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FREECIV21-GAME-MANUAL(6)	Freeciv21 Manual	FREECIV21-GAME-MANUAL(6)

NAME
     freeciv21-game-manual - The game manual for the freeciv21-server.

SYNOPSIS
     This  manual  page refers to freeciv21-server(6) setting directives and has
     no OS command line options.

DESCRIPTION
     Freeciv21 is a free open  source  turn-based  empire-building  4x	strategy
     game,  in	which each player becomes the leader of a civilization. You com-
     pete against several opponents to build cities and use them  to  support  a
     military and an economy. Players strive to complete an empire that survives
     all  encounters with its neighbors to emerge victorious. Play begins at the
     dawn of history in 4,000 BCE.

     Freeciv21 takes its roots in the well-known FOSS game Freeciv  and  extends
     it  for  more fun, with a revived focus on competitive multiplayer environ-
     ments. Players can choose from over 500 nations and can  play  against  the
     computer or other people in an active online community.

     The code is maintained by the team over at Longturn.net and is based on the
     QT  framework.  The  game	supports both hex and square tiles and is easily
     modified to create custom rules.

     The freeciv21-server(6) program has its own command  line	interface.  This
     page describes all of the server option directives an administrator can is-
     sue  to  the freeciv21-server. For more information on the server, refer to
     freeciv21-server(6).  For	more  information  on	the   game,   refer   to
     freeciv21-client(6).

OPTIONS
     After a server has been started from the command-line, an administrator can
     issue  a set of commands to the server's own command-line. This server com-
     mand-line is separate from the OS terminal command-line.

     /start
	    This command starts the game. When starting a new game, it should be
	    used after all human players have connected,  and  AI  players  have
	    been  created  (if	required),  and  any  desired changes to initial
	    server options have been made. After /start, each human player  will
	    be	able  to choose their nation, and then the game will begin. This
	    command is also required after loading a savegame for  the	game  to
	    recommence.  Once  the  game  is  running  this command is no longer
	    available, since it would have no effect.

     /help  With no arguments gives some introductory help. With argument  "com-
	    mands" or "options" gives respectively a list of all commands or all
	    options. Otherwise the argument is taken as a command name or option
	    name, and help is given for that command or option. For options, the
	    help  information  includes  the current and default values for that
	    option. The argument may be abbreviated where unambiguous.

     /list colors
	    List the player colors.

     /list connections
	    Gives a list of connections to the server.

     /list delegations
	    List of all player delegations.

     /list ignored users
	    List of a player's ignore list.

     /list map image definitions
	    List of defined map images.

     /list players
	    The list of the players in the game.

     /list rulesets
	    List of the available rulesets (for /read command).

     /list scenarios
	    List of the available scenarios.

     /list nationsets
	    List of the available nation sets in this ruleset.

     /list teams
	    List of the teams of players.

     /list votes
	    List of the running votes.

     /quit  Quit the game and shutdown the server.

     /cut <connection-name>
	    Cut specified client's  connection	to  the  server,  removing  that
	    client  from the game. If the game has not yet started that client's
	    player is removed from the game, otherwise there is no effect on the
	    player. Note that this  command  now  takes  connection  names,  not
	    player names. See /list connections.

     /explain <option-name>
	    The  /explain  command gives a subset of the functionality of /help,
	    and is included for backward compatibility.  With  no  arguments  it
	    gives  a  list of options (such as /help options), and with an argu-
	    ment it gives help for a  particular  option  (such  as  /help  <op-
	    tion-name>).

     /show all|vital|situational|rare|changed|locked|rulesetdir
	    With no arguments, shows vital server options (or available options,
	    when  used	by clients). With an option name argument, show only the
	    named option, or options with that prefix. With all,  it  shows  all
	    options.   With  vital,  situational, or rare, a set of options with
	    this level. With changed, it shows only the options which have  been
	    modified  from  the ruleset defaults. While with locked all settings
	    locked by the ruleset will be listed. With ruleset, it will show the
	    current ruleset directory name.

     /wall <message>
	    For each connected client, pops up a window showing the message  en-
	    tered.

     /connectmsg <message>
	    Set  message  to  send  to	clients when they connect. Empty message
	    means that no message is sent.

