[2.6] Augmented ruleset modpack

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Wahazar
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Joined: Mon Jul 02, 2018 1:49 pm

[2.6] Augmented ruleset modpack

Post by Wahazar »

I have a gift for you all, who want a challenging ruleset for long winter evenings: augmented ruleset together with additional graphics.

This work is a continuations of advanced ruleset modpack and neolithic ruleset, these projects were combined together, rewritten to version 2.6 of freeciv and extended with new techs, wonders, building and units.

I will describe it briefly here:
  • New techs, including some facultative tech branches - not required for mainstream technology tree, but offering some better units or optional wonders/buildings.
  • Completely refurbished system of distinctive tiers of military unit classes: Small Land, Infantry, Light Cavalry, Heavy Cavalry, Big Land.
  • Turrets, Torpedoes, Bombs can be mounted on ships, airplanes etc.
  • Unit HP is related to its armor/persistence, FP depend on weapon era (1 - melee, 2 - gunpowder, 3 - machine gun/explosives, 4 - rocketry/big guns).
  • Terrain movement is more challenging, mountains w/o roads accessible only for workers or special (Small Land class) units, rivers are not a roads for regular units.
  • New buildings and wonders, adopted to the new technology tree.
  • Three faith systems, you need to choose wisely, because most of religion-related improvements/wonders can't coexists in same city/state.
  • New governments (First Republic, Direct Democracy, Thalassocracy, Fascism) and altered governments properties, smooth upkeep changes after revolution.
You start with few Tribe units - they are universal, can act like workers/settlers (at the beginning only roads can be constructed, some advances are required to irrigate/mine),
they can fight with other units (but not conquer towns), build a town or be added to the town.

You need Tribe Hut in the town to make new Tribe units - they cost only one population (settlers: two), thus are convenient to fast growth, but once you learn Agricultural Farming, Tribes are no longer available (but you can make City Hall, which may increase city radius, and proceed to Despotism, which offer Martial Law and larger empire ).

Initial government is Tribalism - corruption is relatively high but flat, tax changes are limited and there is no martial law while people are unhappy if you rule too much cities, and science/gold output is decreased.
You need to build Palace by yourself, to change gov. to Despotism
(but it is not a bad news - at least you can decide where the best place for your Capital is, when you already claimed some land).

Whole modpack was done under GPL licence and is hosted by GitHub:
https://github.com/Wahazar/augmented2/tree/longturn

Thanks to the Cazfi help, modpack can be installed by Freeciv Modpack Installer utility: copy this link:
http://149.156.194.203/~mczapkie/fc/aug ... d2.modpack
and paste to the Modpack Installer

Alternative manual installation instructions for github repo: extract files from augmented2-master and copy them all (*.tilespec, augmented2.serv and augmented2 directory with its content) into appropriate freeciv/data directory,
you may find it for example in Document and Settings\You\Local Settings\Application Data\Freeciv-2.6.0*\data if you have MS Windows,
so the proper structure is:
\data\augmented2.serv
\data\augmentedi.tilespec
\data\augmentedis.tilespec
\data\augmented2\...
doc is only informative.
Alternatively you can copy it to .freeciv/2.6/ directory.


To run modpack, you can choose augmented2 from ruleset pull down menu, and accept proposed tileset.

Whole ruleset is optimized for hex topology and its graphics are compatible with hexemplio or isohex tilesets.
It is strongly recommended to use augmentedi or augmentedis tilesets, otherwise you will see only alternative and misleading graphics, if any.
Go for 'local options' and choose 'augmentedi' or 'augmentedis' from the list for iso hex topology.
Augmentedi is a default tileset, if city window is too large, choose smaller tiles: augmentedis, or adjust screen resolution.

I hereby want thank all graphics creators, which were involved in this project and specified in .spec files,
must of all ngujaca for his nextended graphics, XYZ and others participants of this forum for additional sprites, openttd community for some of their works, and some people from civfanatics forum, which allowed to use their work here.
Also thanks Corbeau for some of his ideas, for example reverted tax system and cheap units with higher upkeep.

MORE DETAILS.

Manual page hosted on wiki fandom service.


Tech tree
Image
hi.res. http://149.156.194.203/~mczapkie/fc/aug ... chtree.png
with initial absolutism path as an example.

