Menu Bar
The Menu Bar consists of the following items:
Game Menu
The Game menu is used to conduct global level options on the client or the game being played. It has the following options:
- Save Game
Saves the game as it is right now to the default save location.
- Save Game As …
Saves the game as it is right now to a location of your choosing.
- Save Map to Image
Save a
.pngimage file of the map to the user’s pictures directory.- Interface Options
Opens the Interface Options dialog box as described in the Options section above.
- Game Options
Opens the Game Options dialog as described in the More Game Options section above.
- Message Options
Opens the Message Options dialog as shown in Fig. 28 below. The screenshot only shows a few rows of available options, many more will be found in the client. Any item with a check mark in the Out column will be shown in the Server Chat/Command Line widget. Any item with a check mark in the Mes column will be shown in the Messages widget (see Messages). Lastly, any item with a check mark in the Pop column will be shown in a pop up message box window.
You can go to the Game Message Options page for a complete list of all available options.
Fig. 28 Message Options Dialog
- Shortcut Options
Opens the Shortcuts dialog as shown in Fig. 29 below. The dialog is used to set the preferred keyboard shortcuts to be used in the game. The screenshot only shows a few rows of available options, many more will be found in the client. To override the default, click your mouse cursor on the box on the right and then type the shortcut you want to set the setting to. For example: You want to change the Scroll Map option to the PgUp key, you would click in the box and then press the PgUp key on your keyboard. To reset to defaults, you can click on the Reset button. Click Save and then Close when finished.
You can go to the Game Shortcut Options page for a complete list of all available options.
Fig. 29 Shortcut Options Dialog
- Load Another Tileset
Opens the Available Tilesets dialog as shown in Fig. 30 below. You can select any tileset installed by clicking on the name. You may get an error message if the tileset is not compatible with the current ruleset (for example: if it lacks a unit).
Fig. 30 Available Tilesets Dialog
- Add Modpacks
Launches the modpack installer. This utility allows the Longturn community to create third-party content and offer it for enhanced gameplay. For more information refer to Using the Modpack Installer Utility.
- Tileset Options
For tilesets supporting it, opens a dialog that lets you change the appearance of the map.
Fig. 31 Tileset Options Dialog
- Tileset Debugger
Opens the Tileset Debugger dialog. This option is documented in Tileset Debugger
- Save Options Now
Save the settings set in Options immediately.
- Save Options on Exit
Saves the settings set in Options when the client is exited.
- Leave Game
Allows you to leave the game and return to the start screen.
- Quit
Quits the client after a confirmation dialog box.
View Menu
The View enables a user to manipulate what is shown on the Map View as well as varying degrees of zooming in and out.
The View menu has the following options:
- Center View
With a unit selected, this menu option will place the unit in the center of the screen.
- Fullscreen
Sets Freeciv21 to use the whole screen, removing the title bar and operating system Task bar.
- Minimap
Shows or hides the Minimap in the lower right corner.
- Show New Turn Information
Enables or Disables populating new turn information in a widget on the Map View.
- Show Detailed Combat Information
Enables or Disables populating the Battle Log widget. When enabled you will see a widget appear on the screen (typically in the upper left corner) after combat occurs in your nation’s vision. Your nation’s vision is all map tiles that are visible to your nation, either natively or via shared vision treaty with an ally or team mate. The figure below gives an example of 3 combat events.
Fig. 32 Battle Log
You can move the widget by click+dragging with your mouse on the plus symbol in the upper left corner. You can also scale the widget larger or smaller with the plus and minus icon buttons near the upper right corner. You can close the widget by clicking on the
xsymbol in the upper right corner. Lastly, if you click on the winning unit icon in a row, the client will move the map to where the combat occurred.If you do not do anything with the Battle Log widget after combat occurs, it will fade from the map automatically after 20 seconds.
- Lock Interface
Locks the user interface, preventing the move of objects around such as the server log/chat widget.
- Zoom In
Each selection of this menu option (or corresponding keyboard shortcut or user interface button next to the Minimap) will zoom in on the Map View one level.
- Zoom Default
Resets the zoom level to the default position at Zoom Level 0.
- Zoom Out
Each selection of this menu option (or corresponding keyboard shortcut or user interface button next to the Minimap) will zoom out on the Map View one level.
- Scale Fonts
Enables fonts to scale along with the zoom level.
- City Bar Style
This menu has a sub-menu of three options: Simple, Traditional, and Polished as shown in Fig. 33, Fig. 34, and, Fig. 35, respectively.
Fig. 33 City Bar Style - Simple
Fig. 34 City Bar Style - Traditional
Fig. 35 City Bar Style - Polished
- City Outlines
Enables or Disables the display on the Map View of the city’s vision radius or outline.
- City Output
Enables or Disables the display on the Map View the city’s food, production, and trade as shown in the City Dialog.
