"Simulation" ruleset, v2.0 (was: "Corbeau's Ruleset) - WORK IN PROGRESS

Contribute, display and discuss rulesets and modpacks for use in Freeciv here.
User avatar
Corbeau
Elite
Posts: 867
Joined: Mon Jan 13, 2014 11:13 pm

"Simulation" ruleset, v2.0 (was: "Corbeau's Ruleset) - WORK IN PROGRESS

Postby Corbeau » Fri Nov 09, 2018 3:51 pm

As LT42 has started, I'm hoping it will receive input from players that will make it possible to further advance on the Quest for The Perfect Ruleset.

v1.0 and a few pages of updates and discussion is here.

For starters, a comprehensive, systematic and thorough summary of v1.0 can be seen and commented here.

The v1.0 of the ruleset itself can be checked here.

And further ideas, comments, criticism, discussion starters, can be posted in this thread.

I'll start with my own, with this post to be heavily updated.

OPERATIONAL:

When in Anarchy, unhappysize is 1 making cities to be in revolt by default.

- city defence bonus rises by 10% per size point until size 10 (max 100%).

Tribalism: no money (tax or any upkeep cost), no taxmen, scientist gives only half (one bulb), +3 veteran levels

New tech: Improved Agriculture (preq: Pottery), removes the 3+ food penalty (instead of Pyramids and non-Despotism)

TODO:
- still need to fix anarchy: set Trade to 0
- pollution on water and amphibious Engineers (MP: 1)
- river movement: 2/3 MP
- IgZOC: 1 MP/tile
- ? remove Diplomats and/or immediately start with Spies ?
- make Pyramids cheaper

Fix Fundamentalism. Ideas:
- rename to Theocracy
- sci x0.5 or less
- libraries no effect, university causes unhappiness
- low financial upkeep for units
- maybe free 1-coin buildings

- Warriors obsolete by Pirates/Barbarians

- make Workers slightly cheaper?


[effect_palace] & 1 - uncomment (how did they end up commented in the first place?) - maybe

Prerequisite switch:
Republic needs Philosophy (was Literacy)
Democracy needs Economics (was Banking)

Fix Factory MF (and MF itself)

set diplchance_steal=100
set techlost_recv=0

Less liberal unit upgrading. All options open. Need... to... think... nnnngh...
(do not upgrade across classes, no automatic upgrade?, no upgrade at all?...)

Specialization: "dead end" military techs: Panzer I, II, III... Separate barracks for different types of units?

Separate factories for different military units

New unit: River boat. Native terrain: rivers only. Carried by Transporter. Can carry 1 Land or Small Land unit. (Gif?)

fix: diplomats, native, roads

fix type = "Tech_Upkeep_Free" \ value = 3

Gunpowder and Automobile +1 to city radius. - or not

Fix "Courthouse eliminates waste/corr in capital" in the manual. Or really eliminate it. Or just decrease it. Or increase production. Or something. (+ shields for Palace?)

Pre-forts!!!

Check in-game help for governments.

Add pre-fort (and check fortress border) (terrain.ruleset) - remove "NoAggressive"

Caravans?

Bombers AND fighters have to be "Bombarders". Explanation: a unit doesn't represent a single airplane, but an airfleet, and those don't get destroyed, only damaged and reduced. Damaging an airfleet in Civ has the same effect as in reality: it makes it less combat worthy and increases time until it is ready again. Also, make sure the upkeep cost is large enough so that there is no overproduction.

Catapult (et al.) should attack non-native tiles.

Archers are too strong?

"Killcitizen" to more normal levels.

New units:
Bowmen (ex archers)
Archers - unique to Tribal
Riverboat (Tribal Trireme, reduced capabilities)

Fix Tribal food upkeep
Last edited by Corbeau on Sat Jan 19, 2019 11:35 pm, edited 2 times in total.

User avatar
Corbeau
Elite
Posts: 867
Joined: Mon Jan 13, 2014 11:13 pm

Re: "Simulation" ruleset, v2.0 (was: "Corbeau's Ruleset) - WORK IN PROGRESS

Postby Corbeau » Fri Jan 18, 2019 8:44 am

When in Anarchy, unhappysize is 1 making cities to be in revolt by default.

I hope this works as intended.

Code: Select all

[effect_unhappysize]
type    = "City_Unhappy_Size"
value   = 4
    { "type", "name", "range", "negated"
      "Gov", "Anarchy", "Player", TRUE
    }

[effect_unhappysize_anarchy]
type    = "City_Unhappy_Size"
value   = 1
    { "type", "name", "range"
      "Gov", "Anarchy", "Player"
    }

User avatar
Corbeau
Elite
Posts: 867
Joined: Mon Jan 13, 2014 11:13 pm

Re: "Simulation" ruleset, v2.0 (was: "Corbeau's Ruleset) - WORK IN PROGRESS

Postby Corbeau » Sat Jan 19, 2019 1:49 am

New:

City defence bonus rises by 10% per size point until size 10 (max 100%).

Tribalism: no money (tax or any upkeep cost), no taxmen, scientist gives only half (one bulb), +3 veteran levels

New tech: Improved Agriculture (preq: Pottery), removes the 3+ food penalty (instead of Pyramids and non-Despotism)