Tech tree have not only one "golden path", but some "side quests" as well, which lead to interesting strategy in case of alliances in multiplayer mode.
  • Main core of tech tree are following branches:
  • infantry - Leather Tanning, Warrior Code, Bronze Working, Iron Working, Feudalism, Craft Guilds, Alchemy, Gunpowder, Metallurgy, Explosives, Conscription, Tactics, Chemical Synthesis, Machine Tools, Automobile, Welding Technology, Mobile Warfare, Amphibious Warfare, Combined Arms, Modern Warfare, Super Soldiers
  • cavalry - Animal Handling, Horseback Riding, Pastoralism, Sadle Stirrup, Chivalry, Hastilude, Leadership, General Staff, Tactics and forward as above
  • entertainment (luxury) - Creative Art, Alphabet, Writing, Drama, Martial Games, Hastilude, Theatre, Cinematography, Mass Entertainment, Television, Computers
  • religion (content)
    • three main faith paths:
    • Polytheism - Creative Art, Ceremonial Burial, Polytheism, Vedism with fork into Shinto, Hinduism, Buddhism/Confucianism and Monotheism
    • Christianity - First Republic+Monotheism, Christianity, Theology (mandatory for Republic and Democracy)
    • Islam - Desert code+Monotheism, Islam, fork into Shiism and Sunnism.
Governments:
Image Tribalism (initial gov), flat corruption, no martial law, small empire, no palace req.
Image Anarchy, flat corruption, no taxes, huge production waste, no palace req.
Image Despotism, centralised, strong martial law, small empire, science penalty, req. palace
Image Monarchy, centralised, martial law, medium empire, celeb.: more food in capital, req. palace
Image First Republic, centralised, weak martial law, medium empire, gold bonus, celeb.: rapture gr., req. palace
Image Direct Democracy, centralised, no martial law, medium empire, sci bonus, celeb.: rapture gr., req. palace
Image Thalassocracy, flat corruption, martial law, small empire, sea trade bonus, land food penalty, celeb.: more shield., no palace req.
Image Republic, centralised, no martial law, medium empire, gold/sci bonus, celeb.: more trade, req. palace
Image Democracy, centralised, no martial law, large empire, sci/gold/lux bonus, celeb.: more trade, req. palace
Image Federation, flat corruption, no martial law, large empire, gold bonus, celeb.: more trade., no palace req.
Image Legalism, centralised, weak martial law, large empire, sci/lux penalty, celeb.: rapture gr., req. Forbidden City
Image Communism, flat corruption, strong martial law, large empire, lux/gold penalty, x2 food upkeep, celeb.: more production, no palace req.
Image Fundamentalism, centralised, no martial law, medium empire, sci penalty, special units, req. palace
Image Fascism, centralised, martial law, medium empire, lux/sci penalty, celeb.: production, req. palace

Unit upkeep is usually same gold/shield/food for each government, but free upkeep threshold differs, for example republic have 3 free shields upkeep, republic 5 free gold upkeep.

Unit tiers description:

LAND UNITS
Land units are divided into classes, which have different properties and mobility.
The rule of thumb is, that upgraded unit newer losses its mobility - it can be upgraded only within its own class, or to better one (for example, Howitzer which belong to Wheeled Unit class, can be upgraded to Self-propelled Howitzer from Big Land class, which has fewer movement restriction).

