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Requirements for Civilization III Ruleset

Posted: Mon Feb 12, 2018 11:47 am
by GriffonSpade
So, I decided maybe we should have a topic that lists all the things we would need for a civ3 ruleset in full, at least as far as game rules and art go.

I'm sure I've missed some things, please mention any I have.



Hurry Production:
Despotism and Communism specifically work differently than the 'buy stuff' (Hire temp workers to finish in one turn), with the 'whipping' mechanic. I'm not certain how much population is lost, but I assume it's based on how much production is needed to finish. How much production can be generated per population lost? Is it capped to the amount losing 1 population can provide, or can you whip as much as you have population for?
It is impossible to rush Wonders with gold/whip, only able to use Great Leader (works like Caravan maybe?)
City construction projects (improvements or units) can be hurried to completion if necessary. Use the "Hurry" button on the City Display.

Under Despotism and Communism you hurry production in your cities by forced labor. Disillusioned by your harsh rule, citizens will leave your city if you institute this type of rushed production.

Under Monarchy, Republic, and Democracy you can pay overtime and hire temporary workers to complete a project. This costs gold from your treasury; the amount depends upon how much work remains to be done.

Leaders can also be used to hurry production.

You have no production if your civilization is in Anarchy.

Civil Disorder:
A mechanic for city improvemets to destroyed. (Currently possible through LUA?)
A mechanic for current production to be lost. (Currently possible through LUA?)
A mechanic for culture to be reduced during civil disorder. (Temporary culture is not produced? Negative Culture directly added? Might already be possible?)

Prolonged periods of civil disorder can lead to:

Destruction of existing city improvements or even sabotage to ongoing projects by angry mobs.
Defection of the city to a nearby rival civilization with a strong culture.
An overthrow of your government and descent of your empire into anarchy.

Tourist attraction:
Obviously, things like Internet would not be eligible, only those that are actual monuments need apply.
A Great Wonder can become a Tourist attraction once it has "stood the test of time" for over 100 turns. A tourist attraction then begins to attract commerce to the city in which it is constructed, which steadily increases as time passes and its fame spreads. An attraction that has been built for over 100 turns but less than 201 turns produces two gold for its owning city; one that's been around for over 200 turns but less than 301 produces four gold, etc.

Looks like it would need:
A mechanic to engage the Mobilization.
A flag to distinguish between 'non-military/peacetime' and 'military/war' units and improvements. (Well, maybe just Improvements)
A mechanic to block the building of 'non-military/peacetime' units and improvements.
A 'Mobilized' effect requirement. (Player level)
A 'Building Military Unit' effect requirement. (City level)
A mechanic to prevent Mobilization from canceling until the player is no longer in any wars.
When a civilization develops Nationalism, it can Mobilize its economy for war. Mobilize your economy using the "Mobilization" button on the Domestic Advisor.
Effects of Mobilization

During mobilization a city building a military unit produces one extra Shields in every square that is already producing at least one.

A civilization that is mobilized:

May only build military units and military city improvements.
May not build peacetime improvements.
May not return to Normalcy until a Peace Treaty is signed

Civilization-specific Units and Strengths: Use of Civilization Style as Archetypes, maybe?

Agricultural Extra food produced from river squares and aqueducts are cheaper.
Commercial The center city squares of all cities and metros produce extra commerce, and less corruption is experienced.
Expansionist The civilization starts the game with a Scout and can build more later, and passive minor barbarians are friendlier.
Industrious Workers complete tasks faster and the center city square of all cities produces extra shields in cities and metros.
Militaristic It is easier to build military improvements (barracks, for example), and combat experience is gained more quickly.
Religious Religious civilizations do not experience periods of anarchy during revolutions, and religious city improvements (Temples, for instance) are easier to build.
Scientific Scientific city improvements (like research labs) are easier to build and the civilization receives a free Civilization Advance at the start of every era.
Seafaring Naval units get +1 movement, harbors are cheaper, extra commerce in coastal cities.

Luxury Resources:
Luxury resources make the player's people happier when they are brought into a city via a road or railroad. Each luxury makes at least one content citizen happy. The effects of luxuries do not stack. For example, if the player has two wines connected, only one will provide a bonus; the other is available for trading. Building a marketplace greatly increases the effect of luxuries on that city beyond the second luxury. Keeping citizens happy is important lest the city fall into civil disorder.

