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"Simulation" ruleset, v2.x - WORK IN PROGRESS

Posted: Fri Nov 09, 2018 3:51 pm
by Corbeau
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.

Current v2.0 unit summary is here.
Current v2.0 ruleset is 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: Tools (preq: Pottery, Bronze), removes the 3+ penalty (instead of Pyramids and non-Despotism)

Fixed Manufaktur: now stops working with Factory built and serves as a museum.

All production bonuses (Factory, Mfg, Plants...) are 50%

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

Tech_upkeep_divider set to 2000
Tech_upkeep_free set to 1 (base) and 2 (Tribal only)
Among other things, this means no tech upkeep until you research 2000 bulbs (or 4000 for tribal government).

Migration_Pct adjustments: size 1, +100; City Hall, +200; size 1 & Granary, +1000 (10^3)

Approximate tips:
- city size 1 is safe from disbanding by migrating to size 6 or less;
- with Granary, s1 is safe from migrating to s15 with City Hall

Equation:
upkeep = ((bulbs / divider) - free) * cities

Anarchy: No Trade!

Monarchy: +10 Trade in capital (Palace)

New units, unique to Tribal government, also replacing other units that can't be built under Tribal government:
- Raiders (replacing Legion and Pikemen), can attack from boats
- Bowmen (replacing Archers)
- Boat (replacing Trireme) - slower, can carry only 1 unit

Bombers AND fighters are "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.

Scorched earth: most or all buildings are destroyed upon conquest.

Tribal government can't build Triremes, only Boats.

New units: Skirmishers, Arquebusiers, Boats

Arquebusier (2/2 - 20/1) - Gunpowder
Musketeers (3/3 - 20/1)

No more "killcitizen"

Gunpowder = Feudalism + Physics
Leadership = Theology (not Chivalry) + Banking

Removed Leonardo

set diplchance_steal=50
set techlost_recv=0
/set unreachableprotects disabled

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

no upgrades across classes

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

All governments except Despotism, Tribal and Anarchy, +10 Trade in the capital

Barracks don't work in Anarchy and Tribal

Farmland can be built in deserts.


Freights can carry 2 Missiles


City foodboxes now corresponding to Manual (now granary_food_ini = 10, 12, 15, 18, 22, 26, 30, 35, 40)
(?) Diplomats couldn't travel by roads and rivers?
Tribal government gets no Trade
Tribal scientists produce 1 bulb (instead of 2)
Tribalism, food upkeep free : 99

Fixed Manufaktur:
+2 shields
with Factory, 2 Trade instead of 2 Shields, no effect on Factory construction

Freight can carry 2 missiles

No automatic upgrade at all
Invention does NOT halve the upgrade price

New/changed techs:

Physics = Philosophy + Feudalism
Alchemy = Trade + Philosophy
Chemistry = Alchemy + University
Gunpowder = Alchemy + Feudalism
Leadership = Gunpowder + Chivalry

Monarchy fix (+20 -> +10 trade)
Warriors obsolete by Raiders
Raiders obsolete by Militia

Celebrating communist cities have increased shield production.



######################################## v2.1 ####################################################################

----- Tribal government -----
"Tribe" unit - Same as Settler, but:
* 10 HP
* cost 10

+1 food in every city
+1 in capital (Palace) (+2 total)

Tile penalty - unconditional

type = "Martial_Law_Max"
value = 2

type = "Martial_Law_Each"
value = 1
------------------

Manufaktur turns to museum with Industrialization

specialists in Anarchy
Bombers losing HP
Removed Shakespeare's Theatre


#################################################################################################################
Pending:



#################################################################################################################
TODO:


Priority:

Check upkeep in Anarchy

reconsider Big Land killcitizen

trade routes
foreign wonders



Non-priority

LT40 bug, bombs away

Naval merchant unit

Add ICBMs.


Check in-game help for governments.

Add AAA - same stats as fighter

- 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

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

Separate factories for different military units

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

Caravans?

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

Posted: Fri Jan 18, 2019 8:44 am
by Corbeau
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"
    }

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

Posted: Sat Jan 19, 2019 1:49 am
by Corbeau
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: Tools (preq: Pottery, Bronze), removes the 3+ food penalty (instead of Pyramids and non-Despotism)

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

Posted: Tue Feb 12, 2019 12:26 am
by Corbeau
New:

Monarchy: +10 Trade in capital (Palace)

New tech: Tools, removes 2'+ resource penalty

New units, unique to Tribal government, also replacing other units that can't be built under Tribal government:

Mounted Warriors (replacing Chariot and Elephants)
Tribesmen (replacing Legion and Pikemen)
Bowmen (replacing Archers)
Boat (replacing Trireme) - slower, can carry only 1 unit

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

Posted: Mon Apr 15, 2019 12:18 pm
by Corbeau
Current v2.0 unit summary is here.

There will be more changes.

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

Posted: Tue Jun 18, 2019 3:01 pm
by Corbeau
Fixed:

City foodboxes now corresponding to Manual (now granary_food_ini = 10, 12, 15, 18, 22, 26, 30, 35, 40)
(?) Diplomats couldn't travel by roads and rivers?
Tribal government gets no Trade
Tribal scientists produce 1 bulb (instead of 2)
Tribalism, food upkeep free : 99

Fixed Manufaktur:
+2 shields
with Factory, 2 Trade instead of 2 Shields, no effect on Factory construction

Freight can carry 2 missiles

No automatic upgrade at all
Invention does NOT halve the upgrade price

New/changed techs:

Physics = Philosophy + Feudalism
Alchemy = Trade + Philosophy
Chemistry = Alchemy + University
Gunpowder = Alchemy + Feudalism
Leadership = Gunpowder + Chivalry

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

Posted: Wed Jun 19, 2019 11:02 am
by BOBAH1
good.

but please caravans ON - for trade between cities...

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

Posted: Wed Jun 19, 2019 2:39 pm
by Ignatus
AFAIK they are on (for foreign trade, 2 routes/city). Inner trade, for some reason, is not popular in multiplayer.

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

Posted: Wed Jun 19, 2019 6:42 pm
by Corbeau
Trade routes are on, but with greatly decreased income.

Re: "Simulation" ruleset, v2.x - WORK IN PROGRESS

Posted: Thu Jul 11, 2019 4:16 pm
by Corbeau
v2.1 is in the works. Additions:

Default (starting) government is Tribal.

* No Palace at startup. Need to build Palace (cost: 40 shields) in order to switch to Despotism (will probably be renamed to "Ancient").

Tribal government only: "Tribe" unit - same as Settler, but:
* 10 HP
* cost 10

+1 food in every city
+1 food in capital (Palace) (+2 total)
* Tile penalty under Tribal government - unconditional; building Pyramids or researching Tools doesn't remove it.
* Maximum of 2 units for Martial Law.
* Each unit makes one citizen content.