Small Land - high mobility units,
can go everywhere,
use railroad speed bonus,
can be carried by all means of transport ships, destroyers, Carrier, Engineers, Train, Helicopter, Technical, Armored Train,
can't conquer cities.
  • Image
    Tribe - universal initial unit, cost 1 pop, req. Tribe Hut
  • Image Image
    Worker, Builder (are not obsoleted by Engineers)
  • Image
    Settlers, cost 2 pop.
  • Image
    Migrants, act as worker or can be added to city
  • Image
    Slave, same as Migrant but cheaper, also can help building wonders, req. Yasir.
  • Image Image Image
    Messenger, Diplomat, Spy - units for diplomatic actions (Messenger can't incite revolt)
  • Image Image Image
    Militia, Halberdiers, Riot Police - cheap but weak 'peacemakers'
  • Image Image
  • Image Image Image
    Hunters, Archers, Arbalest, Marksman, Sniper - weak reconnaissance units, bombarding property, can attack from aboard but not occupy city, trained in Infantry Barracks I or II
  • Image Image
    Explorers, Partisans (these cost 1 pop.), ignore terrain
  • Image
    Alpine Troops, high attack, ignore terrain
  • Image Image Image
    Vikings, Corsairs, Navy Seals - powerful but unique spec-ops units, can attack from aboard, attack non-native tiles, corsairs and above can perform diplomatic cover-ops (embassy excluded)
  • Image
    Ninja - similar to Navy Seals above, bonus for tech tree side quest.
Infantry - regular military units,
can't go into Mountains,
can be carried by Raft, Engineers, Train, Armored Train and all means of transport ships beginning from Trireme and Cog,
use Railroad speed bonus,
trained in Infantry Barracks I or II.
  • Image Image Image Image Image Image
    Phalanx, Pikemen, Musketeers, Riflemen, Infantry, Modern Rangers - defending infantry: lower attack, higher defense,
    prior from Riflemen can also attack non-native tiles (for example can kill units on mountains)
  • ImageImage Image Image Image Image Image Image Image
    Warriors, Skirmishers, Legion, Swordsmen, Arquebusiers, Grenadiers, Stormtroopers, Marines, Super Soldiers - assault infantry: high attack, lower defense, Marines and Super Soldiers can attack from aboard.
  • Image
    Paratroopers - can be paradropped, veterancy bonus under Fascism gov.
  • Image
    Samurai - side-quest, strong assault unit
  • Image
    Janissaries - side-quest, universal strong unit, Fundamentalism only
  • Image
    Fanatics, cheap but always cause mil. unhappiness. Fundamentalism only
Light Cavalry - fast assault units,
can't go into Mountains and Glaciers,
can be carried by Raft, Engineers, Train and all means of transport ships beginning from Aak and Galleon,
trained in Stables Barracks or Workshop Barracks.
  • Image Image Image Image
    Mounted Archery, Lancers, Bicycle Infantry, ATV infantry - can attack non-native tiles (ATV Infantry can be paradropped)
  • Image
    Dromedari, side quest unit
Heavy Cavalry - assault units,
can't go into Mountains, Swamp and Glaciers,
can be carried by Raft, Engineers, Train and all means of transport ships beginning from Steam Barge and Paddle Steamer,
trained in Stables Barracks (except of Mech. Inf. which need Workshop Barracks),
have better defense and HP than Light Cavalry, but are bad wall attackers.
  • Image Image Image Image Image Image
    Horsemen, Knights, Cuirassiers, Dragoons, Mounter Infantry, Mechanized Infantry (latter two can also attack non-native tiles)
  • Image
    Elephants - expensive but powerful unit (high HP), bonus for side quest
  • Image
    Crusaders -unit with high attack value, Fundamentalism only
  • Image
    Mounted Samurai - better than knights, side quest bonus
Wheeled Unit - heavy units on wheels,
can go only into flat terrain (grassland, plains, desert), otherwise use Road.
Can be carried by Raft, Engineers, Train and all means of transport ships beginning from Steam Barge and Paddle Steamer.
Trained only in Workshop Barracks if these are available.
Can't conquer city, need infantry/cavalry assistance for such action.
  • Image Image Image
    Battering Ram, Artillery, Anti-Tank Gun - heavy siege weaponry, kill units directly, city busters. See also Self Propelled Gun.
  • Image Image Image
    Catapult, Cannon, Howitzer - plunging fire artillery, ignore walls, bombardment attack, see also Self-propelled Howitzer
    Image
    Chariot
  • Image Armored car (predecessor of Mech. Inf.)
  • Image Technical - suicide unit (Fundamentalism only)
Big Land - caterpillar heavy units,
can't go into Mountains, Swamp, Jungle and Glaciers,
can be carried by Train, Transport ship and Diesel Barge,
trained in Workshop Barracks.
Can't conquer city, need infantry/cavalry assistance for such action.
  • Image Image
    Armor, Reactive Armor - tanks, high attack, medium defense
  • Image
    Autonomous War Mech, doesn't induce unhappiness when aggressively deployed.
  • Image
    Mobile A-A gun, weak but intense bombardment action, can attack airplanes
  • Image
    Self-propelled gun - direct fire
  • Image
    Self-propelled howitzer - plunging fire
  • Image
    Engineers - can work twice as much as workers, but have limited mobility (therefore workers are not obsolete). Engineers can carry 1 unit belong to most of Land units beside of Big Land and Turrets
Turrets - immobile artillery,
can't go anywhere but fortress or cities,
can be carried by Armored Train, Raft, all warships beginning from Galley and Caravel,
can't be trained or promoted.
Can fire from aboard and attack non-native tiles.
  • Image Image Image
    Balista, Bombard, Cannon Turret - stationary artillery - high attack, low defense
  • Image
    A-A turret gun, medium attack/defense, can attack airplanes
Merchants - making wonders, establishing trade routes (there is no money bonus on entering, only turn-based when established, max 2 links),
can go on roads only,
can be carried by Raft, Engineers, Train, Armored Train and all means of transport ships beginning from Trireme and Cog,
use Railroad speed bonus.
  • Image
    Caravan, unique unit (use slaves if you need to build wonder fast)
  • Image
    Freight, unlimited quantity.
Trains - can go on railroads only, req. Railway Station to build (Factory and/or Workshop Barracj add veterancy lvl);
can't be carried by ships (it would make them overpowered with current fc encapsulated capacity mechanics)
  • Image
    Train - simply for transport units, up to 10 of any land units except of turrets, or helicopter.
    ToDo: add terrain transform flag?
  • Image
    Armored Train - high defense strength, bombardment action,
    can carry 3 units: turrets, Small Lands or Infantry.
NAVAL UNITS
Ships are divided into three classes: River Boats, Triremes and Sea.

