Freeciv Technology Tree
Back to Science Article. Technologies are the scientific advancements of your empire.Each technology unlocks certain buildings, units or other advancements. For more info on the exact process of obtaining technologies, see the Science article. This is the list of technologies in Civ5, updated for the Brave New World expansion. Please note that in the Gods & Kings expansion. 50+ videos Play all Mix - Freefall - For Technology Tree Act 3 - Sonic After the Sequel YouTube The Bizarre Modern Reality of Sonic the Hedgehog (New Edit) - Duration: 34:01. Super Eyepatch Wolf.
Welcome to Freeciv x.xThe most important changes between major releases are shown below.Not all changes are shown here. Those who are interested in seeingthe detailed changes should check the ChangeLog file.MAJOR CHANGES FROM 3.0.x to 3.1.0-TODOMAJOR CHANGES FROM 2.6.x to 3.0.0-TODOMAJOR CHANGES FROM 2.5.x to 2.6.0-(from, 2018-07-22)The major changes in Freeciv 2.6 are a redesigned Qt client, an updatedciv2civ3 ruleset, and a whole lot of extra flexibility to create customrulesets.As is usual for major releases, 2.6 clients cannot interoperate withpre-2.6 servers, and vice versa. Most pre-2.6 savegames can however beloaded into 2.6, and in most cases, the supplied rulesets have notchanged so much as to make it difficult to complete a game started with2.5.x's rules.Server / GeneralChanges affecting players (supplied rulesets)A new ruleset, 'sandbox', is included (as of beta2). This is a placefor developers to experiment with and demonstrate new engine features,without regard to game balance or savefile compatibility; sandbox gamesstarted in this version may not load into future releases (even minor2.6.x releases).
HRM#696004Miscellaneous rule changes affecting all or most rulesets:. In most supplied rulesets, non-military units and some air units nolonger impose a zone of control (ZoC). GNAPATCH#4818 GNAPATCH#4935. classic, multiplayer, experimental: Mines on Desert and Glacier arenow Oil Wells, and can only be built once Construction and Refiningare known respectively. If the underlying terrain changes betweenone supporting regular mine and one supporting oil well, theimprovement is lost.
(civ2civ3 is different, see below.)GNAPATCH#4391. Buoys no longer claim territory, and so can no longer be used toblock travel during peace. Jones in the fast lane android. GNAPATCH#3878. The size of barbarian uprisings, and the effect of the 'barbarians'setting, have changed. (It's not clear what the old code actuallydid.) GNAPATCH#5909.
When 'autoattack' is enabled, now the best attacker goes first, notthe worst. (This makes target-specific strength factors work to theattacker's advantage rather than the defender's, but does make iteasier to lure out strong attacking units.) GNAPATCH#7942. (as of RC2) Bribe cost for damaged units has increased. Previously(due to a bug) it was halved if the unit had lost any hitpoints atall. Now it depends on how damaged they are (up to at most adiscount of half, as before). HRM#763896.
'Industrial Accident' disaster, where a Mfg. Plant can causepopulation loss and pollution. GNAPATCH#5014.
When a Spy sabotages another diplomatic unit, there is no longer adiplomatic battle (which could lead to the elimination of thevictim, rather than just a reduction in hit points). GNAPATCH#6103. 'SDI Defense' now works against allies' nukes. GNAPATCH#6693. In rulesets where the Great Library grants techs known by othercivilizations, it now grants a random tech of the eligible ones,rather than a predictable one. GNAPATCH#5104.
Ruins are removed whenever the underlying terrain is changed.GNA#20898Rule changes to specific rulesets:. civ2civ3 has had many changes.+ Units and combato 'Tired attack' is enabled: units that attack with lessthan one movement point have reduced attack strength.GNAPATCH#7160o Units which cost population (Settlers, Migrants, andFanatics) no longer pay shield or gold upkeep.
