![]() ![]() ![]() With initial absolutism path as an example. Manual page hosted on wiki fandom service. Must of all ngujaca for his nextended graphics, XYZ and others participants of this forum for additional sprites, openttd community for some of their works, and some people from civfanatics forum, which allowed to use their work here.Īlso thanks Corbeau for some of his ideas, for example reverted tax system and cheap units with higher upkeep. I hereby want thank all graphics creators, which were involved in this project and specified in. Go for 'local options' and choose 'augmentedi' or 'augmentedis' from the list for iso hex topology.Īugmentedi is a default tileset, if city window is too large, choose smaller tiles: augmentedis, or adjust screen resolution. ![]() It is strongly recommended to use augmentedi or augmentedis tilesets, otherwise you will see only alternative and misleading graphics, if any. Whole ruleset is optimized for hex topology and its graphics are compatible with hexemplio or isohex tilesets. To run modpack, you can choose augmented2 from ruleset pull down menu, and accept proposed tileset. You may find it for example in Document and Settings\You\Local Settings\Application Data\Freeciv-2.6.0*\data if you have MS Windows,Īlternatively you can copy it to. Thanks to the Cazfi help, modpack can be installed by Freeciv Modpack Installer utility: copy this link:Īlternative manual installation instructions for github repo: extract files from augmented2-master and copy them all (*.tilespec, rv and augmented2 directory with its content) into appropriate freeciv/data directory, Whole modpack was done under GPL licence and is hosted by GitHub: (but it is not a bad news - at least you can decide where the best place for your Capital is, when you already claimed some land). You need to build Palace by yourself, to change gov. Initial government is Tribalism - corruption is relatively high but flat, tax changes are limited and there is no martial law while people are unhappy if you rule too much cities, and science/gold output is decreased. You need Tribe Hut in the town to make new Tribe units - they cost only one population (settlers: two), thus are convenient to fast growth, but once you learn Agricultural Farming, Tribes are no longer available (but you can make City Hall, which may increase city radius, and proceed to Despotism, which offer Martial Law and larger empire ). They can fight with other units (but not conquer towns), build a town or be added to the town. You start with few Tribe units - they are universal, can act like workers/settlers (at the beginning only roads can be constructed, some advances are required to irrigate/mine), New governments (First Republic, Direct Democracy, Thalassocracy, Fascism) and altered governments properties, smooth upkeep changes after revolution.Three faith systems, you need to choose wisely, because most of religion-related improvements/wonders can't coexists in same city/state.New buildings and wonders, adopted to the new technology tree.Terrain movement is more challenging, mountains w/o roads accessible only for workers or special (Small Land class) units, rivers are not a roads for regular units.Unit HP is related to its armor/persistence, FP depend on weapon era (1 - melee, 2 - gunpowder, 3 - machine gun/explosives, 4 - rocketry/big guns).Turrets, Torpedoes, Bombs can be mounted on ships, airplanes etc.Completely refurbished system of distinctive tiers of military unit classes: Small Land, Infantry, Light Cavalry, Heavy Cavalry, Big Land.New techs, including some facultative tech branches - not required for mainstream technology tree, but offering some better units or optional wonders/buildings.This work is a continuations of advanced ruleset modpack and neolithic ruleset, these projects were combined together, rewritten to version 2.6 of freeciv and extended with new techs, wonders, building and units. I have a gift for you all, who want a challenging ruleset for long winter evenings: augmented ruleset together with additional graphics.
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