     /vote yes|no|abstain [vote number]
	    A player with basic level access issuing  a  control  level  command
	    starts  a  new  vote  for the command. The /vote command followed by
	    "yes", "no", or "abstain", and optionally a vote number, gives  your
	    vote. If you do not add a vote number, your vote applies to the lat-
	    est  vote.	You  can  only suggest one vote at a time. The vote will
	    pass immediately if more than half of the voters who  have	not  ab-
	    stained  vote  for	it,  or fail immediately if at least half of the
	    voters who have not abstained vote against it.

     NOTE:
	Voting is not a feature that is used very often, but does come in handy.

     /cancelvote <vote number>
	    With no arguments this command removes your own vote. If you have an
	    admin access level, you can cancel any vote by vote number,  or  all
	    votes with the all argument.

     /debug diplomacy|ferries|tech|city|units|unit|timing|info
	    Print  AI  debug  information about given entity and turn continuous
	    debugging output for this entity on or off.

	    * debug diplomacy <player>

	    * debug ferries

	    * debug tech <player>

	    * debug city <x> <y>

	    * debug units <x> <y>

	    * debug unit <id>

	    * debug timing

	    * debug info

     /set <option-name> <value>
	    Set an option on the server. The syntax and legal values  depend  on
	    the  option.  See  the help for each option.  Some options are "bit-
	    wise", in that they consist of a choice from a set of values.  Sepa-
	    rate  these with |, for instance, /set topology wrapx|iso. For these
	    options, use syntax like /set topology "" to set no values.

     /team <player> <team>
	    A team is a group of players that start out allied, with shared  vi-
	    sion, embassies, and fight together to achieve team victory with av-
	    eraged  individual	scores. Each player is always a member of a team
	    (possibly the only member). This command changes which team a player
	    is a member of. Use "" if names contain whitespace.

     /rulesetdir <directory>
	    Choose new ruleset directory or modpack.

     /metamessage <meta-line>
	    Set user defined metaserver info line. If parameter is omitted, pre-
	    viously set metamessage will be removed.  For most of the time  user
	    defined  metamessage will be used instead of automatically generated
	    messages, if it is available.

     NOTE:
	Freeciv21 does not have its own metaserver at this time and  the  legacy
	Freeciv  metaserver  does  not support Freeciv21. This means, right now,
	that all commands related to the metaserver are held over from the  fork
	from  legacy  Freeciv  until  the  Longturn  community	creates a custom
	metaserver.

     /metapatches <meta-line>
	    Set metaserver patches line. See  Note  about  Freeciv21  metaserver
	    above.

     /metaconnection up|down|persistent|?
	    /metaconnection  ?	reports  on  the status of the connection to the
	    metaserver. /metaconnection down or /metac d brings  the  metaserver
	    connection	 down.	 /metaconnection  up  or  /metac  u  brings  the
	    metaserver connection up. /metaconnection persistent or /metac p  is
	    like 'up', but keeps trying after failures. See Note about Freeciv21
	    metaserver above.

     /metaserver <address>
	    Set  address (URL) for metaserver to report to. Same as --Metaserver
	    on the command-line. See NOTE about Freeciv21 metaserver above.

     /aitoggle <player-name>
	    Toggle AI status of player. By default, new players are AI.

     /take <player-name>
	    Only the console and connections with cmdlevel hack can force  other
	    connections  to  take  over  a player.  If you are not one of these,
	    only the <player-name> argument is allowed. If - is  given	for  the
	    player  name  and  the connection does not already control a player,
	    one is created and assigned to the connection. The /allowtake option
	    controls which players may be taken and in what circumstances.

	    For example, if you have  cmdlevel	hack  and  are	connected  to  a
	    server, you can issue /take <player-name> - to take over any player.
	    If you do not have cmdlevel hack, then the /allowtake option must be
	    properly  set  as  well  as a proper /delegate command by the player
	    wishing to delegate is completed first.  Then a player can use /take
	    to take the player while the delegation is in place.

     /observe <player-name>
	    Only the console and connections with cmdlevel hack can force  other
	    connections  to  observe a player. If you are not one of these, only
	    the <player-name> argument is  allowed.  If  the  console  gives  no
	    player-name or the connection uses no arguments, then the connection
	    is	attached  to  a  global observer. The /allowtake option controls
	    which players may be observed and in what circumstances.

	    For example, if you have  cmdlevel	hack  and  are	connected  to  a
	    server,  you can issue /observe with no <player-name> parameter. The
	    server will change your connection to a  global  observer,	able  to
	    view all nations. A global observer can make no changes and can only
	    see  information.  If  a  user  with  cmdlevel hack issues /observer
	    <player-name>, then they can only  observe	that  particular  nation
	    only.   To	 restore   to	original  connection,  you  issue  /take
	    <player-name> for your own username.