- Map Grid
Enables or Disables the display on the Map View the tile grid. This can be useful to help differentiate individual tiles from others.
- National Borders
Enables or Disables the display on the Map View the national borders of your neighbors. Each nation is given a color at game start (as seen on the Nations and Diplomacy View).
- Native Tiles
Enables or Disables the display on the Map View tiles that are native to the unit selected. Non-native tiles are marked with a red hash. Non-Native means that the unit cannot move there.
- City Names
Enables or Disables the display on the Map View the names of cities in the city bar.
- City Growth
Enables or Disables the display on the Map View the growth of cities in the city bar.
- City Production Levels
Enables or Disables the display on the Map View the production of cities in the city bar.
- City Buy Cost
Enables or Disables the display on the Map View the cost to buy the currently constructed item in the city bar.
- City Traderoutes
Enables or Disables the display on the Map View trade routes between cities.
Select Menu
The Select is used to select units on the game map in varying degrees. It has the following options:
- Single Unit (Unselect Others)
Assuming you have selected multiple units (such as the next menu for All on Tile) and you want to quickly undo that. This menu supports that function.
- All on Tile
Quickly select all of the units on the same tile. This assumes that multiple units of different type are stacked on the same tile.
- Same Type on Tile
Quickly select all of the units of the same type on the tile. This assumes that multiple units of different types are stacked on the same tile.
- Same Type on Continent
Works the exact same way as the menu option above (Same Type on Tile) but expands the selection to the same island or continent.
- Same Type Everywhere
Even larger window of unit selection to pick all of the same type, but in all locations across the Map View. This is useful to help you find units placed in allied cities or to conduct a mass airlift.
- Wait
If you are not ready to move the currently selected unit, you can tell it to wait with this menu option. The rotation of unit selection will bypass this unit and will come back until you either move the unit or tell it you are done.
- Done
If you have moved the unit, but still have move points left or are simply done working with the unit for you can tell the client you are finished (done) with it with this menu item.
- Advanced Unit Selection
Opens the Advanced Unit Selection dialog box as shown in Fig. 36 below. This dialog box gives you options to select a group of units using a more nuanced grouping method than the other Select menu options.
Fig. 36 Advanced Unit Selection Dialog
Unit Menu
The Unit menu is used to give units orders. It has the following options:
- Go to Tile
With a unit selected, give the unit orders to go to a selected tile on the map.
- Go to and …
Similar to Go to Tile above, however when the unit reaches the given tile you can give the unit a specific command to do as selected from the sub-menu. This is useful, for example, for Settler units to have them go to a spot and build a city as soon as possible.
- Go to Nearest City
Instruct the unit to go to the nearest city. Nearest in this context is the one that can be reached in the fewest move points (MPs).
- Go to / Airlift to City…
If Airlifting is enabled in the game (and assuming you have any required city improvement(s) that are required for Airlifting), you use this menu to tell the unit to transport to a city with the Airlift capability. A dialog box will pop up asking what city you want to Airlift to.
Tip
Depending on the game rules, a player could use the Select menu to select many units of a similar type and then use this menu item to Airlift a great number of units all in one move very quickly.
- Autoexplore
Ask the unit to automatically open up the unknown (the area of the map that is black and has not been visited by any of your units).
- Patrol
Instruct a unit to make a collection of moves in a pattern as part of a patrol route.
- Sentry
Ask a unit to Sentry. Sentry is not the same as Fortify as found in the Combat menu. A sentried unit is on lookout and will give notice if another unit from an opponent comes into its field of vision.
Note
A sentried unit does not gain a fortification bonus when outside of a city. However, sentried units inside of cities gain a default fortification bonus while in the city.
- Unsentry All On Tile
Instruct a stacked set of units on a single tile to stop that activity and ask for new orders.
- Load
Load a unit into a transporter, such as a Caravel, Galleon, or Transport ship.
- Unload
Unload a unit from a transporter.
- Unload All From Transporter
If you have many units inside of a transporter and you want all of them to disembark at the same time, then you can use this menu to make that nice and easy.
- Set Home City
Transfers ownership and management (e.g. support) of a unit to the city that it is currently present in. This menu allows you to shift support of units around to help with the cost of supporting units. Refer to Economics View for more information on unit support costs.
- Upgrade Unit
Upgrade a unit from one level to another. For example, Phalanx units are often upgradeable to an improved Pikemen with the discovery of Feudalism. The upgrade will cost gold and the client will tell you what that cost is before you agree to the spend.
- Convert Unit
Similar to Upgrade. The convert option allows you to change a unit from one type to another. This is ruleset dependent and is not available in all rulesets.
