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Economy Ruleset for Freeciv21, v3.0
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OBJECTIVES:
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- This ruleset is fundamentally based off the civ2civ3 ruleset, refer to that
for overall scheme.
The objective of this Ruleset is as follows:
- Make infinite city spam undesirable; This is done by altering the empire city
sizes for various governments to have unhappy citizens from size earlier, and
by slightly increasing corruption/waste per distance to capital;
- Game is made 25% slower in terms of production, food and science costs,
allowing an easier ability to catch up. The year progression follows this
also, and tech progression on average will match historical tech progression.
- Completely overhaul the trade system to allow profitable exchanges between
other nations, and to provide a system for conducting internal trade within an
empire to grow cities beyond what their bonus resources allow
Caravans now are cheaper, move faster, but no longer build wonders
(freights do build wonders still). See the Trade system changes section.
- Tech leakage from embassies is much larger now, which means that isolated
nations can't just city spam and be just as technologically advanced as a
group of nations conducting trade.
- Overhaul the tile system and management to encourage players to settle on
lands with either bonus resources or rivers. You can no longer irrigate all
tiles right out of the gate, and roads do not increase trade on all tiles.
This forces players to found cities in locations with bonus resources and on
rivers.
- Overhauled specialist system; scientists and taxmen now produce far more
output, but now penalties to city spam, you will have to decide if you want a
city to focus more on science or gold, and build the appropriate improvements.
I wish to keep it updated and to improve it with the comments from the
players. I have run several AI only tests of this game and found the AI was
capable of adapting to these changes. It also allows AI with not as much land to
gain a technological advantage if they fully take advantage of the trade system.
TRADE SYSTEM CHANGES:
----------------------
- Instead of a generic good, Caravan units will now trade a good depending on
what is directly adjacent to its city origin. If a city is not adjacent to any
resource, the caravan will produce a generic "Good" which only provides commerce
but no other bonuses. This is only available if the city is not adjacent to any resource.
- When you complete a trade route, the caravan will provide the target city the
resource specific bonus, and the origin city will receive the commerce bonus.
This means that the rival civilization gets the bonus effect in its city.
This makes diplomacy far more involved, where you can agree to provide for
example, silk to a friendly city in exchange for wheat in one of your other
cities.
- Every bonus resource will provide at least a productivity bonus in either
food, production or gold. Some special resources provide extra benefits
if the city importing the good has a certain improvement.
- DOMESTIC TRADE: You can now send caravans to your own cities for them to
benefit from your bonuses. They provide some commerce bonus, but nowhere near
as much as international trade:
Trade between cities on the same continent that you own: 20% commerce
Trade between cities on different continents that you own: 75% commerce
- INTERNATIONAL TRADE: You now get a bonus amount of light bulbs by sending your
first caravan to a new city. This means that a nation that is falling behind in technology or
did not start on good land can catch up through extensive trade and diplomacy, allowing more
than one viable playstyle.
BONUS RESOURCES AND THEIR EFFECTS:
----------------------------------
This is a list of the effects of importing particular resources to your city.
Buffalo: +1 food to target city, +1 production to target city
Coal: +3 production to target city, available after researching "Steam Engine"
Fish: +1 food to target city, additional +1 food with "Supermarket"
Fruit: +1 food to target city, additional +1 food with "Supermarket"
Furs: +2 gold to target city, makes 1 citizen happy with "Market"
Game: +1 food to target city, additional +1 food with "Supermarket"
Gems: +3 gold to target city, makes 1 citizen happy with "Market"
Gold: +4 gold to target city, inreases commerce by 10% with "Bank"
Iron: +2 production to target city, additional +2 production with "Port
Facility"
Ivory: +2 gold to target city, increases science output by 10%
Oasis (Dates): +1 food to target city, additional +1 food with "Granary"
Oil: +4 production to target city, available after researching "Refining"
Peat: +2 production to target city.
