In any case additional summary of setup:
To not repeat too much, here is entry posted in ruleset readme:
Most important things are described there.
game will be low on special (15), and in moderately unfriendly terrain (temperature 100) also all temperate map, with random (not fractal!) generator.
Additionally as unit movement is increased, so is work cost for all task, so workers will not work much faster than in unmodified rule-set. But you will start with 4 workers and 3 settlers so thats not too bad
Notes for players that might be coming from LT (34 in particular), by Evan, what he observed in test game (viewtopic.php?f=119&t=1129&start=10#p5682):
Tech Penalty for changing tech is 100%. (LT34 = 0%, but other LT games have had it on)
Archers don't ignore ZOC, and have 3/1/2 (cf. LT 3/2/3)
Diplomats cost 20, and spies cost 50. (in LT34 both are 30)
Diplchance (chance for diplomats to succeed)= 80, LT34 = 40
Tired attack is off. In LT34 it was on.
You need a manufacturing plant to build two slots. (LT34=3 already, and 4 with plant)
Upgrade/autoupgrade veteran_loss = 1 veteran level lost when upgrading a unit (LT34=0) I think I read on the wiki that this is something new with the 2.5 version.
Hills=4MP; Jungle, Swamp and Forest =2MP (LT34 = 4MP for all of them)
Immediate free tech is cheapest/earliest, not next in tech goal queue.
Citymindist = 3 (cf.LT=5)
Standard freeciv city tile size (radius_sq_city=5) (cf. LT=15)
Triemes can use rivers. (LT34 no)
Most of it is straight defaults from Freeciv 2.5 civ2civ3 ruleset.
But in any case I suggest you review game settings and help when game starts or if you start test game using linked ruleset. I know I always did through check of rule-set when playing GT. Likely you do not need to dive into rule-set files themselves as I believe I have updated help pretty well, though it is always hard to be sure about such things.
Lastly very important thing is, there will be additional unconventional win condition:
Player who builds 3 (or maybe 4 depending on number of players and what Corbeau decides) wonders, and keeps them for 7 turns, wins.
This will require some cooperation of players. First as it is quite nasty to implement automatic tracking for this it will be done manually by Corbeau (it is quite simple to view travelers report). Though things can be missed, so I encourage anyone who builds 3 wonders to announce it or it will not be tracked (I hope if Corbeau sees that someone has 3 wonders he will announce it too, though I believe others will be able to track that quite well themselves too). Similar if someone takes city with one wonder that belong to "wonder victory contender" he should announce it too.
Such additional win condition, that is attainable quite early should spice and live game quite significantly. I hope effect will be similar to havannahs ring win condition (for those that know this wonderful board game), game is very rarely won by that condition, but shapes the game-play very strongly. I hope we will have wonder leaders, then people pounding on them, possibly with them loosing techs due to tech upkeep and in general creating fun game and experience!
Oh also no allied victory!
Again all welcome, and please register by sending priv msg to me.