

The "core" of FreeCiv is pretty incredible. So many times do I look at my citizens placement and realize that the AI-placement of citizens is terrible compared to the FreeCiv solver. But knowing that these lower-level items are "solved" by solver-systems makes it really, really difficult to go back to Civ5 / Civ6 (!!). Its one additional step to learn before you can be an effective, competitive, FreeCiv player.
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Is the use of arcane constraint-solvers part of the metagame? If deployed for free so that everyone can use them, is that fair? Some want to use FreeCiv-Web (and without the Governor / Trade route solvers, its a very different game), others like me prefer to play highly-optimal Civ2-like games.įreeCiv's solvers (both the Governor solver, and the Trade Route solver) presents a difficult question to the community. But the community seems split and fractured. at least last time I checked) also is a major advantage to the players who use it.įreeCiv is likely a highly competitive, highly optimized game. The use of optimal trade routes (with a good solver available in the FreeCiv-GTK client, but not in QT. (especially in auto-calculating rapture situations) Proper use of it leads to cascading advantages over your foes however, so its a must have to learn. But the use of this solver-engine is arcane. QT-client solves a lot of the issues though, and hopefully will evolve into something better.įreeCiv got an incredible "solver" embedded into its engine, allowing you to optimally place your citizens. They've backported some things from Civ4/5/6, like hex-maps, culture, and also changed some mechanics to better interact with these backported items (Democracy's "Deployed Troops" penalty now extends to your culture-zone, instead of cities/fortresses only, which makes sense).įreeCiv in general suffers from outdated UI-choices. Civ2 was when the game was rebalanced / revamped into a better game.Ĭiv3 and Civ4 started to diverge from the original plans rather severely.įreeCiv has largely succeeded in making a "more fun" Civ2-like environment. (I'm pretty salty about militias beating my battleships in Civ1) But hey, Civ1 was just the first iteration of the game, lol. The Civ2 developers had 100% intension of encouraging this "gamey" behavior.Ĭiv1 likely was the same, but was a much worse game.

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Therefore, a bomber "in a stack" makes the whole stack immune), is in fact referenced in the manual (!!!). This manual proves that Civ2 designers intended stacks to work like that.Įven the "glitchy" behavior of Bombers "defending" a stack (ie: bombers are an air unit, so they are "immune" to ground units attacking them. You can search on "stack" in the Civ2 manual to see many, many references to how entire stacks will die all at once! ( ). Its completely unrealistic, but its in fact designed like that to discourage death-balls.