Instead,they count towards the per-city food upkeep limit.(Changed because the AI no longer mishandles thiscombination.) HRM#681977o Naval units are now generally cheaper, to make the ratioof strength to cost more similar to land units.GNAPATCH#8124o Airplanes (fighters and bombers) can spend an extra turnin the air, allowing more air-to-air battles. They lose10% of hitpoints every turn when in the air, likeHelicopters. GNAPATCH#4812o Cruise Missiles have increased range, and can targetaircraft.o All aircraft can use Airports to travel between cities.o Carriers can now transport Land units (non-wheeled, andnon-merchant). (Because Carriers could already transportHelicopters which can transport Land units. However, notall land units can freely enter or leave Helicopterswhile on board a Carrier.) HRM#681866o Only 'Big Land' class units (tanks, artillery etc) killcitizens when attacking a city; 'Land' class units(infantry etc) no longer do. GNAPATCH#7078 GNA#24616o Triremes are subject to ZoC when traveling on rivers, andcan no longer move diagonally between river tiles.o Explorers can establish embassies and investigate cities,like Diplomats.
They are slightly more expensive, but donot become obsolete.o The actions Establish Embassy and Investigate City can bedone directly from a boat.o Diplomat and Spy can fortify (this provides no defensivebonus, but means they don't wake up as they would whensentried). GNA#25151o Reworked merchant units (Caravan and Freight) and trade.GNAPATCH#7137# No longer require river or roads to move.# Subject to ZoC.# Cannot establish trade routes or help build wonderswithout movement points.# No one-time trade bonuses when they enter a city.# When war is declared between two players, existingtrade routes are canceled, and new ones can't beestablished while a state of war exists.# Can help building allies' or team-mates' wonders.o The default start units include a Worker instead ofMigrants. GNAPATCH#6368+ Terrain and terrain alterationso Changes to defensive bases:# New 'Fort' and 'Airstrip' bases, which must be builtbefore 'Fortress' and 'Airbase' respectively. Theyprovide some defense; airstrips provide a refuelpoint.# Fortresses and Airbases no longer prevent a wholeunit stack from being lost when one defender diesGNAPATCH#5998; but they now provide some defensebonus against all kinds of attacking unit.# Airbases provide extra vision, like Fortresses afterAstronomy; and provide more hitpoint regeneration(equivalent to a city without an Airport).o City centers once again always get automatic roads, evenon rivers without knowledge of Bridge Building.HRM#676162o City center tiles are no longer guaranteed a minimum of 1food. The only effect is that city center desert tiles nolonger give any food if a mine is built on them.HRM#681856o Mountains now get an extra production point from mining(changed from +1 to +2).o Desert and Glacier tiles can now have an oil well builton top of a mine once Refining is known, for an extraproduction point. The mines available from the start ofthe game are drawn with the same sprites as on otherterrains.
Two dots level 110 walkthrough. GNAPATCH#5915o In order to get a bonus with Offshore Platform, deepocean tiles now require the new extra Oil Platform,rather than Buoy. Offshore Platforms now give a bonusfrom lake tiles too.o Added Maglevs (with Superconductors), which supplementRailroads and give infinite movement to certain units.o Forest, Jungle, and Swamp tiles now give the advertiseddefense bonus of 25% (in 2.5 it was rounded down to 20%).o Forest and Jungle tiles can now suffer pollution andfallout, like most other tiles.
HRM#681860o Adjusted terrain transformations (that can be done onceFusion Power is known). Designed so that all usefulalterations can be finished in 1 or 2 steps, and allglobal warming effects can be reversed with Transform.GNAPATCH#5596o Adjusted effects of climate change. Ocean can no longerbecome Deep Ocean. GNAPATCH#5475+ Buildings and wonderso Great Wonders are now only obsoleted when the ownerlearns a certain technology, not when any player does.GNAPATCH#5542o A new building, the Ecclesiastical Palace (available withTheology), acts as a second center of government.GNAPATCH#7159o Spaceship part cost approximately doubled. GNAPATCH#5996o It's no longer possible to build a Harbor next to a lake(since it gives no benefit to lake tiles). GNA#25070o Conversely, Lighthouse and Magellan's Expedition can bebuilt next to deep ocean. GNAPATCH#7742o The suppression of Super Highways trade benefits by afarmland bonus no longer applies to city center tiles.HRM#695978+ Technologyo 'Holes' in the tech tree (knowing a tech without knowingits prerequisites) are no longer allowed (previously theycould arise through tech trading, tech loss, and so on).GNAPATCH#4967o Construction now requires Iron Working, rather thanCurrency (so that Iron Working is a prerequisite forFrigates and Ironclads).
GNAPATCH#5999o Population pollution can now occur even without knowledgeof Industrialization.