- Disband Unit
Use this menu option to eliminate (kill, destroy, fire) a unit. If performed inside of a city, then 50% of the shields used in the production of the unit is given to the city and helps build whatever is currently under construction. If a unit is disbanded outside of a city, there is no benefit other than the elimination of shield or gold upkeep depending on your form of government.
- Rename Unit
Give the unit a unit name. Similar to many Naval vessels in real life, you can name your units with a special name.
Combat Menu
The Combat menu is used to give combat units orders. It has the following options:
- Fortify Unit
Instruct the unit to Fortify on the tile. An icon will show on the unit signifying fortification. By fortifying, the unit is given a defensive bonus depending on the terrain it is on. See in game help for more specifics of what defense bonuses are given by terrain type. When a unit is fortifying, it is not in Sentry mode and will not inform you of enemy unit movement inside of its vision radius.
- Build Fortress / Buoy
Some units have the ability to build forts, fortresses, and buoys. They are typically Workers or Engineers. In some rulesets, Transports can build Buoys. Forts, Pre-Forts, and Fortresses give a unit increased defensive bonuses in addition to what is provided by the base terrain. See in game help for the specifics. Buoys are used to act as sentries in the oceans around your cities and can give you opponent unit movement information.
- Build Airbase
Instructs a unit to build an Airbase. This is often a requirement for Airlifting in many rulesets. They also often give the ability to heal an aircraft type unit faster while on the tile.
- Build Base
This generic menu will include a sub-menu of all of the base type tile improvements that can be built as defined by the current ruleset.
- Pillage
Tells a unit to remove (pillage) tile infrastructure improvements such as roads, railroad, and bases.
- Do …
A dialog box will pop up here and give you all of the actions that the unit selected can perform.
Work Menu
The Work menu is used to give units infrastructure work orders such as building roads, irrigation, or mines. Tile infrastructure improvements are mostly done with Workers and Engineers, however some rulesets allow other units to perform this type of work. See in game help on units for details. It has the following options:
- Build City
Certain units such as Settlers can create cities. If the unit has sufficient move points available, then giving this command will build a new city where the unit is currently placed on the Map View. The unit will be consumed by the action.
- Auto Worker
Tell a Worker to use an in game algorithm to improve tiles. The game engine will give the Worker instructions so you do not have to.
- Build Road / Railroad / Maglev
Tell a Worker to build a road. If sufficient technological knowledge is available, then a railroad and eventually a maglev may be able to be constructed at a later time during the game. The menu will change with the best available option depending on what has been done to improve the tile in the past.
- Build Path
Provides a sub-menu of all of the pathing options available for the tile. This is mostly road, railroad, and maglev. Other rulesets may have different path types. See in game help for more details.
- Build Irrigation / Farmland
Tell a Worker to irrigate the tile in order to improve the food output from the tile. If sufficient technological knowledge is available, then farmland may be added to the tile at a later time during the game. The menu will change with the best available option depending on what has been done to improve the tile in the past.
- Cultivate to Plains
Cultivation is a multi-step process where a tile is converted from one type to another. Such as converting a swamp to plains. Not all tile terrain types can be cultivated to other types. See in game help for details.
- Build Mine
Tells a Worker to build a mine on a tile to improve the shield output.
- Plant Forest / Swamp
If the unit is on a grassland tile, then you can tell the Worker to plant a forest on the tile. If the unit is on a forest tile, then you can tell the Worker to convert the forest to swamp.
- Connect with Road
Tell a Worker to build a road many times along a given path.
- Connect with Railroad / Maglev
Tell a Worker to build a railroad or maglev many times along a given path.
- Connect with Irrigation
Tell a Worker to connect many tiles together with irrigation. This is often done to get irrigation from a source of fresh water over to a city.
- Transform to Hills / Swamp / Ocean
Tell an Engineer to conduct a major terraforming operation on the tile. Mountains can be cut down to hills, forests, and grassland can be converted to swamp and then the swamp can be converted to ocean. In some circumstances, an ocean tile can be converted to swamp and then the swamp can be converted to grassland. In most rulesets, only the Engineer unit can do these major operations.
- Clean Pollution
Tell a Worker to clean pollution from the tile. Pollution on a tile will eliminate or severely cripple the output of a tile and contributes to global warming.
- Clean Nuclear Fallout
If a Nuclear unit has been detonated nearby (e.g. attacked a city), then there will be nuclear fallout all over the place. Similar to pollution, nuclear fallout severely cripples the output of a tile and contributes to nuclear winter.
- Help Build Wonder
Certain units, such as Caravan can be used to move production from one city to another and help build small and great wonders. This menu aids that function. Alternately you can simply “walk” the Caravan into a city and a pop up dialog will ask what you want to do.
- Establish Trade Route
Certain units, such as Caravan can be used to establish a trade route between two cities. This menu aids that function.
As you can see, there are a number of ways that a tile can be altered with infrastructure improvements. Be sure to have a close look at the in game help on Terrain for more information.