Strategic Resources: (Uncertain how far they've been implemented in future versions)
Strategic resources are resources required to train certain units, or construct certain city improvements or wonders. A certain technology is required to unlock these resources, and are often necessary for good empire management. Perhaps the most important resource is iron, which is useful from the moment it first appears on the map until the end, as it is a prerequisite for constructing railroads along with coal. Like luxuries, strategic resources do not stack.

Golden Age:
Every civilization can experience a Golden Age, a 20-turn period in which every citizen laborer in the empire is more productive, producing one extra shields and/or commerce if already producing at least one. Note that a Scientific Great Leader does not function correctly in Civilization 3 Complete or any previous version of the game. A civilization's Golden Age is triggered in one of two ways:
Unique Unit Victory

Each civilization has a unique military unit -- one that only it can build. A civilization's Golden Age can begin when its unique military unit is victorious in battle.
Great Wonders

Each Great Wonder is associated with one or more civilization strengths. If a civilization builds a Great Wonder (or Wonders) that corresponds to both its unique Strengths, its Golden Age can be triggered.

For example, if the Egyptians (industrious and religious) build the Pyramids (which is both a feat of construction and a place of worship), Egypt's Golden Age could begin. Or if the Babylonians (scientific and religious) build the Great Library (scientific) and the Oracle (religious) Babylon's Golden Age could begin.


Fleeing: Fast (2+ moves), land, military units can flee when attacked by units that are not also considered fast. (Specifics?)
fast-moving offensive units that can attack multiple times in a single turn and withdraw from combat if they are losing (unless fighting another fast unit, of course).

Bombardment [And Anti-Air *Conq] (Specifics: (Implementation?:
Plus a few misc things:
Bombardment can soften a target before it is attacked, and, if attacking a city, may kill some of the population or destroy certain city improvements. Despite this, only certain units have the ability to kill other units through bombardment (known as "lethal bombardment").

Enslavement allows a unit to potentially "enslave" a combatant (instead of killing it) when it wins a battle. A unit with the "enslave" capability has a 1/3 chance of enslaving a defeated unit everytime it wins a battle. As soon as the battle is over, the game determines if the defeated unit is enslaved; if so, the unit is turned into another unit type (as specificed in the editor) and is immediately under the control of the victorious player.

The Privateer, the English Man-O-War, and the Mayan Javelin Thrower have the Enslavement capability.

Appears to be a way to group up to 3 of the same type of unit(four with Pentagon) together attacking at once, sharing hitpoint loss between them.
Also possibly different types of units? Perhaps the unit chosen for a particular round of combat is based upon health remaining or something.
(I would assume it checks the ones with the most health remaining, then the one with the most attack power)
(Another possibility is that it takes turn attacking with each unit, but HP is subtracted from the total and individual HP is not tracked any longer)
An Army is a group of ordinary units that move and fight together. To form an army, you must build the Army unit and then 'load' other units into it. You can load up to three units, though the Pentagon increases this limit to four, if you have built it.
Building an Army

Armies can be built in cities that have the Military Academy or a Leader in them. But you must have at least four cities for every army you create.
In Battle

An army uses one, some, or all its internal units to fight a battle, depending upon the course of the fight. It functions as one unit with triple or quadruple the hit points. Therefore, an army can usually defeat any given single unit of comparable strength.

Culture Borders & Culture Flipping(conquering cities via culture):
Culture is a new feature to Civ III that didn't exist in previous versions of Civilization. Each city in Civilization III has a cultural rating, which is the city's influence over local terrain. Essentially, the culture's outer edge, or "border", acts as the boundary of the player's empire. When a city is created it has a culture rating of 1, which allows influence over the closest 8 squares only (a sphere of influence 1 square in radius). As the city's culture rating increases, so does its sphere of influence, bringing more territory under the player's control.

In addition to influencing territorial borders, culture serves two other purposes. One is allowing the peaceful takeover, better known as culture flipping, of nearby foreign cities by influencing its citizens through the player's culture. Conquest through culture is preferable to military conquest due to the fact that it does not lower the player's reputation in the global community. In addition, a civilization can win the game by having a very strong culture total.

Culture is increased turn-by-turn based on what city improvements and wonders, such as a Temple or the Hanging Gardens, have been built in that city. Culture is important as it can prevent creation of unhappy citizens and thus prevent civil disorder.