River Boats - can go only across rivers, lakes and water locks.
  • Image
    Raft - yet the only unit within this class,
    can carry all Land units except of Train,
    rather slow, but useful especially before Bridges Building era, or for moving siege units along enemy territory.
Coasters - can go across rivers, lakes, water locks and shallow sea.
  • Image
    Canoes - first boat in game, unique unit,
    can carry one Small Land unit.
  • Image
    Trireme - universal ship, combat capabilities with other ships,
    and slots for 2 Small Land or Infantry units.
    Trireme successors are split into two subclasses: merchant barges (no attack, transport), and warships (attack and turret slot)
    merchant barges - civilian transport vessels (defense only):
  • Image Image Image
    Aak, Steam Barge, Diesel Barge - can transport land units, like Trireme,
    +Light Cavalry Aak, +Heavy Cavalry and Wheeled Units: Steam Barge, +Big Land: Diesel Barge.
    Steam and Diesel Barge can also clean pollution and transform terrain, like engineers, no need to carry them inside to do the task.
    coastal warships:
  • Image Image Image
    Galley, Monitor - coastal warships, can carry two artillery turrets or infantry units, Patrol Boat: can carry 2 turrets, torpedos or infantry units.
Sea - can enter any sea tile, or tile with water lock.
Sea units are divided into following subclasses: transport vessels, small, medium and big warships, submarines.
  • transport vessels:
  • Image
    Raft with sail, unique unit, can carry one Small Land unit, require Moai Statues small wonder to be built.
  • Image
    Longship, unique unit, can carry one Infantry unit.
  • Image Image Image Image
    Caravel, Galleon, Paddle Steamer, Transport - can transport land units, similar to subsequent Trireme classes.
  • Image
    Carrier, can carry Aircraft, Missiles, Small Land or Helicopters.
    small warships:
  • Image Image Image Image
    Brig, Frigate - can carry 1 Turret or Small Land, Destroyer, Railgun Destroyer: Turret, Torpedos or Small Land
    medium warships:
  • Image Image Image Image
    Flagship Frigate (unique unit, obsoleted by Cruiser), Ironclad, Cruiser, AEGIS Cruiser,
    can carry 2 Turrets (AEGIS: 3 Turrets or Missiles)
    big warships:
  • Image
    Battleship (obsoleted by AEGIS) - can carry 3 Turrets.
    submarines:
  • Image Image
    Submarine, Nuclear Submarine - can carry Torpedos (Nuclear Submarine also Missiles)
  • Image Image Image Image
    Junk Sail (unique), Cog (Thalassocracy req.), Clipper, Freighter - merchant ships, same function as caravans.
AIR UNITS
Aerial units are divided into two classes: Air and Helicopter.
I recommend to do not use unreachable protects setting, Air units have prolonged refuel period, fighter can spend 2 TC in midair,
thus instead protecting whole stack almost whole turn, it can protect tile occupancy without need to refuel each turn - unreachable flag would overpower them too much.