Pheasant: +1 food to target city, additional +1 food with "Granary"
Salt (Resources): +1 food to target city
Silk: +2 gold to target city, increases commerce by 10% with "Market"
Spice: +2 gold to target city, makes 1 citizen happy with "Market"
Whales: +2 gold to target city, increases science output by 5%
Wheat: +1 food to target city, additional +1 food with "Granary"
Wine: +1 food to target city, makes 1 citizen happy with "Market"
OPTIONAL RULES:
- Every player starts with 1 free Tech, 1 settler and 50 coins.
('startunits', 'techlevel')
- Minimum Distance between cities set to 3. ('citymindist')
- Initial National Border equal to city borders, increases with population(0 tiles). ('borders')
- Restricted the use of infrastructure (roads, railroads, and rivers)
for enemy units. ('restrictinfra')
- Unreachable units do not protect reachable ones. ('unreachableprotects')
- Set Occupy Chance to 100%: Units automatically move to the target tile
if the attack is successful and ZoC rules allow the movement.
('occupychance')
- Halved change of building loss when city is conquered. ('razechance')
- Tech leak is now 250%
- Research requires 25% more lightbulbs
- Production requires 25% more production
- Minimum trade distance has been reduced to 5 tiles.
- Any nation with 2 cities or more can have a civil war
GOVERNMENTS:
------------
The main changes here have to do with making it more expensive to have a large
empire. The reasoning is as follows:
1. To reduce REX strategy's effectiveness and encourage strategic city
planning.
2. To make it more realistic to history. Tribal or Despotic governments
have rarely occupied a continent-sized territory with dozens of bustling cities.
The capacity to administer such a large amount of territory is only possible
with advanced governments.
3. This gameplay will hopefully lead to a more viable tall build; REX is
still possible, but nowhere near a meta-defining move.
Below is a list of the amended sizes:
Government Unhappiness due to size Unhappiness per x city
Tribal 5 1
Despotism 4 2
Monarchy 8 2
Republic 8 3
Fundamentalism 10 2
Democracy 12 2
Federation 15 4
Communism 15 3
CORRUPTION CHANGES:
-------------------------------------
Shield waste and corruption now increases by 2% with distance from capital instead of 1%, making courthouses more necessary the further away your city is from your core.
IRRIGATION AND ROAD CHANGES:
----------------------------
Roads: Now provide a 50% increase to trade yield for a tile. This means that a
tile needs to be producing at least 2 trade in order to get a trade increase
from roads, making roads primarily a tool for reducing unit movement costs.
IRRIGATION:
At the start of the game, you can only irrigate on river tiles or one tile
adjacent to lake tiles. Deserts can no longer be irrigated without electricity,
even with an adjacent irrigation source. Here are technologies that increase
what you can irrigate:
FEUDALISM: Allows irrigation adjacent to other irrigation sources (such as a
River, lake, or other irrigated land).
CHEMISTRY: Allows irrigation adjacent to an ocean tile.
ELECTRICITY: Allows irrigation on any tile.
CITY YIELD CHANGE:
------------------
Every city now produced a base trade of +2 trade to account for not having roads
increase trade output in all tiles. This is enough to reasonably acquire the
"Trade" technology, as the primary means of acquiring trade now is through
actual trade.
SPECIALIST CHANGE:
------------------
Scientists: Provide 4 lightbulbs.
Taxmen: Provide 4 gold.
UNITS:
------
Caravan:
-Shield cost reduced to 20 shields
-Movement increased to 3 movement points
-Caravan ignores zones of control
-Caravan can no longer aid in building wonders.
Freight:
-Movement increased to 5 movement points.
BORDERS:
--------
-Fortresses and forts now expand your national borders.
-City borders are proportional to population size. This means that bigger cities hold more territory
GRAPHICS CHANGES:
-----------------
-Cities turn into industrial from either Railroad, Electricity or Conscription
-Cities turn into electric style from either Automobile, Flight or Miniaturization
-Cities turn into modern style from either Rocketry, Robotics or Nuclear Power
CURRENT ISSUES:
----------------------------
Because here is no UI for choosing what good a caravan carries, it is unfortunately up to chance if you are adjacent to more than one resource.