Great Leader:
When an elite unit wins a battle against an enemy unit, there is a chance that it will produce a Great Leader. (The chance is 1/16. The Heroic Epic small wonder increases this chance to 1/12). A Great Leader then has the ability to create an Army. An Army has the ability to "load" up to three units (four if the player has built The Pentagon). An Army fights as one unit, combining hit points. Once units have been loaded into the Army, however, they cannot be removed or upgraded, and they do not gain battle experience (but this was changed in Conquests). The Great Leader can also be used to hurry the building of a project. This is the only way to hurry production of a Great Wonder.

Victory Conditions:
Domination: Control 66% of the world's area and population. (Uncertain if it's by citysize or by the actual population)
Diplomatic: (Appears to mostly be fulfilled by Allied Victory)
By building the United Nations wonder, a civilization opens the possibility of a Diplomatic victory. The civilization that built it will be periodically offered the opportunity to hold elections for U.N. Secretary General. To be eligible for election, a civilization must control 25% of either the world's population or its territory, although the civ that actually built the UN is always automatically a candidate. If there are no qualified candidates other than the one who built the UN, the civilization with the next highest population is put on the ballot. The civ with a majority of the possible votes wins the election, and therefore the game. Because the player's reputation matters a great deal to voting AI civilizations, it is of paramount importance to a player seeking a Diplomatic victory to maintain a trustworthy status throughout the game.

Spaceship: Ten distinct spaceship parts. Only one of each need be built. Victory as soon as it's launched.

Tactical Nuke: Basically, a small nuke that kills all units on the tile. I think.
Non-ICBM: Should only ICBM should be intercepted by SDI, not other forms of nukes? (Atomic Bomb and Tactical Nuke)


Effect Requirements:
Some require a total count of improvements that a player has in their empire. (Battlefield Medicine requires 5 hospitals, for example)
Longevity causes population to increase by 2 from a full food box.



Code: Select all

Atomic Bomb
Jet Fighter (Advanced Fighter)
Longbowman (Advanced Archer)
Modern Armor (Howitzer split into Modern Armor and Radar Artillery)
Musketman (Generalized Musketeer)
Nuclear Submarine (Improved Submarine that can launch missiles too)
Radar Artillery (Howitzer split into Modern Armor and Radar Artillery)
Riflemen (Steam-Era Infantry)
Spearman (Generalized Phalanx/Hoplite)
Swordsman (Generalized Legion)
Tactical Nuke
Medieval Infantry *PTW
Flak *Conq
Mobile SAM *Conq
Paratrooper (WWII Paratrooper rather than Modern Paratrooper) *Conq
Pikeman (Generalized Swiss Mercenary) *Conq
TOW Infantry *Conq
Trebuchet *Conq

Scout (Expansionist Strength Starter Unit)

Bowman (Babylonian Archer)
Cossack (Russian Cavalry)
F-15 (American Jet Fighter)
Immortal (Persian Swordsman)
Impi (Zulu Spearman)
Jaguar Warrior (Aztec Warrior)
Man-O-War (English Frigate)
Mounted Warrior (Iroquois Horseman)
Panzer (German Tank)
Rider (Chinese Knight)
Samurai (Japanese Knight)
War Chariot (Egyptian Chariot)
War Elephant (Indian Knight)
Hussar (Austrian Cavalry) *Hidden?
Ansar Warrior (Arabian Knight) *PTW
Berserk (Viking Longbowman) *PTW
Gallic Swordsman (Celtic Swordsman) *PTW
Hwacha (Korean Cannon) *PTW
Keshik (Mongol Knight) *PTW
Numidian Mercenary (Carthaginian Spearman) *PTW
Sipahi (Ottoman Cavalry) *PTW
Chasqui Scout (Incan Scout) *Conq
Carrack (Portuguese Caravel) *Conq
Dromon (Byzantine Galley) *Conq
Enkidu Warrior (Sumerian Warrior) *Conq
Javelin Thrower (Mayan Archer) *Conq
Swiss Mercenary (Dutch Pikeman) *Conq
Three-Man Chariot (Hittite Chariot) *Conq

Resources: Sugar, Tobacco
Luxury Resources: Dyes, Incense
Technologies: ???
Small Wonders: Heroic Epic, Pentagon, Military Academy, Iron Works, Intelligence Agency, Battlefield Medicine, Apollo Program (non-Wonder version), Secret Police Headquarters *Conq,
Wonders: Longevity, Knights Templar *Conq

Spaceship: Seven more distinct parts

Re: Requirements for Civilization III Ruleset

Posted: Tue Feb 13, 2018 2:36 pm
by Lachu
One think - army can be built from units of different kind.

