cazfi wrote:Did civ1 have one-time-bonus given when trade route was established? Our ruleset currently grants bonus to gold and science.
Gold only. Maybe meynaf can help with the rest.
cazfi wrote:Also, another comment in trade settings part of the ruleset:
; TODO: What`s correct "cancelling" behavior for civ1? If you have established
; traderoute with enemy city nearby and conquer it -> what happens to traderoute
; between your cities with less than trademindist distance?
cazfi wrote:Another TODO from civ1 ruleset, about Transport Embark action enabler:
; TODO: was transferring from a transport to a transport on an adjacent tile
Ignatus wrote:A thing CivII has: when it places a player's starting location, it runs some procedure to estimate its worth and tries to find the best one available. If this location is not good enough, the game compensates it gifting more starting techs. (So the last player placed usually starts as the most advanced; also, if you start with many techs, you should get ready for discovering poor terrain around.)
Submarines can not see each other without it, even being adjacent (Destroyers can see adjacent subs). In CivI, units can see adjacent subs but only naval and air ones.you know how when you run a sub into another, it takes two clicks to attack: one when you hit it, and it appears, and another to attack