Accidents added: earthquake, pestilence, fire, industrial accident, nuclear accident.Free tech awards are based on one's technology goals, not completely random.Mining Desert requires Construction tech.Diplomats and Spies cannot do operations on cities or units from Transports.No "tired attack" - units attack at full strength regardless of remaining move points.Units disembarking from sea to land end their turn after disembarking ("slow invasions").Unit upgrades do not cause loss of veteran level.Factories, Power Plants don't generate pollution per se but increase its chance which is based on shield output. ![]() Pollution is calculated differently and has different penalties/bonuses.In web client, the classic ruleset is the default ruleset for new games.In native client, type /rules classic in the console window, prior to game start.To summarize, Classic ruleset is a version of Civilization II which conservatively has incorporated only the less controversial changes of Civilization III, and arguably, in some ways, became the "best of both worlds." However, the overwhelming majority of the DNA in the Classic ruleset is still primarily based on Civilization II. Some of these changes were selectively incorporated into the Classic ruleset. However, other improvements were seen as obviously superior (e.g., the Workers unit). Finally, when Civilization III was released, some changes in that release were controversial and seen by some as downgrades rather than upgrades. When Civilization II arrived, the goal moved forward to incorporate most of its improvements. The ruleset embodied the main focus of historic Freeciv development, to create an improved emulation of Civilization I. Originally, the Classic ruleset was not just the default ruleset of Freeciv, but the one and only main ruleset. ![]() □□ This page gives a history and comparison of the Classic ruleset to the Civ I and Civ II game rules from which it was inspired.
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