Also, in order to prevent the caravan randomly selecting "Goods", I had to make it so that goods are only available if no other bonus resources are around. If a UI gets made to select which good a caravan carries, I would remove this requirement.
Just want to say thanks to all the people who helped make this game, really love
it. If anyone knows how to mod AI, I can't say I'm a good programmer, but I
would really like to learn and create a master AI that can use aircraft and
nukes.
New Trade Ruleset for more comprehensive trading system
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New Trade Ruleset for more comprehensive trading system
- Attachments
-
- RexRuleset.zip
- (95.12 KiB) Downloaded 50 times
Last edited by Sanguivorant on Sat Jun 21, 2025 5:38 am, edited 4 times in total.
-
- Posts: 21
- Joined: Mon Apr 25, 2022 12:54 am
Re: New Trade Ruleset for more comprehensive trading system
I also made a change to the Earth-Small.scenario in order to utilize this ruleset with a few changes, downloadable here.
Main changes:
-Uses the Rexlimit ruleset
-Separates the world into various areas through ocean tiles or impassable terrains. This isolates American and African civilizations from the Old World until the discovery of the Caravel. Specifics:
AFRICA:
-Desert is now impassable to get to Central and South Africa, and not crossable by sea until Caravel.
-Made more of the Sahara desert actual desert, and placed mountain tiles near Morocco
-Placed more swamp terrain near central and South-East Africa
NORTH AMERICA:
-Separated Russia and North America by ocean tiles, only accessible with Caravels.
-Separated from Greenland by ocean tiles, however still possible to cross by building a city south of Greenland or a city on the other side to reflect Viking movement into New World
-Separated from South America by ocean tiles and impassable tile.
-Placed more desert and Mountains on the Pacific Coast, more Swamp on East Coast near Florida.
SOUTH AMERICA:
-Separated from North America until Caravel
-Made mountain range more prominent
-Added swamp tiles and more jungle tiles near the Amazon, more plains tiles near Argentina.
RUSSIA:
-Added substantially more tundra and ice tiles to reflect actual population density in the area
-No longer possible to travel to North America through Bering Strait until Caravel
INDONESIA/INDIAN OCEAN:
-Added more swamp/jungle tiles in South-East Asia and in Indonesia
-Indonesia is cut off from Australia until caravel
MIDDLE EAST:
Persian mainland now has some mountains
INDIA:
-Added a few swamp tiles to reflect spice resources
AUSTRALIA:
-Separated from all continents including New Zealand until caravel.
-Added more plains and desert tiles to reflect population densities
POLYNESIAN TRIANGLE:
-Provided Polynesian nation with unique gameplay; They now start on New Zealand.
-Map has been altered to have more islands and the Pacific, and paths that only the Polynesian nation can reach before the discovery of caravel.
Main changes:
-Uses the Rexlimit ruleset
-Separates the world into various areas through ocean tiles or impassable terrains. This isolates American and African civilizations from the Old World until the discovery of the Caravel. Specifics:
AFRICA:
-Desert is now impassable to get to Central and South Africa, and not crossable by sea until Caravel.
-Made more of the Sahara desert actual desert, and placed mountain tiles near Morocco
-Placed more swamp terrain near central and South-East Africa
NORTH AMERICA:
-Separated Russia and North America by ocean tiles, only accessible with Caravels.
-Separated from Greenland by ocean tiles, however still possible to cross by building a city south of Greenland or a city on the other side to reflect Viking movement into New World
-Separated from South America by ocean tiles and impassable tile.
-Placed more desert and Mountains on the Pacific Coast, more Swamp on East Coast near Florida.
SOUTH AMERICA:
-Separated from North America until Caravel
-Made mountain range more prominent
-Added swamp tiles and more jungle tiles near the Amazon, more plains tiles near Argentina.
RUSSIA:
-Added substantially more tundra and ice tiles to reflect actual population density in the area
-No longer possible to travel to North America through Bering Strait until Caravel
INDONESIA/INDIAN OCEAN:
-Added more swamp/jungle tiles in South-East Asia and in Indonesia
-Indonesia is cut off from Australia until caravel
MIDDLE EAST:
Persian mainland now has some mountains
INDIA:
-Added a few swamp tiles to reflect spice resources
AUSTRALIA:
-Separated from all continents including New Zealand until caravel.
