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Re: Corbeau's ruleset (2.5) - v1.0 released

Posted: Sat Jul 28, 2018 1:04 pm
by Corbeau
Removed Offshore Platform

Renamed Port Facility to Military harbour Facility, cost: 60

Removed adjacent-to-ocean requirement for Harbour. (If it is possible to set a "maximum distance to ocean" requirement, do let me know.)

Added Port Terminal:
Tech: Corporation
Cost: 60
+1 Trade to Ocean tiles.

(Files not yet uploaded.)

Re: Corbeau's ruleset (2.5) - v1.0 released

Posted: Sun Jul 29, 2018 4:04 am
by vodot
Corbeau wrote:Removed adjacent-to-ocean requirement for Harbour. (If it is possible to set a "maximum distance to ocean" requirement, do let me know.)


PM bard about this, he has a ruleset civ2civ3_earth where he allows canals but only on tiles that are x distance from an ocean.

Re: Corbeau's ruleset (2.5) - v1.0 released

Posted: Sun Jul 29, 2018 5:38 am
by Akechi
Corbeau wrote:Removed adjacent-to-ocean requirement for Harbour. (If it is possible to set a "maximum distance to ocean" requirement, do let me know.)

If you set "City" instead of "Adjacent", then Harbor is allowed when Oceanic terrain exists within city radius.
e.g.

Code: Select all

reqs   =
    { "type", "name", "range"
      "Tech", "Seafaring", "Player"
      "TerrainClass", "Oceanic", "City"
    }

If Freeciv version is 2.6+, "Traderoute" is also allowed, this covered not only city, but also trade destination city's city radius.

Re: Corbeau's ruleset (2.5) - v1.0 released

Posted: Sun Jul 29, 2018 5:51 am
by Caedo
vodot wrote:
Corbeau wrote:Removed adjacent-to-ocean requirement for Harbour. (If it is possible to set a "maximum distance to ocean" requirement, do let me know.)


PM bard about this, he has a ruleset civ2civ3_earth where he allows canals but only on tiles that are x distance from an ocean.


With roads, this seems much more doable, since you can just have one road type for "adjacent to ocean", and then a number of road types that each need to be adjacent to their respective previous one (and I'm assuming that's how bard did it). With city improvements, one could of course make them require such a canal tile, but that would make it a lot more work to build that improvement if you're not already planning on building a canal.

Re: Corbeau's ruleset (2.5) - v1.0 released

Posted: Sun Jul 29, 2018 6:24 am
by Corbeau
Thanks!

Re: Corbeau's ruleset (2.5) - v1.0 released

Posted: Tue Aug 21, 2018 10:05 am
by Corbeau
New:

Spontaneous migration enabled. (Since this is going to be a heavily modified experimental game, what the hell, let's try out things that haven't been tested in Lngturn and see what comes out.)

Warriors have "Marine" flag.

Re: Corbeau's ruleset (2.5) - v1.0 released

Posted: Wed Aug 22, 2018 9:45 am
by Corbeau
Adding new granary sizes. Numbers presume Granary improvement.

Code: Select all

City    Food    Max
size    after   food
        growth
  1              10
  2       2*     12
  3       4*     15
  4       6*     18
  5       8      22
  6      10      26
  7      12      30
  8      15      35
  9      20      40
 10      25      50
 +1      +5      +10

* free Granary

Re: Corbeau's ruleset (2.5) - v1.0 released

Posted: Mon Sep 10, 2018 10:00 am
by Corbeau
Modified Unit Upkeep per City.

Firstly, the table:

Code: Select all

            Gold Shld Food
Anarchy      99    2   99
Despotism     2    2    5
Monarchy      1    1    4
Republic      0    0    2
Fundam.       2    1    5
Communism     1    1    2
Democracy     0    0    2


Secondly, additionally, each city can supply food to one more unit per two sizes. So, for example, in Despotism, a size-10 city doesn't pay food to 10 units and a size-20 city doesn't pay food for 15 units.

Re: Corbeau's ruleset (2.5) - v1.0 released

Posted: Fri Sep 14, 2018 10:18 am
by Corbeau
Added and updated:

NO TERRAIN TRANSFORM (except Ocean <-> Swamp)
Railroad gives Trade to hills and mountains
Tech Explosioves makes it possible to build Resorts on Hills Mountains, resulting in +2 Trade

Re: Corbeau's ruleset (2.5) - v1.0 released

Posted: Fri Oct 05, 2018 12:03 am
by Lexxie
The migrant is for some reason a fascinating unit to me, in which I nevertheless see much chaos that is hard to properly balance or tame. Something caught my eye when I saw "Migrant is a Unique Unit". It made me get a wonder or a hunch, "is he onto something here, a step toward the solution to the puzzle ?"

I'd be very interested in hearing more about the thought process behind this decision of "Migrant is a Unique Unit". Thanks !


--Lexxie