Search found 13 matches

by Drachefly
Sat Jul 16, 2016 5:35 pm
Forum: Rulesets and modpacks
Topic: A better Elbonia
Replies: 1
Views: 4033

Re: A better Elbonia

If you have cities named after some characters from Dilbert, why not use more of them?
by Drachefly
Wed Jul 13, 2016 4:42 pm
Forum: Wishlist
Topic: Breaking Up effects.ruleset
Replies: 9
Views: 7636

Re: Breaking Up effects.ruleset

I'm also thinking that building negations in general shouldn't be used for placement. While wonders negating improvements is an obvious exception, I can't really think of a good reason to have buildings, governments, or technologies used to negate effects instead of just making completely separate ...
by Drachefly
Sun Jul 10, 2016 2:25 am
Forum: Wishlist
Topic: Breaking Up effects.ruleset
Replies: 9
Views: 7636

Re: Breaking Up effects.ruleset

If you can include, then yeah, this is pretty much taken care of.
by Drachefly
Sat Jul 09, 2016 4:51 pm
Forum: Wishlist
Topic: Ancient Democracy idea
Replies: 1
Views: 3014

Re: Ancient Democracy idea

I definitely think there is a role for a government like this in the game.

You did a good job keeping it from being broken, I think. I'd let the tax sliders go out to 80%.
by Drachefly
Wed Jun 29, 2016 4:49 pm
Forum: Rulesets and modpacks
Topic: Rule debugging (city walls trade penalty)
Replies: 3
Views: 4177

Re: Rule debugging (city walls trade penalty)

So, I tried that. Oddly, it was successful in reducing trade from a non-adjacent whales tile, but a non-adjacent paper tile remained 1-2-2. A distant roads-grassland tile was reduced to 0 trade, a nearby roads-plains tile was left with 1 trade. I think this reduction is occurring before special reso...
by Drachefly
Tue Jun 28, 2016 11:22 am
Forum: Rulesets and modpacks
Topic: Rule debugging (city walls trade penalty)
Replies: 3
Views: 4177

Rule debugging (city walls trade penalty)

I wanted to reduce trade by 1 in each non-adjacent tile, if you have city walls* So I put this effect in the effects ruleset. [effect_city_walls_bad_traffic] type = "Output_Penalty_Tile" value = 1 reqs = { "type", "name", "range" "Building", "Ci...
by Drachefly
Sat Jun 11, 2016 12:05 pm
Forum: Wishlist
Topic: City walls become obsolete!
Replies: 14
Views: 14238

Re: City walls become obsolete!

Maybe lesser of +2 and +100% defense? That way it's overwhelming in ancient combat but a nice perk in modern.
by Drachefly
Sat Jun 11, 2016 10:30 am
Forum: Single player
Topic: new and I have never won a game except spaceship
Replies: 13
Views: 17501

Re: new and I have never won a game except spaceship

Shields are the physical production - the stuff you're building, like units and buildings and wonders. You started with a very odd situation - extremely high technology level, science upkeep (I've never played a variant with science upkeep), and yet no cities to support the upkeep. No wonder things ...
by Drachefly
Fri Jun 10, 2016 4:46 pm
Forum: Rulesets and modpacks
Topic: List of rulesets?
Replies: 3
Views: 6390

List of rulesets?

Is there a list of notable rulesets besides those installed with the game? What are their goals, how extensive are they, etc.? I don't see a list, here or on the wiki. I have a rather low bar for notability, as long as it's interesting or well-done in some way - if you'd think 'Hmm, I'd like a rules...
by Drachefly
Mon Jun 06, 2016 6:20 pm
Forum: Wishlist
Topic: Limit movement on rails
Replies: 7
Views: 8691

Re: Limit movement on rails

That particular rule only really makes sense for rail or maglev. It'd be up to the ruleset maker to ensure balance, yes, but I don't see why it would be all THAT hard to do. If they allow 15 move fragments they're already committed to roads being utterly bananas. Then they can choose the Railway Mov...