Air units consist of four subclasses:
  • Fighters:
  • Image Image Image
    Airplane, Fighter, Jet Fighter - can attack other Air units, or ground units, directly.
    Strike Fighters:
  • Image Image Image Image
    Strike Airplane, Strike Jet, Stealth Fighter, Antimatter Fighter - can attack other Air or Land units (two first are worse than regular Fighters) as well as can carry GBU or Torpedos.
    Fighters and Strike Fighters branches converges into universal Stealth Fighter.
    Bombers:
  • Image Image Image Image
    Zeppelin, Bomber, Stealth Bomber, Antimatter Bomber - provide bombard action, Bomber and above can carry GBU/Missiles (in case of Missiles class, only ABomb can be ejected)
    Recon. and civilian units:
  • Image Image
    Balloon, AWACS - for observation purposes (first also as cheap city protection)
  • Image
    Drone - patrolling, attacking weak units, no unhappiness.
  • Image Jetliner - same function as caravans or migrants.
MISSILES
Single uses units consists of the following classes:
  • Image
    Guided Bomb Unit (GBU), sort of short range missile, carried by airplanes
  • Image
    Torpedo, short range Sea single-use unit, carried by Naval or Air units.
  • Image
    Missile, can attack also airplanes/missiles, carried by Naval units
  • Image
    Cruise Missile, can attack land/sea units, carried by Naval units
  • Image
    Atomic Bomb, nuclear unit, carried by Airplanes, Nuclear Plant req.
  • Image
    Nuclear missile, carried by Naval units, Nuclear Plant req.
Detailed units parameters are in units_lowcost.xls spreadshit located in modpack's docs subdirectory or at units manual page

Buildings:
  • Three Faith systems for making unhappy citizen content and granting second gov. center or other bonuses:
    • Polytheism - Temple
    • early Politheism - Sacred Cairn, Temple of Artemis, Mausoleum of Mausolos
    • (optional) Asian Politheism - Shrine Torii, Monk Monastery, Angkor Wat, Forbidden City, Temple of City God, Khajuraho Temple, Golden Temple, Leshan Buddha Statue
  • Christianity - Church, Cathedral, Ecclesiastical Palace, Michelangelo's Chapel, J.S. Bach's Cathedral, King Richard's Crusade
  • (optional) Islam - Mosque, Sultan Palace, Kaaba
Only one basic faith building can be founded in given city, and one group of faith wonder per player.
For example Temple prevent Church or Mosque in given city, Temple of city God prevent Kaaba or Michelangelo's Chapel for given player.

City Improvements
Image
Tribe Hut - initial improvement, allow cheap universal Tribe unit production, remove tile penalty for Tribal gov (until Agriculture Farming or Bronze Working, which are required for irrigating/mining)
Image Image
City Hall, Watchtower - increase city workable radius and vision radius, respectively

Luxury:
Image Image
Amphitheater, Theater/Cinema - additional luxury
Image
Amusement Park: increase luxury production by 50%

Content citizens:
Image Image Image Image
Sacred Cairn, Temple, Church, Mosque (choose one) - more content citizens + other bonuses from some wonders
Image
Shrine Torii - additional content citizen thanks to the temple
Image
Cathedral - additional content citizens, require Church
Image
Make 2 unhappy citizens content, additionally reduce one unhappiness caused by military units
Image
Courthouse - Reduce corruption and waste, also make 1 unhappy citizen content
Image
Trade Union: 2 unhappy citizens content, decreased distance waste, also in case of Communism: less luxury penalty but no free upkeep for cheap buildings.

Health:
Image Image
Lazaretto, Hospital - lessen plaque risk
Image
Aqueduct (cheaper version req. Carpentry+Lake or River, standard version req. Construction) - lessen plaque risk, required for size above 8
Image
Sever System - req.
Image
Water treatment plant - lessen plaque risk, required for size above 24 (can be also used instead of Aqueduct)
Image
Recycling Center - reduce pollution, req. for city above 32

Trade:
Image Image
Increase trade produced by city (in case of supermarket, Railway Station or Port Facility is req.), additionally Supermarket reduce food waste
Image
Superhighways: additional trade point for each trade producing tile with Highway and without Farmland. Increase pollution. 25% more trade with Stock Exchange.

