Webperimental was based on the classic ruleset (via the deprecated fcweb
ruleset). It is more like classic than non web Freeciv's experimental
ruleset.

Differences compared to the classic ruleset are:
- Diplomat available from Alphabet
- AI players are created with random trait values
- Known techs tree cannot have holes in it
- Diplomats can steal gold from enemy capitals (needs Banking)
- Spies can steal gold from enemy cities (needs Banking)
- A higher percentage of a nation's gold can be stolen from its capital
  (unless it's in Anarchy).
- An even higher percentage of a nation's gold can be stolen from its
  capital if it is communist.
- The killstack server setting is disabled by default.
  - unit stack blocks bribe/sabotage unit needs killstack.
- Spies can steal parts of other player's world map.
- Spies belonging to the owner of the Manhattan Project can nuke cities.
  - a higher veteran level gives a higher chance of success.
  - agents and spymasters may even escape before the nuke detonates.
  - doing this to someone you aren't at war with causes international
    outrage: everyone, not just the victim, gets a Casus Belli against you.
- Spies can sabotage and poison units and cities you aren't at war with.
  - doing this to someone you aren't at war with causes international
    outrage: everyone, not just the victim, gets a Casus Belli against you.
- Explorers can establish embassies once Writing is discovered.
  This action consumes the explorer.
- Cities can be founded within enemy borders during war and
  before contact.
- The Zone of Control rules have been turned off.
- There's only one barbarian nation, attacking from both land and sea.
- A player that knows Electricity has no fog of war inside their borders.
- Foot soldiers can peacefully expel foreign civilian units from your
  terrain.
- It is possible to establish an embassy while inside a ship.
- The startunits are by default spread over the map.
- The Leader unit has been added to the default startunits.
- The Leader unit can destroy a domestic city. (Be careful when you scorch
  the earth. If your Leader dies you lose the game.)
- Killing an enemy Leader gives you a few of their cities, some of their
  gold and some of their knowledge. Not all their cities will follow you.
  Some will rather turn barbarian.
- The Leader can heal light weight units belonging to you or to your allies.
- The Leader can destroy visible buildings in enemy cities, like city walls.
  This has a 50% chance of success and ends the leader's turn.
- The Leader can move on shallow water without being transported by becoming
  a "Leader Yacht". Conversion back and forth can be done inside a city once
  Map Making has been discovered.
- Labels the year using AD/BC.
- All units can be airlifted:
  - Light weight units can be airlifted once Flight is known.
  - Medium weight units can be airlifted once Advanced Flight is known.
  - Heavy weight units can be airlifted once Fusion Power is known.
  - To airlift heavy and medium weight units an airport is required both
  in the source and in the destination city.
- Cities that know Flight can airlift one (light weight) unit per turn. An
  Airport allows a city to airlift one more unit per turn.
- Default minimum distance between cities is 3.
- Default map generator is `Fair islands`. It generates identical start
  position islands for all players.
- The Howitzer and the Battleship can bombard.
  - bombardment may hurt all units at the target tile.
  - bombardment can't kill a unit.
  - bombardment can kill population in a city.
  - webperimental's bombardment can target unit stacks 3 tiles away.
  - webperimental's bombardment doesn't replace regular attack.
- The Battleship is weak against Bomber planes.
- Moving from a ship to the beach doesn't spend all movement points.
- Airlifting to and from allied cities is allowed by default.
- Land units sees further on top of Mountain tiles.
- Railroads can't be used by enemy units by default. Regular roads can be
  used by the enemy even if the restrictinfra server setting is enabled.
  (The restrictinfra server setting is enabled by default.)
- An alliance has more in game consequences:
  - Unit ownership can be transferred by moving a unit to an allied city
    and ordering it to change home city.
  - Caravan and Freight can help allies to complete wonders.
  - Sun Tzu's War Academy gives its veteran bonus (combat and production)
    to both its owner and to all their allies.
  - J.S. Bach's Cathedral makes two unhappy citizens content in allied
    cities too.
  - A. Smith's Trading Co. pays for your allies' 1 upkeep buildings too.
- Some units can disrupt the supply lines of enemy units. This removes 1 MP
  from the target unit at the cost of one move fragment for the unit doing
  the disrupting.
- Civilians can't capture fortresses.