     /detach <connection-name>
	    Only the console and connections with cmdlevel hack can force  other
	    connections to detach from a player.

	    This  rarely  used	command essentially forces a connected client to
	    disconnect from a server. To see the connections, issue a /list con-
	    nections command as noted above.

     /create <player-name> [ai type]
	    With the /create command a new player with the given  name	is  cre-
	    ated.  If  player-name is empty, a random name will be assigned when
	    the game begins. Until then the player will be known by a  name  de-
	    rived  from  its  type.  The ai type parameter can be used to select
	    which AI module will be used for the created player.  This	requires
	    that  the  respective  module  has	been  loaded  or built in to the
	    server. If the game has already started, the new player will have no
	    units or cities. Also, if no free player slots  are  available,  the
	    slot  of  a  dead  player can be reused (removing all record of that
	    player from the running game).

     /away  Toggles away mode for your nation. In away mode, the AI will  govern
	    your nation but make only minimal changes.

     NOTE:
	The term minimal changes is not well understood at this time. The server
	help  does  not  provide  more details. An enterprising enthusiast could
	read the AI code to determine what the term means and provide  more  de-
	tails.	Any  real player is not going to want the AI to run their nation
	and will delegate instead.

     /handicapped <player-name>
	    With no arguments, sets all AI players to skill  level  Handicapped,
	    and  sets  the  default level for any new AI players to Handicapped.
	    With an argument, sets the skill  level  for  the  specified  player
	    only. This skill level has the same features as Novice, but may suf-
	    fer additional ruleset-defined penalties.

	    * Does not build offensive diplomatic units.

	    * Gets reduced bonuses from huts.

	    * Prefers defensive buildings and avoids close diplomatic relations.

	    * Can see through FOW.

	    * Does not build air units.

	    * Has complete map knowledge, including unexplored territory.

	    * Naive at diplomacy.

	    * Limits growth to match human players.

	    * Believes its cities are always under threat.

	    * Always offers cease-fire on first contact.

	    * Does not bribe worker or city founder units.

	    * Has erratic decision-making.

	    * Research takes 250% as long as usual.

	    * Has reduced appetite for expansion.

     /novice <player-name>
	    With  no  arguments,  sets all AI players to skill level Novice, and
	    sets the default level for any new AI players to Novice. With an ar-
	    gument, sets the skill level for the specified player only.

	    * Does not build offensive diplomatic units.

	    * Gets reduced bonuses from huts.

	    * Prefers defensive buildings and avoids close diplomatic relations.

	    * Can see through FOW.

	    * Does not build air units.

	    * Has complete map knowledge, including unexplored territory.

	    * Naive at diplomacy.

	    * Limits growth to match human players.

	    * Believes its cities are always under threat.

	    * Always offers cease-fire on first contact.

	    * Does not bribe worker or city founder units.

	    * Has erratic decision-making.

	    * Research takes 250% as long as usual.

	    * Has reduced appetite for expansion.

     /easy <player-name>
	    With no arguments, sets all AI players to skill level Easy, and sets
	    the default level for any new AI players to Easy. With an  argument,
	    sets the skill level for the specified player only.

	    * Does not build offensive diplomatic units.

	    * Gets reduced bonuses from huts.

	    * Prefers defensive buildings and avoids close diplomatic relations.

	    * Can see through FOW.

	    * Does not build air units.

	    * Has complete map knowledge, including unexplored territory.

	    * Naive at diplomacy.

	    * Limits growth to match human players.

	    * Always offers cease-fire on first contact.

	    * Does not bribe worker or city founder units.

	    * Can change city production type without penalty.

	    * Has erratic decision-making.

	    * Has reduced appetite for expansion.

     /normal <player-name>
	    With  no  arguments,  sets all AI players to skill level Normal, and
	    sets the default level for any new AI players to Normal. With an ar-
	    gument, sets the skill level for the specified player only.

	    * Does not build offensive diplomatic units.

	    * Can see through FOW.

	    * Has complete map knowledge, including unexplored territory.

	    * Can skip anarchy during revolution.

	    * Always offers cease-fire on first contact.

	    * Does not bribe worker or city founder units.

	    * Can change city production type without penalty.

     /hard <player-name>
	    With no arguments, sets all AI players to skill level Hard, and sets
	    the default level for any new AI players to Hard. With an  argument,
	    sets the skill level for the specified player only.

