.(depending upon the type of
    government) Also remember that defence units in the city got their
    defence rate boosted by a factor of two. As your civilization advances,
    the game will always start by building the best defence unit, whenever
    a new city is build.
    
 3. Units to build first.
    After building one or two Militias, start building Settlers.
    If you used the second Settler to build roads or started to
    irrigate the farmland close to the city, use the next one to
    build a new city. Keep in mind that a large population increases
    both the amount of productivity and the all-over research in the game.
    If you used the second Settler to build a new city, then use the new
    Settler for agriculture improvements around the cities farmland.


 4. Agriculture improvements
    Building roads, irrigation, mines etc. around the farmland,
    (eg. the land you can place workers upon in the city dialog)
    will generate a better output of food, trade, research (or tax) in
    the city. 

 5. Where to build
    It's all a matter of taste, some players do not place their capitol
    near the sea, because it will be easier to spot by opponents, other
    players place their capitol near the sea because it makes it possible
    to build sea going units.(They usually need a harbour defence later on)
    The best strategy is to build a little of both, but keep in mind that
    your opponents will have difficulties locating you with Trireme, (which
    you'll be allowed to relatively early in the game) if you do NOT build
    cities close to the sea. (eg. two tiles from the sea)

 6. Taking care of cities.
    In the cities you move your workers to and from the farmland. If you
    move all of your workers back to the city and right-click on the city-
    tile the game will automatically optimise for best food production in the
    city. You should keep this balanced yourself. Always check if there is
    generated too much food in a city. If thats the case you could consider
    moving the workers around, or take one worker back to the city and make
    him a scientist, entertainer or taxman. If there is not enough food
    produced in the city the city-icon will be labelled with a TCB-flash.
    The golden rule of taking care of the cities is: There should be at least
    as many unhappy citizens as happy citizens in the city. (The city does not
    produce anything if the majority is unhappy -and soon they will revolt)

 7. Explorer the world.
    When you have fortified your cities with troops. Begin to build Triremes in
    the cities near the sea. Start to map the world in search of opponents.
    Keep in mind that if you are on an island, you should spend less effort on
    military and more on expansion. If you are located close to an opponent, it
    is truly a good idea to make a peace treaty and share technology. (use the
    diplomats, it WILL pay off later)
 
 8. Keep in mind
    8.1 What technology you need next time.
    8.2 What your rates is currently set to.(luxury, taxes, research) 
    8.3 A Treaty can be broken...Do not forget defense..
    8.4 Some Wonders can be made obsolete by obtaining the right technology.
    
