The popular fc paradigm
for gardening times is that the 'work' required
for railroad, forts, and pollution cleanup is 3.
According to table 3-2 in 'Rome' the first two of these are dependant on the terrain, and the last is actually 4.
In short, these values can be expressed in terms of the basic move cost of the terrain. So,
for example, build time
for road is 0 + 2 x M.C. (unchanged).
According to the table in 'Rome' the build cost
for railroad is 0 + 4 x M.C., i.e. twice the road cost.
For forts the cost is 4 + 1 x M.C., and
for pollution 4 + 0 x M.C..
RAILROAD:
Since 'road_time' is set to 2, 4, or 6, the
simple fix
for railroad is to replace
in section [extra_railroad] the line that reads
by
(
A better fix would be to follow the algebra expressed above
for both road and railroad.)
FORTRESS:
In [extra_fortress] change the line that reads
by
AND,
for the following sections, replace the line that reads
by the following:
For sections [terrain_desert], [terrain_grassland], [terrain_plains], [terrain_tundra]
For sections [terrain_arctic], [terrain_forest], [terrain_hills], [terrain_jungle], [terrain_swamp]
For section [terrain_mountains]
An algebraic approach can't be used
for fortress because in this more complex case the arithmetic in the server is not algebraic (
for no apparent reason).
POLLUTION:
For all 'land' terrain i.e. sections [terrain_*] that contain the field 'class = "Land"', (that is, all those listed
for FORTRESS above,) ADD the following field
Just after "pillage_time" would be
a suitable place. Note that this is 'add' not 'change' so it appears to be that 3 is the (undocumented) default
for pillage (no doubt previously hardcoded
for civ2).
These changes are to be made to the
civ1 terrain.ruleset (only).
'Tundra' is actually missing from the table but the inference is obvious. Although pillage is discussed I could find no mention of work cost so I presume that it was always 1.
Finally, the table (and text) is actually misleading, and may have been the cause of
a great deal of confusion in the fora (civfanatics, apolyton). The 'work' cost of gardening activities in Civ I was actually stochastic (random), so I presume these table values were averages.
meynaf, perhaps if you can spare the time firing up one of
your 'advanced' saves, see if pillage time is deterministic (or stochastic) and what the work cost (or average work cost) is.
Also, the table is not clear as to whether the work time
for rail includes, or does not include, the time
for roads. I have assumed that it is in addition to the road time. So
a second request if I may ask: try to get some statistics on
rail build times to estimate the average. You could use the "wakeup" exploit to speed things up (just keep waking up the settler and trying 'road' again and again until it happens. The count of 'road' commands would be the same as the number of turns if the settler is left to complete in its own sweet time.)