	    * Has no restrictions on national budget.

	    * Can target units and cities in unseen or unexplored territory.

	    * Knows the location of huts in unexplored territory.

	    * Can see through FOW.

	    * Has complete map knowledge, including unexplored territory.

	    * Can skip anarchy during revolution.

	    * Can change city production type without penalty.

     /cheating <player-name>
	    With  no arguments, sets all AI players to skill level Cheating, and
	    sets the default level for any new AI players to Cheating.	With  an
	    argument, sets the skill level for the specified player only.

	    * Can target units and cities in unseen or unexplored territory.

	    * Knows the location of huts in unexplored territory.

	    * Can see through FOW.

	    * Has complete map knowledge, including unexplored territory.

	    * Can skip anarchy during revolution.

	    * Can change city production type without penalty.

     /experimental <player-name>
	    With  no arguments, sets all AI players to skill level Experimental,
	    and sets the default level for any new AI players  to  Experimental.
	    With  an  argument,  sets  the  skill level for the specified player
	    only. THIS IS ONLY FOR TESTING OF  NEW  AI	FEATURES!  For	ordinary
	    servers, this level is no different to Hard.

	    * Has no restrictions on national budget.

	    * Can target units and cities in unseen or unexplored territory.

	    * Knows the location of huts in unexplored territory.

	    * Can see through FOW.

	    * Has complete map knowledge, including unexplored territory.

	    * Can skip anarchy during revolution.

	    * Can change city production type without penalty.

     /cmdlevel none|info|basic|ctrl|admin|hack
	    The  command  access level controls which server commands are avail-
	    able to users via the client chatline. The available levels are:

	    * none: no commands

	    * info: informational or observer commands only

	    * basic: commands available to players in the game

	    * ctrl: commands that affect the game and users

	    * admin: commands that affect server operation

	    * hack: all commands - dangerous!

	    With no arguments, the current command access levels  are  reported.
	    With  a  single  argument, the level is set for all existing connec-
	    tions, and the default is set for  future  connections.  If  new  is
	    specified,	the  level is set for newly connecting clients. If first
	    come is specified, the first come level is set.  It will be  granted
	    to the first client to connect, or if there are connections already,
	    the  first	client to issue the /first command. If a connection name
	    is specified, the level is set for that  connection  only.	 Command
	    access  levels  do not persist if a client disconnects, because some
	    untrusted person could reconnect with the same name. Note that  this
	    command now takes connection names, not player names.

     /first
	    If	there  is none, become the game organizer with increased permis-
	    sions.

     /timeoutshow
	    Shows information about the timeout for the current  turn,	for  in-
	    stance how much time is left.

     /timeoutset <time>
	    This  command changes the remaining time for the current turn. Pass-
	    ing a value of 0 ends the turn immediately. The time is specified as
	    hours, minutes, and seconds using the format hh:mm:ss  (minutes  and
	    hours are optional).

     /timeoutadd <time>
	    This increases the timeout for the current turn, giving players more
	    time  to  finish their actions. The time is specified as hours, min-
	    utes, and seconds using the format hh:mm:ss (minutes and  hours  are
	    optional).	Negative values are allowed

     /timeoutincrease <turn> <turninc> <value> <valuemult>
	    Every  <turn>  turns,  add	<value>  to  the timeout timer, then add
	    <turninc> to <turn> and multiply <value> by  <valuemult>.  Use  this
	    command in concert with the option /timeout.  Defaults are 0 0 0 1.

     /ignore [type=]<pattern>
	    The  given	pattern  will be added to your ignore list. You will not
	    receive any messages from users matching this pattern. The type  may
	    be	either	user,  host,  or ip. The default type (if omitted) is to
	    match against the username. The pattern  supports  unix  glob  style
	    wildcards,	i.e.,  *  matches  zero or more character, ? exactly one
	    character, [abc] exactly one of a, b, or c, etc. To access your cur-
	    rent ignore list, issue /list ignore.

     /unignore <range>
	    The ignore list entries in the given range will be removed. You will
	    be able to receive messages from the respective users. The range ar-
	    gument may be a single number or a pair of numbers	separated  by  a
	    dash  -.   If the first number is omitted, it is assumed to be 1. If
	    the last is omitted, it is assumed to be the last valid ignore  list
	    index. To access your current ignore list, issue /list ignore.

