Correct the rulesets civ1 and civ2

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nef
Hardened
Posts: 158
Joined: Mon Jun 25, 2018 5:01 pm

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

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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
Hardened
Posts: 158
Joined: Mon Jun 25, 2018 5:01 pm

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
Hardened
Posts: 158
Joined: Mon Jun 25, 2018 5:01 pm

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.