Changes in what a 3.2 ruleset can do

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cazfi
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Re: Changes in what a 3.2 ruleset can do

Post by cazfi »

CityTile requirement now has a support for a new value Worked. True if the tile is worked by any city. HRM #919184
cazfi
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Re: Changes in what a 3.2 ruleset can do

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New RandomMovement unit type flag can be used to create unit types whose movement is not under player's control, but they move randomly around the map. hrm #699473
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Re: Changes in what a 3.2 ruleset can do

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Added Border_Strength_Pct effect to adjust border strength of a border source (city or base) osdn #42913
cazfi
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Re: Changes in what a 3.2 ruleset can do

Post by cazfi »

Added Action_Resist_Pct effect type osdn #43155

It's used at the same time as Action_Odds_Pct, but the requirements are evaluated against target/victim. This makes the two effects similar pair as Attack_Bonus / Defense_Bonus are for normal combat.
cazfi
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Re: Changes in what a 3.2 ruleset can do

Post by cazfi »

Split min_tech_cost from base_tech_cost, so it can be defined independently. hrm #699459
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Re: Changes in what a 3.2 ruleset can do

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Added support for value "CanPlace" for TerrainAlter requirements. osdn #42873
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Re: Changes in what a 3.2 ruleset can do

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New affect type Output_Bonus_Absolute to add specific amount to city output. Earlier bonuses were percentages, and the trick to add bonus to the central tile output was subject to many modifications that we often don't want. osdn #43593
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Re: Changes in what a 3.2 ruleset can do

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Added support for Self-Provided goods. For the purposes of "Good" requirement, such a good exist also in the city producing the good, not only in the cities importing it over trade route. osdn #43532
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Re: Changes in what a 3.2 ruleset can do

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It's now possible to define relative frequencies of different resources on a terrain: osdn #43563
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Re: Changes in what a 3.2 ruleset can do

Post by cazfi »

BarbarianBoatTech unit role introduced. osdn #41867
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