Money:
Image
Bank: Additional 50% of produced gold by city
Image
Stock Exchange: another 50% of gold (not under communism), additionally overall trade 25% higher with Superhighways (also for Communism)

Food:
Image
Granary - food buffer, less food waste
Image
Harbour: additional food from ocean, additional v. level for sea units (Deckhand, or Veteran with Lighthouse), faster ship healing

Research:
Image
Library: 75% science
Image
University: 75% science (150% with Library), but only 25% under Fundamentalism
Image
Research Lab: 50% science (additional 75% with Internet, or 25% with MIT), req. for Space Ship, blocked by heavy industry
Image
Madrasa: +25% science under Fundamentalism, also 1 citizen content if allied player have Taj Mahal wonder.

Transport:
Image
Railway Station - mandatory for some productivity bonuses from other buildings, together with Eiffel Tower increase city workable radius, req. for Train units production, +1 food production to food related extras with Railroad.
Image
Mass Transit: decrease pollution, increase city workable radius
Image
Airport: units airlifting,, veteran Air units, increased city vision

Disasters protection
Image Image
River Embankments and Fire Station: decrease probability of disasters (Flood, Tsunami or Fire and Industrial accident, accordingly) and soften negative effects of such disasters. Embankments also +1 luxury, Fire Station req. for unlimited city growth.

Military:
Image Image
Barracks, Gunpowder Barracks: regular infantry: Veteran level (+2), Small Land units: Recruit level (+1), instant unit healing
Image Stables Barracks, Workshop Barracks: +2 veteran level for Cavalry Units, instant unit healing
Image
Workshop Barracks, recruit level for Wheeled Units, Mech. Inf., Big Land Units (see also Ecole Speciale Militaire or DARPA bonus)
Image
Port facility: Veteran (+2) level for all military boats, instant healing of ships and turrets, increased city radius
Image
City Walls - increase city defense/protection, but city growth is limited to 32
Image Image
Palisade, Bunkers - increase city defense/protection, and unlike City Walls doesn't limit city growth
Image
Coastal Defense: passive defense against Sea and Turrets units.
Image Image
SAM Battery, SDI Defense - protection against Air and Missile units (reduce risk of Nuke to 25%)

Production:
Image
25% higher production, 25% pollution, trade bonus from coal, shield bonus from desert mine
Image
Textille Mill, +1 shield from forest + trade bonus from silk, 25% pollution, req. river
Image
Factory: 25% higher production (50% with Zaibatsu without Labor Union), 25% pollution
Image
Mfg. Plant: together with Factory 50% higher production and pollution, additional slot
Image Image
Heavy industry: 100% or 50% higher production, additional bonuses from Iron or Coal mines (Railway Station req), need strategic resources (Coal for Steel Mill, Mountains for Cement Plant), 150% or 100% pollution
Image
Oil Refinery: 25% higher production, Oil Well bonus, 25% pollution
Image
5 years plan - allow production bonus in case of Celebration under Communism
Image
Power Plant: 25% more production, 25% higher pollution, trade bonus from coal mine
Image Image Image
Hydro Plant, Nuclear Plant, Solar Plant: 25% higher production, less pollution
Image
Yasir: allow slaves production, but increase unhappiness

Space Ship
Image Image Image
Space Component, Space Module, Space Structureal - require Space Lift small Wonder in the city.

There are following types of Wonders: Small Wonders (usually work for city whre are located, described above as 'this city', or for all player's cities),
Great Wonders, which give some bonuses for player as well as bonuses for all players, or for whole continent, or for all allied players.

Small Wonders

Government center:
Image
Palace - gov. center and other bonuses, req. for Absolutsm, Monarchy and other centralised gov, not available at the start of the game!
Image Image Image
Ecclesiastical Palace, Forbidden City, Sultan Palace: additional gov. center (see also Angkor Wat or Osaka Castle GW) and other bonuses

Content citizens:
Image
Hanging Gardens,
Image
Temple of Artemis,
Image
Temple of City God,
Image
J.S. Bach's Cathedral,
ImageImage
Statue of Zeus, King Richard's Crusade,
Image
Hollywood.

Luxury boost:
Image Image
Colosseum, Jousting Tiltyard.

Research:
Image
Monk Monastery,
Image
Copernicus Observatory,
Image
MIT.

