"Worker's Mod"
The goal of this project is split settlers — which build new cities
from workers — responsible for infrastructure's growing up
(roads, irrigation, mines etc.). This kind of division was implement in civ-like games
some time ago (SMAC, Civ3), and it's one of the best improvement to I and II
part of Civilizations.
In table we present new coefficients for settlers, engineers and new
unit workers.
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Name: Workers Tech required: Obstacle by: Engineers Cost: 40 Population cost: 0 Attack: 0 Defense: 1 Hit Points: 20 Firepower: 1 Move rate: 1 Upkeep: 1 shield Special rules:
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Name: Engineers Tech required: Explosive Obstacle by: Cost: 40 Population cost: 0 Attack: 0 Defense: 2 Hit Points: 20 Firepower: 1 Movement rate: 2 Upkeep: 1 shield Special rules:
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Name: Settlers Tech required: Obstacle by: Cost: 40 Population cost: 2 Attack: 0 Defense: 1 Hit Points: 20 Firepower: 1 Movement rate: 1 Upkeep: 1 shield, 1 food Special rules:
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To start play with worker mod ruleset, you have run server with option
-r worker.serv, and next start client with choosing one of tilesets with our modification
— isotrident-worker or trident-worker.
civserver -r /path/to/catalog/with/freeciv/extensions/worker.serv
civclient -t isotrident-worker
In 2.0 version you can choose which picture will be represent workers in game.
| NEW | OLD |
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| Created by Per I Mathisen for his mod inspired by Civ3 and presented at freeciv-dev@freeciv.org mailing list. It's a default worker in game. | Original picture of worker which be present in past version of mod. He's designer is on of our editors Faust. |
If you prefer faust's original worker graphic you have to write old.png and old.xpm over units.png and units.xpm. Backup the original files first.
News:
Lukas Tonne creat new worker. Probably it will be new offical worker.