 9. Make your own strategy for the game.      
    You have just read the basic concepts of FreeCiv, and you'll will be able
    to play the game pretty well in the beginning of the game. Our only
    advice to you now is: PRACTICE! There is lots of aspects in the game and
    if you haven't played a simular game before, try consulting our WWW pages
    at http://www.daimi.aau.dk/~allan/freeciv.html and keep up the practice!
    - A desperate call for a World Leader (FreeCiv's World Cup tournament) will
    be announced in the future..
---
#Controls
Mouse:                                       Keyboard:
======                                       =========
                                             a: (A)utosettler
                                             c: (C)enter on unit 
Left-click:                                  b: (B)uild City
(on city): Popup city window                 D: (D)isband Unit
(on unit): Activate Unit                     f: (F)ortify
                                             F: Build (F)ortress
                                             g: Unit (G)oto
Center-click:                                h: Make (H)omecity
           Show tile info                    i: Build (I)rrigation
	                                     l: Go/air(l)ift city
                                             m: (M)ining
                                             p: (p)illage
                                             r: Build (r)oad
Right-click:                                 s: (S)entry
           Center tile in view               u: (u)nload
                                             w: (W)ait
					 space: Focus on next unit
                                        return: Turn done
---
#Bugs
If you find any bugs, then please send a bug-report. You can find 
the email addresses in the "about" box in the help browser. 
Please check out our FAQ's on the WWW at:
  http://www.daimi.aau.dk/~allan/freeciv.html.
---
#About
            allan ove kjeldbjerg - allan@daimi.aau.dk
            claus leth gregersen - leth@daimi.aau.dk
            peter joachim unold  - pjunold@daimi.aau.dk
---
#Copying
                   GNU GENERAL PUBLIC LICENSE
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                         ------------------
---
#City improvements
City improvements are build in each of your cities to improve trade
revenue, science production, etc. You must pay upkeep for each 
building, after finishing it. If your civilization can't afford the 
upkeep for a building, then it'll be sold.
---
# Airport
Allows a city to produce veteran air units.
---
# Aqueduct
Allows your city to grow larger than size 8.
---
# Bank
Increases the generated luxuries and taxes by 100% in the city 
together with the Marketplace improvement. 
Requires a Marketplace to function.
---
# Barracks
Allows new units to become veterans which means increases the
their attack- and defence strength by 50%.
Also note that Barracks will become obsolete by the discovery
of Gunpowder and again with the discovery of combustion.
New and more expensive barracks will have to be build.
---
# Capitalization
Converts all your production into taxes income.
---
# Cathedral
Makes it easier to maintain order in the city.
It makes 3 unhappy inhabitants content in the city.
Discovery of COMMUNISM will reduce this by 1 .
Discovery of THEOLOGY  will increase this by 1.
---
# City Walls
Makes it easier to defend the city. It increases the defence 
strength of units within the city defence by a factor 3. 
---
# Coastal Defense
Increases the defence strength of units within the city by a factor
of 2 when defending against bombardments from enemy ships.
---
# Colosseum
Gives entertainment to the city. It makes 3 unhappy inhabitants
content in the city. +1 when you discover ELECTRICITY.
---
# Courthouse
Reduces the corruption in the city by 50% under Democracy and 
Communism, Courthouse make 1 unhappy inhabitant content instead.
---
# Factory
Increases the amount of resources produced by 50% in the city.
---
# Granary
Will limit the amount of stored food to be used to generate new
population in the city by 50%.
---
# Harbour
Gives one food resource extra on all water terrain-types.  
---
# Hydro Plant
Reduces the amount of pollution generated in the city. It also
increase the production generated by the factory or MFG. Plant by
50%. Hydro Plant, Power Plant, Nuclear Plant are mutual exclusive.
---
# Library
Increases the knowledge production in the city by 50%
---
# Marketplace
Increases the generated luxuries and taxes by 50% in the city.  
---
# Mass Transit
Minimises the pollution generated by the population. The population
simply has no effect on the pollution generated in the city.
---
# MFG. Plant
Increases together with factory, the amount of resource production 
in the city by 100%.
---
# Nuclear Plant
Increases the production generated by the Factory or MFG. Plant
by 50 %. It lowers the day to day pollution rate and it generate
a great risk of nuclear meltdown under anarchy.
Mutual exclusive with Power Plant and Hydro Plant.
---
# Offshore Platform
+1 shield production on all ocean squares in the city.
City needs to be coastal to build this improvement.
---
# Palace
Makes the city the capitol. This is the centre of your government.
It also reduces corruption in cities close to the capitol. 
---
# Police Station
Reduces the unhappiness generated by units in the city by 1.
Only relevant under Republic and Democracy.
---
# Port Facility
Allows the city to build veteran sea units.
---
# Power Plant
Increases the production generated by the factory or MFG. Plant by
50 %. It increases the amount of pollution generated by the city.
Mutual exclusive with Nuclear Plant and Hydro Plant.
---
# Recycling Center
Building a recycling centre, reduces the amount of pollution 
generated by the city by 65%
---
# Research Lab
Increases the knowledge production of the city by 150% total
together with Library and University.