Health
Image
Thermal Bath,
Image
Pasteur Institute

Production and Economy
Image
Pyramids,
Image
Western Wall,
Image
Eiffel Tower,
Image
Women's Suffrage.

Military
Image Image
Leonardo Workshop, DARPA,
Image Image
Sun Tzu's War Academy, Ecole Speciale Militaire,
Image
Warfare Museum,
Image
Mobile X-Ray.

Transport
Image
Moai Statues,
Image
Lighthouse,
Image
Magellan's Expedition.

Other
Image
Khajuraho Temple,
Image
Atlantic Trade Company,
Image
GPS,
Image
Space Lift: required for Space Structural production

Details on [url=ttps://freeciv.fandom.com/wiki/Augmented_modpack:_small_wonders]Small Wonder Manual[/url] page

Great Wonders

Bonus for whole World:
Image Apollo Program, Image A.Smith's Trading Co., Image Cure For Cancer, Image Darwin's Voyage, Image Great Library, Image Internet, Image Isaac Newton's College, Image Large Hadron Collider, Image Manhattan Project (require Uranium), Image Shakespeare's Theater, Image United Nations

Bonus for whole Alliance:
Image Golden Temple, Image Great Wall, Image Kaaba,
Image Kyoto Fushimi Inari, Image Mausoleum of Mausolos, Image Taj Mahal, Image Michelangelo's Chapel

Bonus for whole Continent:
Image Stonehenge, Image Colossus, Image Hoover Dam,
Image Leshan Buddha Statue, Image Marco Polo's Embassy

Bonuses only for owner:
Image Angkor Wat, Image Osaka Castle, Image Statue of Liberty

Details on Great Wonder Manual page
Last edited by Wahazar on Sat Feb 01, 2020 12:21 pm, edited 56 times in total.
Augmented2 ruleset/modpack for freeciv2.6: http://forum.freeciv.org/f/viewtopic.php?f=11&t=91047
louis94
Hardened
Posts: 270
Joined: Thu Apr 25, 2013 10:17 pm
Location: Belgium

Re: [2.6] Augmented ruleset modpack

Post by louis94 »

I tried it against the AI and research was quite slow. Even though I was playing like crap, I could take over one of the AIs with horses. Other AIs didn't seem to develop anything beyond phalanxes (except barbarians who had galleons and legions).

The variety of new units is nice. I still need some time to get accustomed to them…
The fact that cities conquered from the AI would riot until getting down to size 1 was kind of a challenge (under Tribal). One needs to have settlers ready to add some new citizens to the mix, making it less willing to revolt.

If you want to reach higher tech levels in a reasonable time, I recommend speeding up research a lot (like, make it twice as fast).

I opened a PR on Github to make it possible to install augmented2 using the modpack installer.
Wahazar
Elite
Posts: 362
Joined: Mon Jul 02, 2018 1:49 pm

Re: [2.6] Augmented ruleset modpack

Post by Wahazar »

Thanks for testing. Generally AI is weak in case of every heavily changed ruleset. There are some AI bugs and flaws, for example in Despotism you can set 90% tax, and AI is doing that instead of go for science.
I recommend to set about 10 AI players with different skill level, and increase tiles per player to allow them develop before they clash each other.
Probably it is also good idea to increase sci output for AI, even for these with on not cheating level.
louis94 wrote: The fact that cities conquered from the AI would riot until getting down to size 1 was kind of a challenge (under Tribal)
Indeed, initial Tribalism allow to fast spread of own cities (Tribe cost only 1 population points whereas Settlers costs 2 points), Tribe Huts cancel tile penalty, and Horsemen or Mounted Archery are excellent units for fast conquer of nearby opponents - but without martial law, huge tribal empire would collapse soon (as was read in history books :-)
Thus Palace and Despotism is needed, and Despotism require Agricultural Farming, which cancel benefits of Tribe units and Tribe Huts.
[/quote]
louis94 wrote: I opened a PR on Github to make it possible to install augmented2 using the modpack installer.
Thank you, but would you explain me more? I'm not sure what is "raw" version of URL and where is this modpack installer...

EDIT: version 2.6.2 available, minor changes described in chagnelog.txt
Augmented2 ruleset/modpack for freeciv2.6: http://forum.freeciv.org/f/viewtopic.php?f=11&t=91047
VeryVeryLongUsername
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Re: [2.6] Augmented ruleset modpack

Post by VeryVeryLongUsername »

I got technical problems in GTK client. When I open the City screen, it is extremely long vertically, enough to make the city instructions unvisible. Is there a solution to this?

