Search found 87 matches

by meynaf
Mon Sep 09, 2019 4:19 pm
Forum: Help wanted
Topic: Correct the rulesets civ1 and civ2
Replies: 65
Views: 16452

Re: Correct the rulesets civ1 and civ2

After some research it seems that rivers do provide trade but NOT cumulative with roads. Although a minor issue it would be good if my (new) assumption is confirmed (or denied). Checked in an old saved game, rivers produce trade which it is definitely not cumulative with roads. Your assumption is c...
by meynaf
Mon Jul 15, 2019 5:30 pm
Forum: Help wanted
Topic: Correct the rulesets civ1 and civ2
Replies: 65
Views: 16452

Re: Correct the rulesets civ1 and civ2

I can confirm civ1 does not limit tax/science. You can start a new game and then set science to 100% immediately.
Another difference is the way it is rounded. E.g. if you're at 50% tax / 50% science and you produce an odd number, extra point will be science at fciv but tax at civ1.
by meynaf
Mon Feb 11, 2019 8:24 am
Forum: Help wanted
Topic: Correct the rulesets civ1 and civ2
Replies: 65
Views: 16452

Re: Correct the rulesets civ1 and civ2

In Civ I a fairly simple test to check (b) is to use republic or democracy, for (c) celebration under monarchy or communism. The criterion in both cases is: does a normal railroad tile produce 2 or 3 trade? (Normal = grassland|plains|desert.) From an old save game i can see it's 2 trade under democ...
by meynaf
Mon Jan 21, 2019 4:08 pm
Forum: Help wanted
Topic: Correct the rulesets civ1 and civ2
Replies: 65
Views: 16452

Re: Correct the rulesets civ1 and civ2

nef wrote:Can someone please confirm or deny that this riverine transform is/is not possible in Civ I.

River in civ1 is considered as a distinct terrain type. It can not be changed to something else.
by meynaf
Wed Oct 17, 2018 4:21 pm
Forum: General discussion
Topic: city setup destroyed when growing
Replies: 17
Views: 3450

Re: city setup destroyed when growing

Wait, so you get production from production-rich tiles, then something happens to redistribute tiles to more food-rich and THEN you get food? Yep. But it requires to reduce the population so obviously you can't do that every turn ;) Actually it's just a pain because it prevents reducing the food wh...
by meynaf
Wed Oct 17, 2018 8:19 am
Forum: General discussion
Topic: city setup destroyed when growing
Replies: 17
Views: 3450

Re: city setup destroyed when growing

Just found another problem linked to that. When a migrant is built, the city setup is redone. But, food got from cells is computed from the new setup, not from the old one ! This means worked cells used for production and worked cells used for food, are not the same in that turn... Reproducing that ...
by meynaf
Fri Sep 28, 2018 1:51 pm
Forum: Help wanted
Topic: Correct the rulesets civ1 and civ2
Replies: 65
Views: 16452

Re: Correct the rulesets civ1 and civ2

cazfi wrote:In particular, was it possible to form an alliance where units of the two nations can coexist on the same tile?

Not at Civ1. Attempts to move a unit in same cell as another nation's unit is always interpreted as an attack and cancels treaties if confirmed.
by meynaf
Sat Aug 04, 2018 9:43 am
Forum: Multiplayer / Online gaming
Topic: Want to Help Create a Better AI?
Replies: 11
Views: 12349

Re: Want to Help Create a Better AI?

Their "register at" link appears to be broken...
by meynaf
Sat Apr 21, 2018 12:39 pm
Forum: Contribution
Topic: civ1 behavior
Replies: 19
Views: 3948

Re: civ1 behavior

One more.

When a city is taken/destroyed in civ1, units depending on that city are removed.
In freeciv they are just given another home.

Again, the ruleset does not appear to be able to change this.
by meynaf
Thu Apr 19, 2018 6:40 pm
Forum: Contribution
Topic: civ1 behavior
Replies: 19
Views: 3948

Re: civ1 behavior

Another difference.

When you unleash barbarians from a hut ; sometimes freeciv does not create barbs but just kills the unit. This is hardcoded in the unleash_barbarians function.
But it NEVER occurs in civ1.