---
# SAM Battery
Increases all city-unit's defense by 2, when attacked by non-
nuclear air units.
---
# SDI Defense
Protects the city from nuclear attacks. Nuclear attacks simply have
no effect on the city.
---
# Sewer System
Needed to allow city to grow beyond size 12.
---
# Stock Exchange
Boosts trade and luxury production by 150%! together with
marketplace and bank. Marketplace and Bank is needed in the 
city for this improvement to function.
---
# Super Highways
+1 trade on all trade producing squares.
---
# Supermarket
Increases the food production by 50 % on each city square.
---
# Temple
Makes one unhappy inhabitant content. Together with Mysticism or
Oracle it can make as much as 4 unhappy inhabitants content.
---
# University
Increases the knowledge production of the city by 100% together
with library. Needs a library in the city to function.
---
#Technology
Technology research is a necessity for improving your race'
ability to develop new military units and city improvements. 
---
# Advanced Flight
---
# Alphabet
---
# Amphibious Warfare
---
# Astronomy
---
# Atomic Theory
---
# Automobile
---
# Banking
---
# Bridge Building
---
# Bronze Working
---
# Ceremonial Burial
---
# Chemistry
---
# Chivalry
---
# Code of Laws
---
# Combined Arms
---
# Combustion
---
# Communism
---
# Computers
---
# Conscription
---
# Construction
---
# The Corporation
---
# Currency
---
# Democracy
---
# Economics
---
# Electricity
---
# Electronics
---
# Engineering
---
# Environmentalism
---
# Espionage
---
# Explosives
---
# Feudalism
---
# Flight
---
# Fundamentalism
---
# Fusion Power
---
# Genetic Engineering
---
# Guerilla Warfare
---
# Gunpowder
---
# Horseback Riding
---
# Industrialization
---
# Invention
---
# Iron Working
---
# Labor Union
---
# Laser
---
# Leadership
---
# Literacy
---
# Machine Tools
---
# Magnetism
---
# Map Making
---
# Masonry
---
# Mass Production
---
# Mathematics
---
# Medicine
---
# Metallurgy
---
# Miniaturization
---
# Mobile Warfare
---
# Monarchy
---
# Monotheism
---
# Mysticism
---
# Navigation
---
# Nuclear Fission
---
# Nuclear Power
---
# Philosophy
The first player to research philosophy gets an immediate advance.
---
# Physics
---
# Plastics
---
# Polytheism
---
# Pottery
---
# Radio
---
# Railroad
---
# Recycling
---
# Refining
---
# Refrigeration
---
# The Republic
---
# Robotics
---
# Rocketry
---
# Sanitation
---
# Seafaring
---
# Space Flight
---
# Stealth
---
# Steam Engine
---
# Steel
---
# Superconductors
---
# Tactics
---
# Theology
---
# Theory Of Gravity
---
# Trade
---
# University
---
# Warrior Code
---
# The Wheel
---
# Writing
---
#Wonders of the World
Each Wonder has specific benefits for your civilization. Each Wonder
is unique and is placed in the city which constructed it.
---
# A.Smith's trading Co.
City Improvements which has an upkeep of 1, are free of upkeep.
---
# Apollo Program
All cities on the map becomes visible.
---
# Colossus
Each square in the city where this wonder is build, 
produces one extra trade.
---
# Copernicus' Observatory
Boosts science output by 50% in the city
---
# Cure For Cancer
Makes one unhappy citizen, content in all cities
---
# Darwin's Voyage
Gives two immediate technology advances.
---
# Great Library
Gives the player every tech-advance that at least two
other players have achieved.
---
# Great Wall
Works as a city wall in all cities
---
# Hanging Gardens
Makes one unhappy or content citizen happy.
2 extra happy faces in the city where the hanging gardens has been build.
---
# Hoover Dam
Work as if you had a Hydro Plant in every city(boost 
production by 50% and half pollution on all city squares).
---
# Isaac Newton's College
Boosts science output by 50% in all cities.
---
# J.S.Bach's Cathedral
Makes two unhappy citizens content in every city.
---
# King Richard's Crusade
Makes one extra production shield on every square in the city.
---
# Lighthouse
Give all sea units 1 additional move point and eliminates the
risk of loosing Trireme at high seas.
---
# Magellan's Expedition
Give all sea units 2 additional moves
---
# Manhattan Project
Allow the creation of nuclear missiles for all players with
sufficient knowledge.
---
# Michelangelo's Chapel
Counts as cathedrals in each of your cities.
It makes 3 unhappy inhabitants content in the city.
Discovery of COMMUNISM will reduce this by 1 .
Discovery of THEOLOGY  will increase this by 1.
---
# Oracle
Doubles the effect of temples.
---
# Pyramids
Counts as Granary in every city.
---
# SETI Program
Counts as Research Lab in all of your cities, that is
gives 50% extra science in each city.
---
# Shakespeare's Theatre
Makes all unhappy citizens content, in the city where it is 
located.
---
# Statue of Liberty
Allows you to chose any government without any period of 
anarchism.
---
# Sun Tzu's War Academy
All your new ground units becomes veterans.
---
# United Nations
Units regains one extra hitpoint per turn.
---
# Women's Suffrage
Reduces unhappiness for military units outside city by 2 under
democracy. Reduced by 1 under all other form governments.
---
#Units
Units can be divided into three categories; Attack-, Defense- or
General recon-units, depending on the unit's attack, defense and
move ability.
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# AEGIS Cruiser
Double defense against missiles.
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# Alpine Troops
Treats all squares as they have roads.
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# Archers
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# Armor
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# Artillery
This unit ignores the effect of city walls.
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# Battleship
This unit ignores the effect of city walls.
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# Bomber
This unit ignores the effect of city walls.
Has to refuel every other turn or will run out of fuel and 
crash.
