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By Thorsten Thielen © February 2001 |
Editor's note: VOICE would like to thank Team OS/2 Region Trier e.V. for
donating this article.
Category |
Strategy/simulation ("Civilization II" clone) |
License |
Free software
(GPL) |
Language |
English (others are planned at least) |
Requirements |
XFree86/OS2 |
Specials |
Multiplayer capable, extremely customizable |
Resources |
On Team Trier Collection
Vol.8 CDROM or via http://homepages.tu-darmstadt.de/~st002279/os2/html/xfreeos2.html |
Author |
OS/2 port: Alexander Mai (st002279@hrzpub.tu-darmstadt.de) |
Games have always been a bit rare on the OS/2 platform and this situation hasn't
exactly improved. So it's all the better that every now and then people port packages
from the Un*x world to OS/2 which is possible thanks to EMX, XFree86/OS2
and OpenSource software.
One of these ported packages is the game Freeciv. As the name already
suggests, it is more or less a clone of Civilization II® from Microprose®.
As the leader of one of many civilizations you explore the world; erect cities,
expand them using all kinds of useful buildings; cultivate the surrounding area;
train settlers, diplomats and military units; collect taxes; research for new technology,
and finally try to keep your people about happy (otherwise you may be overthrown!).
You start the game with two settlers and an explorer. It is best to immediately
let the explorer start exploring the vicinity while you are searching with your
settlers for a nice place (one with maximum resources and green land around for
food production) to erect your capital city. There you then will be able to develop
different units (like e.g. warriors to defend your city or more settlers) and buildings
(like, e.g., a granary for storing your cereals or barracks where your units can
be trained) built. Depending on the size of your population and the available resources
this can take some time.
The second settler can be used to build roads, which increase trade, or irrigation
canals, which increase food production, or to found a second city, which is preferable.
The faster you expand, i.e. found new cities, the greater your chances to win.
The more and the larger cities (growth largely depends on the available food)
you own, the more your income and knowledge increase. A certain number of knowledge
points (that increases with progress) is required to discover new technologies,
which in turn enable you to produce additional units (chariots, musketeers, steamboats,
tanks, planes, etc.) and build new city extensions (city-walls, churches, universities,
factories, nuclear power plants, etc.) that give you advantages in trade, research,
defense, or production.
Of course existing units and buildings need some money and production points
for maintenance each turn; so you will eventually have to raise the taxes or lower
the amount you are spending on research. Maybe you should also think of doing some
revolution and switching to another kind of government: While a monarchy is very
suitable for military conquest, republic and democracy provide excellent conditions
for trade and research, though they have the disadvantage that your people are more
demanding (more expenditure for luxury goods) and military units are not very popular
- and if your people are not content, there may be a revolution resulting in anarchy
(that has negative influence on production etc.)!
When a civilization has reached a certain size, you can think of exploring the
world and contacting other civilizations (if that hasn't happened yet; in this case
don't forget to equip your cities with defensive units!). You can try to trade with
them peacefully (key-word: caravans) or to conquer them, which requires a sufficient
amount of military units that of course ought to be stronger and have better equipment
than that of your opponent.
The game's ultimate goal is of course to triumph over all other civilizations
and become the largest civilization on the planet. Alternatively, you can build
spaceships, and the civilization that reaches Alpha Centauri first is the winner.
One thing that caught my eye is the multitude of customizable options in the
game (although it is not that exceptional for a Free Software project). Starting
with the size of the map via the number of special areas in the maps to internal
factors like the amount of food that is required for a city to grow nearly everything
can be customized (using the server, see below). This way you can change a wide
range of gaming characteristics and FreeCiv comes with a parameter set that allows
you to play using nearly the same rules of the original Civilization I.
A lot of manuals, FAQs and tutorials can be found at the Freeciv
home page and most manuals written for Civilization® are also usable, so
there should be no problems for beginners to quickly get an overview of the game.
There you can also find some hints on how to win a game for a change and
on where the AI's weaknesses lie, though I haven't been able to use them successfully
yet - maybe it's lack of practise or I'm just too stupid ;-).
The program is divided into a server ("civserver", the back-end) and
a client ("civclient", the front-end) part. This separation may seem a
bit overcomplicated at first, since you have to start both programs for gaming,
but in the end it has some advantages:
Starting the game via the included batchfile "localciv" does not work
for me, client and server both start nicely, but then the client freezes and I have
to kill it. When I open an xterm by hand and start the server and then the client
everything's ok... (Editor's note: This may be due to a bug in the port.
Be sure to grab the latest ersion from Alexander Mai's home page.)
It is possible to report your server to the FreeCiv metaserver (by specifying
the option -m upon server start) so other interested
players can note it and login to it. Of course this also works the other way round
and you can contact the metaserver to search for a running server that you can login
to.
Anyone who is able to gather some friends and some machines connected via a LAN
doesn't have to think about that or about a single player game, of course. Moreover,
you know your pals in that case and you don't have to think about the strengths
of possibly unknown FreeCiv professionals or the AI that seems omnipotent at the
beginning...
And now: Go give'em hell!
If you have any questions about FreeCiv, feel free to contact me via e-mail:
thth@gmx.net
Fig.1: Cities on an island and a dialog showing demographic data (81 KB)
Fig.3: Overview of a larger map area (147 KB)
Fig.4: Startup window and detailed information from the server (84 KB)
Fig.5: Startup dialog for defining player characteristics (11 KB)
Article References:FreeCiv home page: http://www.freeciv.org |