GriffonSpade wrote:In Stubspace, I used 'land' for 'Space' (As opposed to Deep Space). Planets all exist on the 'mountainous' terrain (essentially hills and mountains), and Suns have very, very high values (essentially tall mountains).
I just loaded your ruleset and I must admit that I don't understand what's going on

Am I missing a tileset, perhaps?
cazfi wrote:Corbeau wrote:Is it possible to force the generator to create a random map with only 1-tile islands?
I don't think so, but I have been toying with an idea to make space-map mode to freeciv engine. I would be very interested to see what you have and how the engine development could support your modpack.
Well, after a one-night thought, I'd set it up like this:
Sea/space is a no-resource tile (except maybe an occasional asteroid field). You only travel through it, end of story.
Planets/island central tile supplies all the (initial) food and shields needed. Maybe even some trade, but not necessarily.
"City improvements" and technologies increase the yield of the central city/planet tile.
Since no other tile can be worked, all citizens are turned to specialists.
Units... Huh, here sky is the limit. Spaceships, transporters, landing infantry, planet bombs (missiles with range 1)... Here it's a matter of how much imagination you have because you can work out just about anything.
Different types of planets: some are more or less barren and yield 0 or 1 food so, obviously, are difficult or impossibel to colonize until you discover a tech that gives all planets +1 or +2 food. Many combinations.
Basically, Space Civ gameplay would probably be a bit more simple than the regular Civ