-Added more plains and desert tiles to reflect population densities
POLYNESIAN TRIANGLE:
-Provided Polynesian nation with unique gameplay; They now start on New Zealand.
-Map has been altered to have more islands and the Pacific, and paths that only the Polynesian nation can reach before the discovery of caravel.
- Attachments
-
- earth-small.sav.gz
- (6.42 KiB) Downloaded 43 times
-
- Hardened
- Posts: 198
- Joined: Sun Dec 31, 2017 3:41 am
Re: New Trade Ruleset for more comprehensive trading system
This looks cool and I will likely have more comments after I look at it deeper. I also implemented a fully fleshed out system of trade goods in my dino2 ruleset, and want to compare the implementation details.
I was not able to actually try it in a game, got error messages -
I was not able to actually try it in a game, got error messages -
Could not find included file "default/nation_intelligence_effects.ruleset"
Could not load ruleset '~/.freeciv/3.1/Rexlimit/effects.ruleset':
In secfile_from_input_file() [../utility/registry_ini.c:444]: secfile '~/.freeciv/3.1/Rexlimit/effects.ruleset' in section 'effect_wine_luxury_bonus': Expected entry name
file "~/.freeciv/3.1/Rexlimit/effects.ruleset", line 4765, pos 53
looking at: '"'
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- Posts: 21
- Joined: Mon Apr 25, 2022 12:54 am
Re: New Trade Ruleset for more comprehensive trading system
Are you using Freeciv or Freeciv21? Seems to work for me on Freeciv21.Dino the Dinosore wrote: ↑Sun Jun 22, 2025 12:08 am This looks cool and I will likely have more comments after I look at it deeper. I also implemented a fully fleshed out system of trade goods in my dino2 ruleset, and want to compare the implementation details.
I was not able to actually try it in a game, got error messages -Could not find included file "default/nation_intelligence_effects.ruleset"
Could not load ruleset '~/.freeciv/3.1/Rexlimit/effects.ruleset':
In secfile_from_input_file() [../utility/registry_ini.c:444]: secfile '~/.freeciv/3.1/Rexlimit/effects.ruleset' in section 'effect_wine_luxury_bonus': Expected entry name
file "~/.freeciv/3.1/Rexlimit/effects.ruleset", line 4765, pos 53
looking at: '"'
I would delete the last line in effects.ruleset and see if it works on normal freeciv.
So delete this line:
*include "default/nation_intelligence_effects.ruleset"
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- Hardened
- Posts: 198
- Joined: Sun Dec 31, 2017 3:41 am
Re: New Trade Ruleset for more comprehensive trading system
I missed the Freeciv21 bit, yes I'm using regular freeciv.
Re: New Trade Ruleset for more comprehensive trading system
It's some development, not stable, format anyway:
So would not work with any stable freeciv version.
Code: Select all
options="+Freeciv-ruleset-Devel-2017.Jan.02"
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- Posts: 21
- Joined: Mon Apr 25, 2022 12:54 am
Re: New Trade Ruleset for more comprehensive trading system
Could I not just adjust that line? I don't see too much of a difference between the code bases. Most of the rules etc is based off the civ2civ3 code base.cazfi wrote: ↑Sun Jun 22, 2025 8:30 am It's some development, not stable, format anyway:So would not work with any stable freeciv version.Code: Select all
options="+Freeciv-ruleset-Devel-2017.Jan.02"
Re: New Trade Ruleset for more comprehensive trading system
Trying to adjust the ruleset format as you encounter issues is one way to proceed.
Still, this document how to do ruleset update all the way from stable freeciv-3.0 format to stable freeciv-3.1 format likely comes handy: https://www.freeciv.org/wiki/How_to_upd ... 3.0_to_3.1
Still, this document how to do ruleset update all the way from stable freeciv-3.0 format to stable freeciv-3.1 format likely comes handy: https://www.freeciv.org/wiki/How_to_upd ... 3.0_to_3.1