Correct the rulesets civ1 and civ2

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nef
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Re: Correct the rulesets civ1 and civ2

Postby nef » Mon Jul 22, 2019 12:58 pm

My recollection was that Civ I applied a 50% defense bonus for river.
The wiki agrees with me.

I have also seen other material that confirms this defense bonus.

Sans denial add this field to section [extra_river] in civ1 terrain.ruleset:

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defense_bonus  = 50


Also as an amendment to a previous post the help text

Code: Select all

Any land terrain type may have a River on it.\
"), _("\
should be deleted. In fact it should be deleted from ALL rulesets since AGH tells you what you need to know - correctly (AGH 1, Humans 0).

Finally, can someone shed some light on these questions:
    Does a Civ I river provide trade (of 1)?
    If so, is this in addition to the usual road trade of 1?

In addition to the wiki reference (above), I have seen other comments that suggest the answer to the former is yes, but it is quite possible that this is patch/release dependant - in which case this would be an excellent candidate for being a server option. My assumption for the latter (addition to road trade) will be yes - if not otherwise advised.

nef
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Re: Correct the rulesets civ1 and civ2

Postby nef » Mon Jul 22, 2019 1:20 pm

The civ1 ruleset for section [effect_michelangelos_chapel] currently has:

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      "Building", "Michelangelo's Chapel", "City"

This should read:

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      "Building", "Michelangelo's Chapel", "Player"


N.b. the help text is correct so this is a bug. A somewhat more nuanced case of where AGH could have saved the day.

nef
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Re: Correct the rulesets civ1 and civ2

Postby nef » Mon Jul 22, 2019 1:37 pm

meynaf wrote:I can confirm civ1 does not limit tax/science.
Thanks for the confirmation - always reassuring.

Another difference is the way it is rounded. E.g. if you're at 50% tax / 50% science and you produce an odd number, extra point will be science at fciv but tax at civ1.
Not sure that this is all that important - the critical issue is that the trade point is not lost. As for the rates one can just tweek them - turn by turn if really necessary - to balance your books.

nef
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Re: Correct the rulesets civ1 and civ2

Postby nef » Mon Sep 02, 2019 1:10 pm

Turns out there is a second problem with Mike's Chapel in the civ1 ruleset. The benefit is only 50% of a cathedral (+2), not 100% (+4).

So here is the new rule for civ1 effects.ruleset replacing section [effect_michelangelos_chapel]:

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[effect_michelangelos_chapel]
type    = "Make_Content"
value   = 2                                           ;nef
reqs   =
    { "type", "name", "range"
      "Building", "Cathedral", "City"
      "Building", "Michelangelo's Chapel", "Player"   ;nef
    }
The help text in section [building_michelangelos_chapel] in civ1 buildings.ruleset should read:

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helptext   = _("\
Increases the effect of cathedrals by 50% in all your cities.\
")

nef
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Joined: Mon Jun 25, 2018 5:01 pm

Re: Correct the rulesets civ1 and civ2

Postby nef » Mon Sep 09, 2019 12:03 pm

After some research it seems that rivers do provide trade but NOT cumulative with roads.

References:

A. Online manual (Terrain Chart).

Fairly clear about river trade AND no accumulation with road. Note that the manual is not infallible (see the last entry for units).

B. Table 3-1 in 'Rome on 640k'.

Fairly definite about river trade AND no accumulation. But also not infallible.


So I have prepared this simple change to comply with my opening statement:

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[effect_river_trade]
type    = "Output_Add_Tile"
value   = 1
reqs    =
    { "type",       "name",  "range", "present"
      "Extra",      "River", "Local",  TRUE
      "Extra",      "Road",  "Local",  FALSE
      "OutputType", "Trade", "Local",  TRUE
    }

Add the section to the civ1 effects.ruleset somewhere near the end.

Although a minor issue it would be good if my (new) assumption is confirmed (or denied).

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meynaf
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Re: Correct the rulesets civ1 and civ2

Postby meynaf » Mon Sep 09, 2019 4:19 pm

nef wrote:After some research it seems that rivers do provide trade but NOT cumulative with roads.

nef wrote:Although a minor issue it would be good if my (new) assumption is confirmed (or denied).

Checked in an old saved game, rivers produce trade which it is definitely not cumulative with roads.
Your assumption is confirmed.