"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.

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:
  • "Settlers"
  • "NonMil"
  • "Airbase"
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:
  • "Settlers"
  • "NonMil"
  • "Airbase"
  • "Transform"
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:
  • "NonMil"
  • "AddToCity"
  • "Cities"

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
NEW OLD
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.

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