There also exists mobilization in Civilization III, but I don't know it was introduced in basic version or some expansion,

Re: Requirements for Civilization III Ruleset

Posted: Tue Feb 13, 2018 6:20 pm
by GriffonSpade
Lachu wrote:One think - army can be built from units of different kind.

There also exists mobilization in Civilization III, but I don't know it was introduced in basic version or some expansion,

Thanks, I included Mobilization, and added some speculation for Army. Also improved the Hurry Production section.

Speaking of which, the only thing that happens when we have civil disorder is that all extra production, food storage, and gold come in, along with revolution, right? because I see that in the civ3 stuff there's more that can happen, buildings can be destroyed and the city apparently doesn't produce culture from some sources (temporary culture points are not produced, I'm guessing?), allowing it to somewhat easily being culture flipped?

Re: Requirements for Civilization III Ruleset

Posted: Thu Sep 27, 2018 7:14 pm
by Ignatus
The main differences in combat style are:
(1) Veteranship bonuses affect unit health, not strength. In fact, this should be easy to code since between getting experience it doesn't change the mechanics.
(2) Fleeing, should be also rather simple.
(3) Armies. They can be done as special transporters which, once loaded, can't be unloaded and take most characteristics from their cargo by summing or maximizing (including places occupied in other transporters). This in fact requires more coding.
(4) Spawning Great Leader and enslavement - both are in fact just effects of appearing of some unit as a result of a victory at given conditions with some probability. This can be easily scripted, as well as the Golden Age effect. What we need is some way to tell the AI about that winning some battles may be more advantageous than it looks.

Not related only to combat, but have much game impact and on wars too:
(5) Strategic resources, needed to be on claimed tile and connected to a city by a road (a civ3 colony can be replaced with our claiming base but we can't set a worker/migrant to work there). A resource should be added to units' building requirements (why don't they have a standard reqs block?) and influence their properties; this can be united with existing goods mechanics. Connecting by infrastructure needs some more complicated inventions in the code /* offtopic: I want power lines, and water limit in rivers that can be spent up by higher cities */.
(6) Triremes - in Civ3 Galleys are both prohibited from entering Deep Ocean and unsafe ending turn not next to a coast. In fact, most of UnsafeCoast-related code is still in the game but needs lot of observing to work again and properly; the terrain flag still exists but influents only sea resource generation. Closest thing we can have now is "coast-fueled" unit that can leave coast but 100% dies if spends N turns out of it. In fact, unsafe oceans have more impact on Civ2 gaming, but we want them back anyhow.
Edit(twice): (studied Conquests) The Galleys can enter Deep Ocean, just they perish there if stuck at turn end; at non-coastal tiles of shallow ocean they maybe have better chances and always survive with Lighthouse. The next unit, Galleon, navigates shallow ocean freely and has survival chance in deep ocean. Also, there are Curraghs that are Galleys without capacity (the unit available at Map Making).

Re: Requirements for Civilization III Ruleset

Posted: Fri Sep 28, 2018 11:48 am
by Lachu
Mechanism similar to flying like in CivIII is implemented. When unit die, all unit on the same tile with special flag can withdraw to random tile, so no killstack here. In Civilization III the unit withdraw from combat.

Re: Requirements for Civilization III Ruleset

Posted: Fri Sep 28, 2018 1:05 pm
by Wahazar
Lachu wrote:Mechanism similar to flying like in CivIII is implemented. When unit die, all unit on the same tile with special flag can withdraw to random tile, so no killstack here. In Civilization III the unit withdraw from combat.

Which version have implemented such feature?

Re: Requirements for Civilization III Ruleset

Posted: Fri Nov 23, 2018 7:47 pm
by Ignatus
Wahazar wrote:Which version have implemented such feature?

It's going to appear in 3.0 (just is not currently put in any rulesets playable in alpha AFAIK).

