Requirements for Civilization III Ruleset

What would you like to see in Freeciv? Do you have a good idea what should be improved or how?
Lachu
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Re: Requirements for Civilization III Ruleset

Post by Lachu »

I remember in CivIII the same great wonder could been completed by many civilizations and many civs can have the same great wonder at the same time. I don't remember number or formula, but I think it depend on civilization amount at start of game. Example could be: Civ_count_at_start / 3 (for example).
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Re: Requirements for Civilization III Ruleset

Post by Ignatus »

Lachu wrote:I remember in CivIII the same great wonder could been completed by many civilizations and many civs can have the same great wonder at the same time. I don't remember number or formula, but I think it depend on civilization amount at start of game. Example could be: Civ_count_at_start / 3 (for example).
No, I could not find it in any Civilization version, possibly you've seen it somewhere else. Civ3 has Great and Small Wonders system analogous to Freeciv.
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Re: Requirements for Civilization III Ruleset

Post by Ignatus »

Civ3 diplomatic system contains more complicated states and is considerably different; relations between nations consist mostly of separate treaties, not fixed states (but all treaties are cancelled at War). Firstly, default state after contact is Peace. Contact provides you with an ability to meet the other leader that likely does not expire and make basic treaty types. Also, you can buy contact with another civilization from a third-party one contacting you both. When a diplomatic meeting is requested, it can be refused (usually, soon after the war began).

If you know Writing, you can found an embassy to any nation you know and are not at war with; the action is performed from capital to capital (the other capital need not be known at the moment) and the cost depends on distance. Embassy can not be destroyed but is inactivated during wars (unlike Freeciv). When it works, it provides you a lot of information, some more clause types and, again with some gold expended, abilities of investigating cities and steal techs (the latter may fail and will certainly infuriate the host; if your war weariness specialities make it more advantageous to be attacked then to attack, it's a good way to make the enemy atack you). That's all espionage that you can do before you have spies.

Basic clause types:
* Peace agreement;
* Tech trading;
* Request to withdraw forces from your territory (if a foreign unit is 3 tiles from any of your cities at this time, the other side must either declare you war or agree at immediate withdrawal, that is, all their units on your lands are transported to the nearest tile behind your bordres they are allowed to be on (includes their domestic or unclaimed tiles, don't know about third-party with RoP). AIs take it rather hard.
* Resource/luxury trading (needs a route Res.tile-Cap1-Cap2, harbours connect by sea and airports by everywhere). Resource agreement may be peacefully reviewed after 20 turns.
* Gold providing, either momentary (that AIs of course like best) or as by-turn tribute (also lasts 20 turns before peaceful cancel allowed).
* Maps, world or territory (this likely needs also Cartography if I don't mistake).
* Cities. If you have not just completely destroyed AI's army, they won't agree on giving you a city, neither will they want your cities (if you give at ease something so valuable, there must be some trap here, they think).
* A worker in a capital may be transferred by treaty to another one. But disregarding the way they are obtained foreign nationality workers work twice worse.

Embassy provides you with clauses that may be peacefully cancelled after 20 turns:
* Right of Passage (RoP) - your units at foreign territory may use infra and can't be expelled (but can't enter cities or stack with foreign units). Using it to intrude your attack forces ruins your reputation most hard way.
* Military Alliance - agreement to be at war with some third side until the agreement expires or the enemy is destroyed.
* Trade Embargo - yet another hostile pact. Both sides must know Nationalism.
* Mutual Protection Pact - if one side is attacked, the another automatically declares war to the agressor and is expected not to make peace as long as the agressor's forces are in other side's lands (if I understood the manual correctly). Needs Nationalism known.

There is no way to preliminary cancel the agreements without spoiling your reputation, even if another part also does not much need it now.

The meeting screen is rather advanced, you sometimes can ask "What would you personally like?". But often disagreeing with the initial ultimatum just throws you at war immediately. Since Civ3 does not have techs by conquest, AIs often make peace to already much damaged opponent for some techs rather then destroying them.

If you study Espionage and build IA, you can plant a spy at rival's capital (more easy if you have built an embassy). A spy works like embassy but also during wars; additionally, you can perform acts like spreading propaganda in a city or spoiling water. A spy may be catched on an action or destroyed by enemy spy (but if there is no enemy spy, your attempt to "Expose Spy" will destroy yours for nothing), then a flag of vigilance appears which will make all your attempts to plant a new spy to this civ fail (with p=1/3 disappears in new turn). Sabotage can destroy only a half of the shield stock while Steal World Map gives you the full rival's terrain knowledge. There is an action with yet no parallels in Freeciv - Steal Plans, that provides you with knowledge of all rival's units location at the moment.
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Re: Requirements for Civilization III Ruleset

Post by Ignatus »

Bombardment: the chance a building and/or a citizen will perish in process depend on the settings "Building strength" and "Citizen strength", by the same rules like a round of bombarding a unit; buildings also have individual resistance bonuses. Don't know if the damage repeats for bombard rate. Some unit may cause "Collateral Damage" - their bombardment may destroy improvements on non-city tiles; some of them also cause craters to appear in process (-1 all tile outputs). Another artillery and archer units ability is defensive bombardment: if a tile with a defender plus one or more such units is attacked, one of the shooters makes a shot.

Settlers and workers inherite the nationality of the citizens spent on them, see HRM#866911. (Probably, the selection of the citizens takes just the minimally present nationalities starting from the leftmost, the order depends on how you join the citizens).

Our "OneAttack" flag has something like it for most units (except ones with "Blitz" flag) but in fact it works differently: units can attack (or pillage, or bombard) once in a turn, but this does not stop their movement. So, if a Cavalry with 3mp attacked a nearby unit and won, it can spend 2mp to leave the battleground but can't now attack another unit. Armies (tested on an army of 3 Cavalries) are two-attack.

Zones of control work a different way. You can pass around enemy military units but get ready to eatJim up some bullets in process: some of them (other - in a fortress; cities with Coastal Fortress building do it to ships even unguarrished) get one free bombarding round per their remaining mp, non-bombarders have attack strength for bombarding one here, the bombardment may be triggered for multiple adjacent units with 50% (?) probability each (seems obvious, until your unit has above 1hp). Also, there is a Fortress upgrade - Barricade base that stops movement of foreign troops conquering it.
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Re: Requirements for Civilization III Ruleset

Post by Ignatus »

There are two types of "mint" shields2gold buildings: Wealth and Capitalization, the former is available without any techs but has worse coefficiency. Maybe we could make "Building_Build_Cost_Pct" effect modify efficiency for mint-flagged special buildings, or make the factor a separate effect insto ruleset constant.

To make the requirements like "Heroic Epos needs a victorious army", we probably should make an achievement type "Victorious_Unit" and provide a requirement block to it to filter the unit type.

Also a suggestion, maybe we could use nation groups as CivIII features (Militaristic, Expansionist etc.) and make some buildings akin to some set of nation groups; it's not necessary that nations of another groups won't be able to build them but we can use "NationGroup", "Local" requirement to grant some bonuses. Also, we can make a requirement "NationGroupsMatched", (integer): on "Local" range it will test the number of a specific building affinities to the player, on "Player" and upper ranges it will take all the affinities of the global wonders of players in the range and compare the value to the minimal number of matched groups a player in the range has to this set (this all passed to an effect/counter that grants golden age for akin wonders construction).
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Re: Requirements for Civilization III Ruleset

Post by Ignatus »

A small note about CivIII resources: while some of them may disappear while in use, actually they don't disappear completely but relocate to random appropriate tile, i.e., number of resources on the map is constant.
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