![]() ![]() FEP (human only): building advisor prepares advice for cities.FEP: unit orders are executed, units are processed by the default player's unit list (not necessarily in command order).Fortifying and converting units do the thing. ![]() ![]() Adjacent units are also checked for like haven't they lost their only irrigation source here.Units doing the same changing activity on the tile become idle 2.5: even if we have irrigated swamp to grassland and could irrigate more.If so, changes are applied to the tile with side effects like bouncing ships from ocean converted to swamp. Counters of the units on the tile that do the same are summed to look if the activity is done (for pillaging, in 2.5 you need only 1 activity, but it may trigger diplomatic incident).For performing certain activities, the unit might have a chance to become veteran.Unit activity rate is calculated (if the unit has at least one movement fragment, the rate is proportional to its basic move rate and veteranship power factor) that is added to its activity counter.FEP: units activities (mining etc.) are updated for each playef's units in their default order:."start_phase" packet is sent to the clients.All players get available info on each other (without contact or embassy, it's at least dead/alive and great wonders, and maybe diplomatic states with players you are in contact with).Then, the phases of the game follow in the order of teams' or players' numbers. In tems-alternating mode, player sequence within a team is permanent through the game.Īfter the procedure exits, "begin_turn" packet is sent to the clients (only if there is more than one phase). Below, "for each player" ( FEP) means iterating players in this order ( phase_players_iterate(pplayer) macro). In the concurrent mode, random sequence of players is defined for the things that happen to them in a queue.If fog of war setting was changed, the change is applied."turn_started" signal (turn, year) is emitted.In older versions of the game (or in compatibility mode) first turn may be T0. Understanding the order in which things happen can give a player considerable advantage. Most things happen to an empire either at the start or at the end of its phase (since the default mode is one-phase, these periods are commonly referred as "turn start" or "turn end", but in alternate playing they will happen to different players in different time). But in the server options another modes available: all players move in a queue, or all teams move in a queue. Most often Freeciv is played in the concurrent mode - there is only one phase per turn for everybody (AIs do units moving only at phase beginning though). The period of a turn when specific player or player group can act in a game is called phase. The running server is executing a loop in function srv_running() in server/srv_main.c, each pass of this loop is a turn server may stop it without halting only when the game ends. Also, cities can produce limited number of items (usually only one) within a turn taxes and worked tile outputs are collected once in a turn etc. Most notably, all units once in a turn refresh their counters of available movement points they can spend obtained points within a turn, unused ones will be lost. A turn is a period of the game when all "live" players (human and AI) are allowed to make an amount of game actions some events that drive the game ahead happen once in a turn. Things may get different in newer versions.įreeciv is a turn-based strategy. This manual is mostly about Freeciv 2.5 server. ![]()
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