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nextended mod for Freeciv v2.4 (Oct 25, 2013)
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This is a first part of a larger project which aims to develop a more complex ruleset (more units, buildings, effects, wonders etc.) for Freeciv. The first part of the mod only covers the prehistoric ages until the ancient ages.
It is planned to develop other ages over time but for now the plan is to release the mod in phases, per each age (Tribal, Ancient, Medieval, Musket era, Modern era, Future era etc.) so we can actually play something in the meantime until the mod is fully finished.

INSTALLATION
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Just unzip the archive in the Freeciv/data directory (in windows) or if using linux unzip in usr/share/games/freeciv directory. 

OBJECTIVES:
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The ruleset has been done in a manner to slow the game pace a little bit by adding much more techs and slowing city growth. In standard Freeciv in the beginning you are actually already in the Ancient Ages with Despotism available and some Ancient Techs are researchable from the beginning. Here the player needs to research 20 techs to get Despotism and "enter" the "Ancient Era". 
One of main objectives is also to have slightly more units. 


UNITS
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Units combine attack/defence (AD) values and hitpoints (HP) to adjust for their strengths and weaknesses. Several units are available:
Tribal Spearmen - basic unit with low HP and AD rating
Tribal Hunters - fast unit, ignores terrain ZOC
Tribal Warriors - stronger unit than spearman, more HP higher AD rating
Tribal Archer - similar to Warriors but they ignore ZOC and have less hitpoints
Tribal Horsemen - fast attacking unit
Tribal Hero - Somewhat stronger than regular warriors and is unique
Dugout Canoes - first boats for travelling on rivers and coastal ocean tiles

Stats		| Tribal Spearmen	Tribal Hunters		Tribal Warriors		Tribal Archer		Tribal Horsemen		Tribal Hero	Dugout Canoes	   Barbarians
Attack			1			1			2		      2				2		      2			1		2
Defense			1			1			2		      2				1		      2			1		1
Hitpoints		3			4			6		      4				6		      8			4		5
Movement		1			3/3			1		      1				2		      3/3		2		1
Flags			None		  IgZoc, IgTer		       None		    IgZoC			None		IgZoC, IgTer		None	   IgZoC, IgTer

As for the Ancient Era units here are the stats:


TERRAIN
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Terrain attributes are similar to standard Freeciv with some modifications taken from civ2civ3 ruleset done by cazfi. 
Rivers can get many benefits as food and trade output can be boosted by several techs (Basin Irrigation and Trade respectively) - this is to mimic all the largest cities in history which were built mostly on rivers.
Irrigation has to be enabled by researching Agriculture.
Many tile outputs are not present in the beginning, i.e. you need to research fishing to get food output from "water" tiles, stone working to get shield output from mountains, wood working to get that "standard" 2 shield output from forest tiles etc.

BUILDINGS
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Granary is available quite late in the game, the initial city size is 4, while granary enables city size of 8, so large cities can be available later in the game.

GOVERNMENTS
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Two governments (GOV) are available in the ruleset (three if you consider Anarchy a GOV). Tribal does not let you have a large empire (later in the game some techs will change that), and despotism is somewhat more generous in that aspect. So players should take this into consideration when building more cities. To counter the unhappiness effect of larger empires there are already two buildings who have make content effects (Shrine and Temple), the wonder Venus Statuette can enhance this as well as the Stonehenge wonder. Be careful Tribal can only use one military unit for martial law. 

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This mod for Freeciv, including all graphics and materials are released under GPL2 license. 

Changes from last version:
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1.5
Ancient units are added to the mod - in total there are 14 units for this era
Buildings GFX for stables, public bath, watchtower, stoneworks and tax office are added
Tech Tree for the ancient era is entered into the mod but the effects are still not finished (only buildings.spec file is edited)

0.97
Added transparency to water in Dugout Canoes unit
Replaced Bronze Working tech for Polytheism
Renamed Trade tech to Barter
Fixed a "bug" in unit classes (thnx to Caedo) for Small Sea class
Tweaked the gov.tribal gfx to have the hut top centered
Tribal has no martial law enforcement (I cannot imagine warriors going aroaund the tribe enforcing peace and order)
Stonehenge and Venus Stautette have Continent effect range instead of Player
Polytheism doubles Temple effect (from 1 content citizen to 2)

0.95
Fixed shadows for units
Replaced Writing for Paper (paper was earliest invented 2nd century B.C.)
Added tech requirement for Workers
Added one more worker from game start
Reduced sciencebox to 80 (you can always change that before starting a game)