Re: Requirements for Civilization III Ruleset

Posted: Thu Nov 29, 2018 10:22 pm
by Ignatus
In fact, FC3.0 stack escaping is much different from Civ3 combat retreat - at first, there is no stack death in Civ3 (and the AI is fully a master of deathballs). It is the units engaged in the battle that, if they fall to 1hp (Civ3 units have 2 to 5 max., according to their veteran status) and the enemy has more than 1hp (and maybe bigger strength?), will try to retreat. As well as in Freeciv, they need a spare mp and more than the adversary, but the fleeing success is not always 50% probable: it is dice-rolled on the sides' retreat points, a number associated with each veteran rank. Here is the best found description.

Also, there is a thorough study on Civ3 armies.

Another significant differences (some edits done):
* If a great wonder you are building is built by somebody else, you have one turn to switch to another wonder. If yo have none possible to, the production is auto-switched to something possible, say goodbye to the portion of the shields. BUT the shields are lost not because of the building genus change - the extra ones just always disappear if you change against something less expensive then the accumulated amount. BUT switching TO a wonder has severe limitations (e.g. is impossible if you have hurried a building by any usual means).
* Cutting down woods brings 10 shields to a nearby city, corruption-independently, if not a wonder is wat is built there; but for patched versions of the game it works only once per tile.
* Another important thing: however you hurry production, you get nothing before your movement phase starts. No buying a spearmen for saving an unprotected city from sudden warrior is possible if the enemy is right under the walls.
* Units you start are still produced, even if you lose the strategic resource they need. Also, it's still possible to accumulate shields in settlers in pop1 cities.
* If a unit is out of movement points, you can do nothing to it. Just clicking may cancel its current GOTO order, but that's all, no loading or disbanding.
* Of course, more advanced diplomacy (all by embassies, no diplomates). You can enter peaceful territory, but this can be considered casus belli without right of passage granted (this does not allow to enter cities or stack units, an alliance is a different state that makes you to fight your ally's foes). Declaring war with units on the attacked side territory ruins your repute; so does ending war before your allies, at least in their eyes. AIs indeed really often make peace (you don't steal advances from conquering a city, so you need another civs alive for a while).
* No senates, but democratic governments have war weariness that makes citizens unhappy (and even if you can cope with it, finally overthrows Democracy) when the WW accumulator reaches a threshold; and for being attacked, you at first get content citizens instead. The counter grows for each turn with units at foreign territory, plus at some events like losing a combat or nuking a city. summary original thread
* The disadvantage of the game is IMHO that you have no chance to investigate a city while you are at war until you have the IA small wonder (requires a late tech Espionage).
A math guide to Espionage missions (you don't have a unit Spy as you have aviation units which also work at missions, but a spy you have planted in an enemy city has a veteranship system).
* Artillery-like bombarding units are "non-military", can't normally attack or defend and can be captured; instead of attack strength, they have bombard strength (as well as fc-like bombard rate and per-type bombard range). Ships have both attack and bombard strengthes that may differ.

Re: Requirements for Civilization III Ruleset

Posted: Tue Dec 04, 2018 8:54 pm
by Ignatus
GriffonSpade wrote:How much production can be generated per population lost? Is it capped to the amount losing 1 population can provide, or can you whip as much as you have population for?
It is impossible to rush Wonders with gold/whip, only able to use Great Leader (works like Caravan maybe?)

You can likely rush some fixed amount of production per citizen; several citizens can be whipped to death, but less than the size of the city. A discussion on how it happens, and another one about the brilliance of a whip.

GL just completes however many shields are remained to the full wonder count.

Additio and correction: Can't whip more than half of the city. Can change production after whipped a cheaper item (looks like an exploit). Whipping from 0 shields, as always, requires twice more expense. Whipping 1 citizen gives 1 unhappiness for 20 turns, this stacks in a city counter (the unhappy faces each turn are (counter + 19)/20, decrement is 1, AFAIK the same counter works for drafting unhappiness). By the way, 1 shield in hurrying at other governments costs normally 4 gold.

Re: Requirements for Civilization III Ruleset

Posted: Thu Jul 11, 2019 10:45 pm
by Ignatus
A thorough study on Civ3 borders (when I posted this, I have not read it). We have a minimally modifiable system based mainly on city population, Civ3 has a system based almost entirely on culture.