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# Cannon
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# Caravan
Used to establish trade routes, or help build wonders.
Every caravan that is used to build a wonder will generate 50
shield production.
TIP:
A well known strategy is to build wonders immediately by first
generating a stack of caravans and then use 4-8 of them to build
the wonder in a single turn.
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# Caravel
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# Carrier
Can carry up to 8 planes and missiles. 
TIP: Guard them with a handful of fast moving ships and a 
battleship as loosing a fully equipped carrier is a disaster.
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# Catapult
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# Cavalry
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# Chariot
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# Cruise Mis.
Has to end turn in city on a carrier or a submarine, or it'll
run out of fuel and crash.
TIP: a handful of these can successfully keep the waters around
your treasured island free of enemy ships.
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# Cruiser
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# Crusaders
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# Destroyer
TIP:
A very fast unit, very useful to hunt down enemy transporters
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# Diplomat
A diplomat can establish embassies with other cities by moving
into a city occupied by an enemy.
Diplomats can also try to sabotage enemy production or steal
technology.(there can only be stolen tech once from a city) 
Furthermore a diplomat can bribe an enemy unit, if that unit
is alone on a square.
Diplomats can even start a revolution in an enemy city and turn
it into your own, if you have the money.
Diplomats ignores zone of control.
Some people sees the diplomat as the most feared enemy unit.
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# Dragoons
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# Elephants
We've chosen not to implement these fierce animals.
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# Engineers
Exactly like the settler, except this fella works twice as fast
and moves twice as fast. 
TIP: Upgrade when possible, as engineers doesn't eat more than
an ordinary settler.
TIP2: If you manage to get Leonardo's Workshop, get explosives
before it becomes obsolete,
so you'll get your engineers upgraded for free.
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# Explorer
Treats all terrain as if it had roads, is useful for mapping
unknown territory.
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# Fanatics
This unit isn't in the game.
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# Fighter
Has to end turn on a carrier or in a city, or be destroyed
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# Freight
Used to establish trade routes, or help build wonders, 
replacement for caravan, only difference is that the freight 
moves at double speed of the caravan.
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# Frigate
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# Galleon
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# Helicopter
Very powerful as they can both fly and conquer cities.
Careful though as they loose a little energy every turn outside
a city.
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# Horsemen
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# Howitzer
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# Ironclad
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# Knights
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# Legion
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# Marines
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# Mech. Inf
Best of the defensive units, but also in the very end of the 
technology tree.
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# Musketeers
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# Nuclear
Has to land in city or carrier at end of turn or be destroyed.
Will destroy any unit in 3x3 squares on impact, even your own.
Reduces city size to 1/2, and generates pollution.
TIP: Nuking on the ocean will not generate pollution, and is 
the most efficient way of getting rid of enemy ships. 
(and very expensive)  
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# Paratroopers
Not implemented, simply too powerful.
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# Partisan
A number of partisan is granted for free when a enemy conquers
your city.
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# Phalanx
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# Pikemen
Double Defence against attacks from riders.
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# Riflemen
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# Settlers
Used to found new cities, build roads, irrigate land and
build mines. One of the key units in the game.
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# Spy
A diplomat on speed, got an extra move point.
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# Stlth Bomber
A better bomber, more firepower and higher action radius.
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# Stlth Fighter
A better fighter, more firepower, higher action radius.
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# Submarine
Is invisible unless it's close to the enemy, can carry up to
8 missiles (cruise or nuke). A very powerful unit, but also
got very weak defense.
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# Transport
can transport up to 8 land based units.
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# Trireme
Special: Triremes have a 50% risk of being lost at sea.
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# Warriors
Your first and weakest unit.
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