Search found 166 matches

by nef
Mon Oct 14, 2019 12:55 pm
Forum: Help wanted
Topic: Correct the rulesets civ1 and civ2
Replies: 73
Views: 17388

Re: Correct the rulesets civ1 and civ2

Lighthouse can be built in inland city??? EDIT: meynaf has put paid to this one - forget it. His answer - YES. If not then change the reqs vector in [building_lighthouse] to read: reqs = { "type", "name", "range" "Tech", "Navigation", "Player&qu...
by nef
Mon Oct 14, 2019 12:23 pm
Forum: Wishlist
Topic: Mangrove forest and volcanos tiles
Replies: 12
Views: 2470

Re: Mangrove forest and volcanos tiles

Two problems: A. If set_label works then "place" is a tile (fc userdata acting like a Lua table, describing a tile on the map). local til = place.Tile doesn't make any sense to me. "Tile" is not a field for this table (AFAIK) so I would expect til to have the value nil, AND there...
by nef
Sat Oct 05, 2019 10:17 am
Forum: Help wanted
Topic: Correct the rulesets civ1 and civ2
Replies: 73
Views: 17388

Re: Correct the rulesets civ1 and civ2

Clarification of a previous post? According to wiki baracks uk is 0/1/2 whereas the civ1 ruleset codes 1/2/3. I now suspect that this was a change with version 3 (from 0/1/2 to 1/2/3), perhaps being part of an attempt to reduce the advantage of the ICS (smallpox) strategies. I am not sure that this ...
by nef
Sat Oct 05, 2019 10:13 am
Forum: Help wanted
Topic: Correct the rulesets civ1 and civ2
Replies: 73
Views: 17388

Re: Correct the rulesets civ1 and civ2

After searching the literature I could find no reference to Civ I trade routes giving a one time bonus to science. In fact there were many times where the issue was raised in discussions on Civ II - suggesting that the concept was novel (to Civ II). So - replace section [trade] in civ1 game.ruleset ...
by nef
Mon Sep 30, 2019 2:40 pm
Forum: Help wanted
Topic: Correct the rulesets civ1 and civ2
Replies: 73
Views: 17388

Re: Correct the rulesets civ1 and civ2

'Rome' is quite specific about the tech bonuses for Copernicus' Observatory and for the SETI wonders. For SETI: "Increases light bulb production in all cities by 50% after all adjustments for Libraries, Universties and Einsteins" For the observatory the language is identical with the diffe...
by nef
Mon Sep 30, 2019 2:36 pm
Forum: Help wanted
Topic: Correct the rulesets civ1 and civ2
Replies: 73
Views: 17388

Re: Correct the rulesets civ1 and civ2

Thanks again to meynaf for nailing down another loose end. Happened to be reading a forum post (or 2) when I noticed a problem with [effect_isaac_newtons_college] and [effect_isaac_newtons_college_1. In fact , there are two. A. The "Output_Bonus" for libraries and universities is 1/3 not 1...
by nef
Mon Sep 09, 2019 12:03 pm
Forum: Help wanted
Topic: Correct the rulesets civ1 and civ2
Replies: 73
Views: 17388

Re: Correct the rulesets civ1 and civ2

After some research it seems that rivers do provide trade but NOT cumulative with roads. References: A. Online manual (Terrain Chart). Fairly clear about river trade AND no accumulation with road. Note that the manual is not infallible (see the last entry for units). B. Table 3-1 in 'Rome on 640k'. ...
by nef
Mon Sep 02, 2019 1:10 pm
Forum: Help wanted
Topic: Correct the rulesets civ1 and civ2
Replies: 73
Views: 17388

Re: Correct the rulesets civ1 and civ2

Turns out there is a second problem with Mike's Chapel in the civ1 ruleset. The benefit is only 50% of a cathedral (+2), not 100% (+4). So here is the new rule for civ1 effects.ruleset replacing section [effect_michelangelos_chapel]: [effect_michelangelos_chapel] type = "Make_Content" valu...
by nef
Mon Jul 22, 2019 1:37 pm
Forum: Help wanted
Topic: Correct the rulesets civ1 and civ2
Replies: 73
Views: 17388

Re: Correct the rulesets civ1 and civ2

I can confirm civ1 does not limit tax/science. Thanks for the confirmation - always reassuring. 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. Not sure that this is all that imp...
by nef
Mon Jul 22, 2019 1:20 pm
Forum: Help wanted
Topic: Correct the rulesets civ1 and civ2
Replies: 73
Views: 17388

Re: Correct the rulesets civ1 and civ2

The civ1 ruleset for section [effect_michelangelos_chapel] currently has: "Building", "Michelangelo's Chapel", "City" This should read: "Building", "Michelangelo's Chapel", "Player" N.b. the help text is correct so this is a bug. A somewhat...