     /playercolor <player-name> <color>
	    This  command  sets  the  color of a specific player, overriding any
	    color assigned according to the plrcolormode setting. The  color  is
	    defined using hexadecimal notation (hex) for the combination of Red,
	    Green,  and Blue color components (RGB), similarly to HTML. For each
	    component, the lowest (darkest) value is 0 (in  hex:  00),	and  the
	    highest  value  is	255 (in hex: FF). The color definition is simply
	    the three hex values concatenated together	(RRGGBB).  For	example,
	    the  following  command  sets Caesar to pure red: playercolor Caesar
	    ff0000. Before the game starts, this command can only be used if the
	    plrcolormode setting is set to PLR_SET. A player's color can be  un-
	    set again by specifying reset.  Once the game has started and colors
	    have  been	assigned,  this  command changes the player color in any
	    mode; reset cannot be used. To list the  player  colors,  use  /list
	    colors.

     /playernation <player-name> [nation] [is-male] [leader] [style]
	    This  command  sets  the nation, leader name, style, and gender of a
	    specific player. The string "random" can be used to select a  random
	    nation.  The  gender  parameter  should be 1 for male, 0 for female.
	    Omitting any of the player settings will reset  the  player  to  de-
	    faults. This command may not be used once the game has started.

     /endgame
	    End the game immediately in a draw.

     /surrender
	    This  tells  everyone else that you concede the game, and if all but
	    one player (or one team) have conceded the game in this way then the
	    game ends.

     /remove <player-name>
	    This completely removes a player from the game, including all cities
	    and units etc. Use with care!

     /save <file-name>
	    Save the current game to file <file-name>. If no file-name	argument
	    is given saves to <auto-save name prefix><year>m.sav[.gz]. To reload
	    a  savegame created by /save, start the server with the command-line
	    argument:--file <filename> or -f <filename> and use the /start  com-
	    mand once players have reconnected.

     /scensave <file-name>
	    Save  the  current	game  to  file	<file-name> as a scenario. If no
	    file-name  argument  is  given  saves  to	<auto-save   name   pre-
	    fix><year>m.sav[.gz].  To  reload  a  savegame created by /scensave,
	    start the server with the command-line argument:  --file  <filename>
	    or -f <filename> and use the /start command once players have recon-
	    nected.

     /load <file-name>
	    Load  a  game  from <file-name>. Any current data including players,
	    rulesets and server options are lost.

     /read <file-name>
	    Process server commands from file.

     /write <file-name>
	    Write current settings as server commands to file.

     /reset game|ruleset|script|default
	    Reset all settings if it is possible. The following levels are  sup-
	    ported:

	    * game: using the values defined at the game start.

	    * ruleset: using the values defined in the ruleset.

	    * script: using default values and rereading the start script.

	    * default: using default values.

     /default <option name>
	    Reset  the	option to its default value. If the default ever changes
	    in a future version, the option's value will follow that change.

     /lua cmd <script line>
	    Evaluate a line of Freeciv21 script or a Freeciv script file in  the
	    current game. Variations are:

	    * lua cmd <script line>

	    * lua unsafe-cmd <script line>

	    * lua file <script file>

	    * lua unsafe-file <script file>

	    The  unsafe  prefix runs the script in an instance separate from the
	    ruleset. This instance does not restrict  access  to  Lua  functions
	    that  can be used to hack the computer running the Freeciv21 server.
	    Access to it is therefore limited to  the  console	and  connections
	    with cmdlevel hack.

     /kick <user>
	    The  connection  given  by	the  user  argument will be cut from the
	    server and not allowed to reconnect. The time the user would not  be
	    able to reconnect is controlled by the kicktime setting.

     /delegate to <username>
	    Delegation	allows a user to nominate another user who can temporar-
	    ily take over control of their player while they  are  away.  Varia-
	    tions are:

	    * /delegate  to  <username>:  Allow <username> to delegate take your
	      player.

	    * /delegate cancel: Nominated user can no longer take your player.

	    * /delegate take <player-name>: Take control of  a	player	who  has
	      been delegated to you. Behaves like /take, except that the /allow-
	      take restrictions are not enforced.

	    * /delegate restore: Relinquish control of a delegated player (oppo-
	      site  of	/delegate  take) and restore your previous view, if any.
	      This also happens automatically if the player's owner reconnects.

	    * /delegate show: Show who control of your player is currently dele-
	      gated to, if anyone.

