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Feature requests

Description

Welcome to the feature request submission topic!

Change unit's homecity

<p>As Freeciv player I know the button "change homecity" or something like this, which lets the unit belong to this city from now on.This is useful, if you are democratic and want to guard a settler by a military unit. As soon as the settler arrives, the military unit becomes supported by the new city (through the change homecity command) and unhappiness gets well distributed between cities. Now I have to build every military unit in every city (time consuming) or to support several military units from one city (makes people angry). Will this feature be added?</p>

Production queue editing

In the city production queue, i can't find a way to remove items, even those not under production yet, just queued. I can accept that a given stuff should be finished after started, no way to turn production invested in a settler suddenly changed to a granary.

However, this should not apply to units not yet in production, i should be able to remove them from the queue and put something else instead.

Also the item under production should be able to get replaced, but with a sacrifice, either full production, or 70% of it etc.

Russian language

Russian:

Здравствуйте, мне очень понравилась ваша игра (хоть я и не понял почти ничего), но у неё есть один минус. Это отсутствие русского языка. Планируется ли перевод игры на русский язык? При надобности могу оказать помощь в переводе.

 

English:
Hello, I liked your game (even though I did not understand almost nothing), but it has one drawback. This lack of Russian language. Do you plan to transfer the game to the Russian language? If necessary, can assist in the translation.

Earily wonders obsolete before built

I started this run a hour or 2 after map started. I am seeing that technology grows at a very fast rate with a few tweeks and a few buildings. Seems to outgrow wonders before some wonders are built. I do not have a good idea to settle this but maybe give a wonder 12-24 hours of functions or half (or less?) as effective after built (for a predetermined amount of time?) if the technology that makes it obsolete has already been discovered. Only suggestion I could think short of trying to math it out differently.

Are Huts Killing Us?

Hello nation builders,

The inclusion of huts are a great addition.  There is something mysterious and fun about not knowing the outcomes of our actions.  Huts could make or break us at the start of a game.  However, taking the gamble of a potential loss of units at the start of a new game makes huts aversive.  This matter became very clear with the server restart on 7/6/16.  Among other players, I lost all starting units except my settlers and worker.