Welcome to Freeciv 1.7! Thanks again to all our developers, who continue to work so hard. For 1.7, a _lot_ of bugs have been fixed, new features added, and thanks to John Stonebraker, the AI is now so powerful that you'll probably want to handicap it. :-) Those who are interested in seeing the detailed changes should check the ChangeLog file. WHAT'S CHANGED SINCE 1.6.3: - Massive AI changes. It plays smarter, and the AI uses seagoing vessels. - The contents of the help system have been improved substantially. - Many bugs fixed. - We now recommend you use "configure" instead of Imake. - Settlers have a new "e"xplore mode. - The makefiles now contain auto-generated dependency information. - Units within the radius of the city to which they belong no longer cause unhappiness. This will allow much more realistic defense scenarios. - The tax/lux/sci rates are now limited by your government type. Also, they can modified by clicking on the rate status icons. - The behaviour of spies and diplomats has been greatly improved. - Freeciv now needs to transmit a lot less data (<25%!) when playing over the Internet. This will greatly speed up games. - Preliminary support for compiling Freeciv under Windows and OS/2, when used in conjunction with the GNU tools. - From now on, it will be possible for different Freeciv versions to talk to each other if they're able. - Tracy Reed (who provides www.freeciv.org) reports that our site is getting over 6,000 hits per month. He was quoted as saying "Cool! Now my computer is doing something!" - Lots, and Lots, and Lots of donated patches. Thanks guys, keep 'em coming! KNOWN BUGS: Freeciv 1.7 is the first stable release since 1.6.3, and is considered bug-free enough for everyday use. However if you do find one, please report it (or other problems) to the freeciv-dev mailing list. For instructions on how to do this, see: http://www.freeciv.org THINGS TO DO: - goto should be looked at, as units with moves left after a goto should be active but aren't. - Alliances, the Space Race, and more!!