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[2.6] Augmented ruleset modpack

Posted: Mon Dec 24, 2018 3:01 pm
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 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 (at the beginning only roads, 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 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 graphics, if any.
Go for 'local options' and choose 'augmentedi' from the list for iso hex topology.
If city window is too large, choose smaller tiles: augmentedis.

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

Installation instructions: by now, you need to 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.

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.

EDIT: MORE DETAILS.

Tech tree
Image
with gunpowder path as an example.

Governments:
Image Tribalism (initial gov)
Image Anarchy
Image Despotism
Image Monarchy
Image First Republic
Image Direct Democracy
Image Thalassocracy
Image Republic
Image Democracy
Image Federation
Image Legalism
Image Communism
Image Fundamentalism
Image Fascism

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
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    Worker, is not obsoleted by Engineers
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    Settlers, cost 2 pop.
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    Migrants, act as worker or can be added to city (unique unit)
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    Slave, same as Migrant but not unique, 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
    Hunters, Archers, Marksman, Sniper - weak reconnaissance units, bombarding property, trained in Infantry Barracks I or II
  • Image Image
    Explorers, Partisans (these cost 1 pop.), ignore terrain
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    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)
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    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)
  • Image
    Arbalest- high attack, low defense, can attack non-native tiles, obsoleted by Riflemen
  • Image Image Image Image Image Image Image Image
    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.
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    Samurai - side-quest, strong assault unit
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    Janissaries - side-quest, universal strong unit, Fundamentalism only
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    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
    Mounted Archery, Lancers, Bicycle Infantry - can attack non-native tiles
  • 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 Image
    Horsemen, Chariot, Knights, Cuirassiers, Dragoons, Mounter Infantry, Mechanized Infantry (latter two can also attack non-native tiles)
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    Elephants - expensive but powerful unit (high HP), bonus for side quest
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    Crusaders -unit with high attack value, Fundamentalism only
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    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 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
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    Autonomous War Mech, doesn't induce unhappiness when aggressively deployed.
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    Mobile A-A gun, weak but intense bombardment action, can attack airplanes
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    Self-propelled gun - direct fire
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    Self-propelled howitzer - plunging fire
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    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.
  • Image Image Image
    Balista, Bombard, Cannon Turret - stationary artillery - high attack, low defense
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    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,
can't be carried by ships (it would make them overpowered with current fc 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.

Triremes - can go across rivers, lakes, water locks and shallow sea (there should be another class name maybe?).
  • 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, Infantry or Merchant units.
    Trireme successors are split into two subclasses: merchant barges (no attack, transport), and warships (attack and turret slot)
    merchant barges:
  • 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 one artillery turret, Patrol Boat: can carry 2 turrets, torpedos or Small Land units.

Sea - can enter any sea tile, or tile with water lock.
Sea units are divided into following subclasses: transport ships, small, medium and big warships, submarines.
    transport ships:
  • Image
    Longship, unique unit,
    can carry one Small Land unit.
  • Image Image Image Image
    Cog, Galleon, Paddle Steamer, Transport - can transport land units, similar to Trireme classes.
  • Image
    Carrier, can carry Aircrafts, Missiles, Small Land or Helicopters.
    small warships:
  • Image Image Image Image
    Caravel, 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 + 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)

AERIAL 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.


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. units:
  • Image Image
    Balloon, AWACS - for observation purposes (first also as cheap city protection)
  • Image
    Drone - patrolling, attacking weak units, no unhappiness.

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
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    Atomic Bomb, nuclear unit, carried by Airplanes, Nuclear Plant req.
  • Image
    Nuclear missile, carried by Naval units, Nuclear Plant req.

Re: [2.6] Augmented ruleset modpack

Posted: Wed Dec 26, 2018 4:58 pm
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.

Re: [2.6] Augmented ruleset modpack

Posted: Thu Dec 27, 2018 1:30 pm
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

Re: [2.6] Augmented ruleset modpack

Posted: Sun Dec 30, 2018 11:22 pm
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?

Re: [2.6] Augmented ruleset modpack

Posted: Mon Dec 31, 2018 12:14 am
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.

Re: [2.6] Augmented ruleset modpack

Posted: Mon Dec 31, 2018 2:29 pm
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.

Re: [2.6] Augmented ruleset modpack

Posted: Mon Dec 31, 2018 3:12 pm
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.

Re: [2.6] Augmented ruleset modpack

Posted: Tue Jan 01, 2019 12:51 am
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.

Re: [2.6] Augmented ruleset modpack

Posted: Tue Jan 01, 2019 12:02 pm
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

Re: [2.6] Augmented ruleset modpack

Posted: Wed Jan 02, 2019 5:21 pm
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?