Also the Qt-client gives me, sometimes, "Did not find a cm solution in 25000 iterations for (AI's Capital?)." No idea if it is the mod's fault, but any solution for this?
Ignatus
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Re: [2.6] Augmented ruleset modpack

Post by Ignatus »

VeryVeryLongUsername wrote:When I open the City screen, it is extremely long vertically, enough to make the city instructions unvisible. Is there a solution to this?
Start with lowered resolution: see HRM#722184.

About solutions not found by CMA, it appears on likely any rulesets allowing more or less big cities.
Wahazar
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Re: [2.6] Augmented ruleset modpack

Post by Wahazar »

VeryVeryLongUsername wrote:I got technical problems in GTK client. When I open the City screen, it is extremely long vertically, enough to make the city instructions unvisible.
I agree, it is annoying bug, I was using multiple screen to access city controls, but it was tedious.
Therefore I prepared alternative tileset for small overhead trident-like graphics.

Version 2.6.4 contain two tileset: augmentedi for isometric amplio-like view, and augmentedo, for overhead trident-like view.
You need to change "topology" (add or remove ISO in game.ruleset or change settings before game launch) and later you can choose appropriate tileset from local client options.


If talking about modpack installer, I need have this project polished: at least tested in singleplayer mode from Stone Knapping beyond Great Unification Theory :)


I'm also thinking about making two cavalry family: Heavy Cavalry (Horsemen, Elephants, Knight, Crusaders, Cuirassiers, Mounted Infantry, Mech. Inf.), with better armor/defense, but limited mobility (besides of mountains and glaciers, also no swamps), and Light Cavalry (Mounted Archers, Dragoons, Lancers, ... no idea about replacement - Bicycle Troops? ATV?), weak in defense but can attack non-native tiles and where regular Land units can go.

Currently there are following Land unit classes:
Small Land - can go on any land tile, can't occupy cities, usually weak attack, bombard attack or no attack ability (beside of Alpine Troops)
Land - regular units, can't go on mountains/glacier (some of them can attack it)
Big Land - as above, no swamps (I should put jungles here, but Elephants are now in this class).
Wheeled Unit - only roads.
Turrets - only city, fortress, but can be mounted on ship/train.
Augmented2 ruleset/modpack for freeciv2.6: http://forum.freeciv.org/f/viewtopic.php?f=11&t=91047
Lachu
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Re: [2.6] Augmented ruleset modpack

Post by Lachu »

About heavy chivalry, I have idea to make a trap for it (like mine). Light chivalry are trap untouchable. In future there could exist heave mine and light mine. Of course, mine making terrain unworkable.
VeryVeryLongUsername
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Re: [2.6] Augmented ruleset modpack

Post by VeryVeryLongUsername »

Ignatus wrote:
VeryVeryLongUsername wrote:When I open the City screen, it is extremely long vertically, enough to make the city instructions unvisible. Is there a solution to this?
Start with lowered resolution: see HRM#722184.

About solutions not found by CMA, it appears on likely any rulesets allowing more or less big cities.
How do I force/change a resolution? I change the client values and apply them, but it makes no change.
Lachu wrote:About heavy chivalry, I have idea to make a trap for it (like mine). Light chivalry are trap untouchable. In future there could exist heave mine and light mine. Of course, mine making terrain unworkable.
If you do end up doing this, you should make terrain improvements (or at least roads) still visible to actually make the mine hidden. Probably contradicts reality, but I prefer gameplay before historical accuracy.
Ignatus
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Re: [2.6] Augmented ruleset modpack

Post by Ignatus »

VeryVeryLongUsername wrote: How do I force/change a resolution? I change the client values and apply them, but it makes no change.
E.g.:

Code: Select all

freeciv-gtk3 [other-arguments] -- --resolution 1366x499
VeryVeryLongUsername
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Re: [2.6] Augmented ruleset modpack

Post by VeryVeryLongUsername »

Ignatus wrote:
VeryVeryLongUsername wrote: How do I force/change a resolution? I change the client values and apply them, but it makes no change.
E.g.:

Code: Select all

freeciv-gtk3 [other-arguments] -- --resolution 1366x499
Where do I write this?
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