	    The [player-name] argument can only  be  used  by  connections  with
	    cmdlevel  admin  or  above	to force the corresponding change of the
	    delegation status.

     /aicmd <player> <command>
	    Execute a command in the context of the AI for the given player.

     /fcdb lua <script>
	    The argument reload causes the database script file  to  be  re-read
	    after  a  change,  while  the  argument  lua evaluates a line of Lua
	    script in the context of the Lua instance for the database.

     /mapimg define <mapdef>
	    Create image files of the world/player map. Variations are:

	    * mapimg define <mapdef>

	    * mapimg show <id>|all

	    * mapimg create <id>|all

	    * mapimg delete <id>|all

	    * mapimg colortest

	    This command controls the creation of map  images.	Supported  argu-
	    ments:

	    * define <mapdef>: define a map image; returns numeric <id>.

	    * show <id>|all: list map image definitions or show a specific one.

	    * create <id>|all: manually save image(s) for current map state.

	    * delete <id>|all:	delete map image definition(s).

	    * colortest: create test image(s) showing all colors.

	    Multiple  definitions  can	be active at once. A definition <mapdef>
	    consists of colon-separated options:

MAPDEF OPTIONS
	  +--------------------+-----------------+----------------------+
	  | Option	       | (Default)	 | Description		|
	  +--------------------+-----------------+----------------------+
	  | format=<format>    | (png)		 | file format		|
	  +--------------------+-----------------+----------------------+
	  | show=<show>        | (all)		 | which   players   to |
	  |		       |		 | show 		|
	  +--------------------+-----------------+----------------------+
	  | plrname=<name>     |		 | player name		|
	  +--------------------+-----------------+----------------------+
	  | plrid=<id>	       |		 | numeric player id	|
	  +--------------------+-----------------+----------------------+
	  | plrbv=<bit vector> |		 | see	example;  first |
	  |		       |		 | char = id 0		|
	  +--------------------+-----------------+----------------------+
	  | turns=<turns>      |		 | save   image    each |
	  |		       |	     1.  | <turns>  turns (0=no |
	  |		       |		 | autosave, save  with |
	  |		       |		 | create)		|
	  +--------------------+-----------------+----------------------+
	  | zoom=<zoom>        |		 | magnification factor |
	  |		       |	     2.  | (1-5)		|
	  +--------------------+-----------------+----------------------+
	  | map=<map>	       | (bcku) 	 | which  map layers to |
	  |		       |		 | draw 		|
	  +--------------------+-----------------+----------------------+

     <format> = use image format <format>. The png format is always supported.

     <show> determines which players are represented and  how  many  images  are
     saved by this definition:

	       * none: no players, only terrain.

	       * each: one image per player.

	       * human: one image per human player.

	       * all: all players on a single image.

	       * plrname: just the player named with plrname.

	       * plrid: just the player specified with plrid.

	       * plrbv: one image per player in plrbv.

	    <map> can contain one or more of the following layers:

	       * a: show area within borders of specified players.

	       * b: show borders of specified players.

	       * c: show cities of specified players.

	       * f: show fog of war (single-player images only).

	       * k: show only player knowledge (single-player images only).

	       * t: full display of terrain types.

	       * u: show units of specified players.

	    Examples of <mapdef>:

	       * zoom=1:map=tcub:show=all:format=png

	       * zoom=2:map=tcub:show=each:format=png

	       * zoom=1:map=tcub:show=plrname:plrname=Otto:format=png

	       * zoom=3:map=cu:show=plrbv:plrbv=010011:format=png

	       * zoom=1:map=t:show=none:format=png

     /rfcstyle
	    Switch server output between 'RFC-style' and normal style.

     /serverid
	    Simply returns the id of the server.

     USER   Specifies the username of the current user.

BUGS
     Please    report	 bugs	 to    the    Freeciv21   bug	tracker   at   -
     https://github.com/longturn/freeciv21/issues/new/choose

MORE INFORMATION
     See the Longturn home page at https://longturn.net/. You can also find  the
     code repository at https://github.com/longturn/freeciv21/.

AUTHOR
     Freeciv21 and Freeciv Contributors

COPYRIGHT
     GPL-3.0-or-later, Freeciv21 and Freeciv Contributors

				  Aug 29, 2026		FREECIV21-GAME-MANUAL(6)

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<https://man.freebsd.org/cgi/man.cgi?query=freeciv21-game-manual&sektion=6&manpath=FreeBSD+Ports+15.1.quarterly>

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