For example, if you have two cities within a rare "whale" tile (whales are one of the best tiles in the game), only one of those cities can benefit. Maybe I need gold in my other cities to buy caravans to send food to the starving city, while far away cities continue to focus on science.ĮDIT: It should be noted that the Governor can sometimes be unhelpful. The governor doesn't have control of units, only of the city. Maybe I can't rely on food supplies in that city and need to build caravans to import food from a nearby city. But maybe my enemies are pillaging my farms and starvation is always going to happen now.) How does the solver react? Should it reduce starvation as much as possible? Or should it stop and point out the problem to me? If the solver fails to solve for your conditions (ex: no starvation is a common solve condition. What if one city has more gold buildings? Should this city use the same solver as the rest of your cities? Or do you want this one city to focus on gold and let the rest of your cities handle science? Is so, maybe having a short term science focus for some +happiness is going to be overall faster. Is there a key science that will increase happiness (temples, banks, colosseums?). But do you solve for rapture conditions? Or do you solve for science optimization? The FreeCiv governor is a solver where you input your goals (maximize science vs maximize gold) and then the solver solves the optimal placement.īut it only works if the human gives it the right goals.Įven with a science focused build, a city in rapture will generate more science. But science is better in the long run (a heavy science build can get ironclad battleships by 0AD in game time) Well, basically, FreeCiv-web vs FreeCiv-GTK/QT flamewars in a nutshell.ĭuring war, gold is useful in Civ as it can instantly create units. and if so, rebalance the game in this field. The community needs to unify and decide if this version of the game is how it should be. It plays like a macro'd up / steroids version of Civ2 + minor mods as a result. As well as the use of "symmetrical island maps" to ensure everyone has equal starting-positions, and the first to deploy "concurrent turns" (long before Civ5 did). The solvers to make provably optimal choices (well, at least "locally optimal", such as most trade from a collection of 12-cities trade routes + auto-caravan decisions). 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. 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. FreeCiv has largely succeeded in making a "more fun" Civ2-like environment.
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