Multiplayer Menu
The Multiplayer menu has a collection of functions to aid certain multiplayer games. Many of the options are specifically tailored to fast multiplayer games. It has the following options:
- Delayed Go To
Give a unit orders to move at a specific time in the turn. This assumes that the turn is time based.
- Delayed Orders Execute
Execute an action by a unit at a specific time in the turn. This assumes that the turn is time based.
- Clear Orders
Clear any delayed orders from the above two menu items.
- Add All Cities to Trade Planning
Add all current cities into an advanced trade planning array. This is used by the WarCiv ruleset.
- Calculate Trade Planning
Run a trade effectiveness algorithm across all of the cities in the trade plan to determine the best routes. This is used by the WarCiv ruleset.
- Add / Remove City
Add or remove a city from the trade planning array.
- Clear Trade Planning
Clear all trade planning to start over.
- Automatic Caravan
Any Caravan units built by a city will follow the trade planning output for that city. This is used by the WarCiv ruleset.
- Set / Unset Rally Point
Set or remove a rally point to easily send units, once produced, to a specific spot on the game map.
- Quick Airlift
Depending on what is selected in the menu below, you can quickly airlift a unit to a destination city.
- Unit Type for Quickairlifting
Select the type of unit that will be quickly airlifted by the menu above.
- Default Action vs Unit
A sub-menu will show some optional actions that a unit should do by default against another unit. The default is Ask.
- Default Action vs City
A sub-menu will show some optional actions that a unit should do by default against a city. The default is Ask.
Civilization Menu
The Civilization menu is used to gain access to many functions of your empire. You can load up pages for units, cities, nations, etc; change the form of government and see how you are doing compared to your opponents with the demographics report. It has the following options:
- National Budget…
Selecting this menu item will bring up a dialog box allowing you to set the rate in percentage points for gold (taxes), science (bulbs), and luxury (goods). This is the same as clicking on the National Budget View button on the Top Function Bar. Fig. 37 dialog below, shows a sample screenshot. In this example, the player’s nation is in Democracy, has set gold to 30%, science to 40%, and luxury to 30%.
Fig. 37 National Budget Dialog
Note
In Freeciv21 the National Budget is simplified into three segments: gold collection, scientific output, and luxury goods.
- Government
Depending on your technological progress through the game, you may be able to select a different form of government. The change is achieved from this menu item. This is the same as clicking on the National Status View option on the Top Function Bar.
- Map View
Clicking this menu item will show you the main game map. This is the same as clicking on the Map View option on the Top Function Bar.
- Units View
Clicking this menu item will show you the units report widget. This is the same as clicking on the Units View option on the Top Function Bar.
- Nations View
Clicking this menu item will show you the nations and diplomacy view. This is the same as clicking on the Nations and Diplomacy View option on the Top Function Bar.
- Cities View
Clicking this menu item will show you the cities view. This is the same as clicking on the Cities View option on the Top Function Bar.
- Economy View
Clicking this menu item will show you the economics view. This is the same as clicking on the Economics View option on the Top Function Bar.
- Research View
Clicking this menu item will show you the research tree view. This is the same as clicking on the Research View option on the Top Function Bar.
- Wonders of the World Report
Clicking this menu item will show you a traveler’s report widget on the Map View. The widget will give information on any cities that have constructed any of the great wonders.
Fig. 38 Wonders of the World
- Top Five Cities Report
Clicking this menu item will show you a traveler’s report widget on the Map View. The widget will give information on the top five largest cities.
Fig. 39 Top Five Cities
- Demographics Report
Clicking this menu item will show you a demographics report widget on the Map View. The widget will give information about how your nation stacks up against your opponents. If you have an embassy with your opponents in the game, the demographics report will tell you who is #1, if you are not #1.
Fig. 40 Demographics
- Spaceship View
Clicking this menu item will show you the spaceship view. The space race is a ruleset defined option and is not enabled in all rulesets. Your nation must also be very technologically advanced to build the components needs for a spaceship. See in game help for more details.
The client will automatically place the components for you as you construct them.
- Achievements Report
Clicking this menu item will show you an achievements report widget on the main map. Achievements are a ruleset defined option and not enabled by default in many rulesets.
Fig. 41 Achievements
Help Menu
The Help menu gives you access to the in-game help. It has the following chapters:
Overview
Strategy and Tactics
Terrain
Economy
Cities
City Improvements
Wonders of the World
Units
Combat
Zones of Control
Government
Effects
Diplomacy
Technology
Space Race
About Current Tileset
About Current Ruleset
About Nations
Connecting
Controls
Citizen Governor
Chatline
Worklist Editor
Languages
Copying
About Freeciv21
Each of these options is simply a quick link to the same named section in the game help menu.