Earth scenario and civ2civ3 ruleset
Posted: Fri Jun 14, 2013 2:17 pm
Updated version of civ2civ3 ruleset for freeciv v2.5
The ruleset Civ2Civ3 will be included in the next official release of freeciv 2.5, where new changes will be introduced more slowly.
This modpack have been renamed to civ2civ3_earth, and I'll maintain it here in the forums, to share the changes that I use in my personal version, and to test some of the changes that are already planned for future freeciv versions (2.6, now in development).
The same rules will be available with modpack-tool, but the pack attached here also includes:
- an Earth scenario with map made by Rhye for Civ IV
- the tileset Amplio_earth, a mix of amplio and amplio2, with forests from freeland, and a look more suitable for earth-like maps. (the ruleset is compatible with default tilesets too).
Changes compared to the version included in official freeciv:
- Added Fort and Airstrip bases, required before you can build Fortress or Airbase, respectively. Bases no longer protect full stacks from being killed when one unit is defeated.
- Introduced Maglev, available with Superconductors, that allows unlimited movement for Land units (except Big Land and Merchant classes).
- A little boost to Federation (+1 Luxury per city, so it is easier to celebrate), and Fundamentalism (-50% to science, instead of total science output halved).
- Construction requires Iron Working instead of Currency. This way, Iron Working is a prerequisite to build Frigates and Ironclads.
- Increased fuel of all Air units by one, in order to allow battles for air control. All Air units lose 10% of HPs, like helicopters, when they end out of city or airbase.
- Cruise Missile allowed to attack Air units, and increased range to 16 (greater than movement of Stealth Fighters).
- Mountains receive +2 Shields from mines, same than Hills. The discovery of Refining doubles the effect of mines placed on Deserts and Glaciers.
- Deep ocean tiles must be mined in order to take advantage of the shield bonus from Offshore Platforms (buoys are no longer needed).
- Readjusted effects of global warming and nuclear winter. Ocean can no longer change to Deep ocean.
- Readjusted terrain transformations. Designed so all useful alterations can be finished in 1 or 2 steps, and all effects from Global warming can be reversibly with terraforming.
- Doubled costs of all spaceship parts, so it is harder to achieve a space victory.
- Scenario: Added Natural Wonders, that grant +3 luxuries in the tile where they are placed. Marked with a text label, and a flag icon.
Constructive criticism is welcome, as always, and it will be important to improve the ruleset, specially now that it is part of freeciv releases.
The ruleset Civ2Civ3 will be included in the next official release of freeciv 2.5, where new changes will be introduced more slowly.
This modpack have been renamed to civ2civ3_earth, and I'll maintain it here in the forums, to share the changes that I use in my personal version, and to test some of the changes that are already planned for future freeciv versions (2.6, now in development).
The same rules will be available with modpack-tool, but the pack attached here also includes:
- an Earth scenario with map made by Rhye for Civ IV
- the tileset Amplio_earth, a mix of amplio and amplio2, with forests from freeland, and a look more suitable for earth-like maps. (the ruleset is compatible with default tilesets too).
Changes compared to the version included in official freeciv:
- Added Fort and Airstrip bases, required before you can build Fortress or Airbase, respectively. Bases no longer protect full stacks from being killed when one unit is defeated.
- Introduced Maglev, available with Superconductors, that allows unlimited movement for Land units (except Big Land and Merchant classes).
- A little boost to Federation (+1 Luxury per city, so it is easier to celebrate), and Fundamentalism (-50% to science, instead of total science output halved).
- Construction requires Iron Working instead of Currency. This way, Iron Working is a prerequisite to build Frigates and Ironclads.
- Increased fuel of all Air units by one, in order to allow battles for air control. All Air units lose 10% of HPs, like helicopters, when they end out of city or airbase.
- Cruise Missile allowed to attack Air units, and increased range to 16 (greater than movement of Stealth Fighters).
- Mountains receive +2 Shields from mines, same than Hills. The discovery of Refining doubles the effect of mines placed on Deserts and Glaciers.
- Deep ocean tiles must be mined in order to take advantage of the shield bonus from Offshore Platforms (buoys are no longer needed).
- Readjusted effects of global warming and nuclear winter. Ocean can no longer change to Deep ocean.
- Readjusted terrain transformations. Designed so all useful alterations can be finished in 1 or 2 steps, and all effects from Global warming can be reversibly with terraforming.
- Doubled costs of all spaceship parts, so it is harder to achieve a space victory.
- Scenario: Added Natural Wonders, that grant +3 luxuries in the tile where they are placed. Marked with a text label, and a flag icon.
Constructive criticism is welcome, as always, and it will be important to improve the ruleset, specially now that it is part of freeciv releases.