"Simulation" ruleset, v2.0 (was: "Corbeau's Ruleset) - WORK IN PROGRESS

Contribute, display and discuss rulesets and modpacks for use in Freeciv here.
User avatar
Corbeau
Elite
Posts: 907
Joined: Mon Jan 13, 2014 11:13 pm

"Simulation" ruleset, v2.0 (was: "Corbeau's Ruleset) - WORK IN PROGRESS

Postby Corbeau » Fri Nov 09, 2018 3:51 pm

As LT42 has started, I'm hoping it will receive input from players that will make it possible to further advance on the Quest for The Perfect Ruleset.

v1.0 and a few pages of updates and discussion is here.

For starters, a comprehensive, systematic and thorough summary of v1.0 can be seen and commented here.

The v1.0 of the ruleset itself can be checked here.

Current v2.0 unit summary is here.
Current v2.0 ruleset is here.
And further ideas, comments, criticism, discussion starters, can be posted in this thread.

I'll start with my own, with this post to be heavily updated.

OPERATIONAL:

When in Anarchy, unhappysize is 1 making cities to be in revolt by default.

- city defence bonus rises by 10% per size point until size 10 (max 100%).

Tribalism: no money (tax or any upkeep cost), no taxmen, scientist gives only half (one bulb), +3 veteran levels

New tech: Tools (preq: Pottery, Bronze), removes the 3+ penalty (instead of Pyramids and non-Despotism)

Fixed Manufaktur: now stops working with Factory built and serves as a museum.

All production bonuses (Factory, Mfg, Plants...) are 50%

Prerequisite switch:
Republic needs Philosophy (was Literacy)
Democracy needs Economics (was Banking)

Tech_upkeep_divider set to 2000
Tech_upkeep_free set to 1 (base) and 2 (Tribal only)

Migration_Pct adjustments: size 1, +100; City Hall, +200; site 1 & Granary, +1000 (10^3)

Approximate tips:
- city size 1 is safe from disbanding by migrating to size 6 or less;
- with Granary, s1 is safe from migrating to s15 with City Hall

Equation:
upkeep = ((bulbs / divider) - free) * cities

Anarchy: No Trade!

Monarchy: +10 Trade in capital (Palace)

New units, unique to Tribal government, also replacing other units that can't be built under Tribal government:
- Mounted Warriors (replacing Chariot and Elephants)
- Raiders (replacing Legion and Pikemen), can attack from boats
- Bowmen (replacing Archers)
- Boat (replacing Trireme) - slower, can carry only 1 unit

Bombers AND fighters are "Bombarders". Explanation: a unit doesn't represent a single airplane, but an airfleet, and those don't get destroyed, only damaged and reduced. Damaging an airfleet in Civ has the same effect as in reality: it makes it less combat worthy and increases time until it is ready again. Also, make sure the upkeep cost is large enough so that there is no overproduction.

###################################################################
Pending:


TODO:

Priority

Scorched earth: most building are destroyed upon conquest.

Unique:

Boat - Tribal
Trireme - Despotism
Longboat - Monarchy
all obsolete by Caravel

Fix obsoletion of Archers and Bowmen. Skirmishers? marines (2/1 - 20/1, BR 5)

Arquebusier (2/3 - 10/2) - Gunpowder
Musketeers (3/3 - 20/1)

fix horse units - shouldn't be that strong: role of cavalry is rout and pursuit

Archers & Bowmen should be marines? Skirmishers too?

- Warriors obsolete by Pirates/Barbarians

set diplchance_steal=50
set techlost_recv=0

Less liberal unit upgrading. All options open. Need... to... think... nnnngh...
(do not upgrade across classes, no automatic upgrade?, no upgrade at all?...)

fix: diplomats, native, roads

Fix "Courthouse eliminates waste/corr in capital" in the manual. Or really eliminate it. Or just decrease it. Or increase production. Or something. (+ shields for Palace?)

Check in-game help for governments.

Add pre-fort (and check fortress border) (terrain.ruleset) - remove "NoAggressive"

Add AAA - same stats as fighter

Catapult (et al.) should attack non-native tiles.

"Killcitizen" to more normal levels.

/set unreachableprotects disabled

Fix Tribal food upkeep

Leadership: Requisite: Theology (not Chivalry)

Non-priority


- pollution on water and amphibious Engineers (MP: 1)
- river movement: 2/3 MP
- IgZOC: 1 MP/tile
- ? remove Diplomats and/or immediately start with Spies ?
- make Pyramids cheaper

Fix Fundamentalism. Ideas:
- rename to Theocracy
- sci x0.5 or less
- libraries no effect, university causes unhappiness
- low financial upkeep for units
- maybe free 1-coin buildings


[effect_palace] & 1 - uncomment (how did they end up commented in the first place?) - maybe

Specialization: "dead end" military techs: Panzer I, II, III... Separate barracks for different types of units?

Separate factories for different military units

maybe - New unit: River boat. Native terrain: rivers only. Carried by Transporter. Can carry 1 Land or Small Land unit. (Gif?)



Caravans?
Last edited by Corbeau on Thu Apr 18, 2019 5:03 pm, edited 20 times in total.

User avatar
Corbeau
Elite
Posts: 907
Joined: Mon Jan 13, 2014 11:13 pm

Re: "Simulation" ruleset, v2.0 (was: "Corbeau's Ruleset) - WORK IN PROGRESS

Postby Corbeau » Fri Jan 18, 2019 8:44 am

When in Anarchy, unhappysize is 1 making cities to be in revolt by default.

I hope this works as intended.

Code: Select all

[effect_unhappysize]
type    = "City_Unhappy_Size"
value   = 4
    { "type", "name", "range", "negated"
      "Gov", "Anarchy", "Player", TRUE
    }

[effect_unhappysize_anarchy]
type    = "City_Unhappy_Size"
value   = 1
    { "type", "name", "range"
      "Gov", "Anarchy", "Player"
    }

User avatar
Corbeau
Elite
Posts: 907
Joined: Mon Jan 13, 2014 11:13 pm

Re: "Simulation" ruleset, v2.0 (was: "Corbeau's Ruleset) - WORK IN PROGRESS

Postby Corbeau » Sat Jan 19, 2019 1:49 am

New:

City defence bonus rises by 10% per size point until size 10 (max 100%).

Tribalism: no money (tax or any upkeep cost), no taxmen, scientist gives only half (one bulb), +3 veteran levels

New tech: Tools (preq: Pottery, Bronze), removes the 3+ food penalty (instead of Pyramids and non-Despotism)

User avatar
Corbeau
Elite
Posts: 907
Joined: Mon Jan 13, 2014 11:13 pm

Re: "Simulation" ruleset, v2.0 (was: "Corbeau's Ruleset) - WORK IN PROGRESS

Postby Corbeau » Tue Feb 12, 2019 12:26 am

New:

Monarchy: +10 Trade in capital (Palace)

New tech: Tools, removes 2'+ resource penalty

New units, unique to Tribal government, also replacing other units that can't be built under Tribal government:

Mounted Warriors (replacing Chariot and Elephants)
Tribesmen (replacing Legion and Pikemen)
Bowmen (replacing Archers)
Boat (replacing Trireme) - slower, can carry only 1 unit

User avatar
Corbeau
Elite
Posts: 907
Joined: Mon Jan 13, 2014 11:13 pm

Re: "Simulation" ruleset, v2.0 (was: "Corbeau's Ruleset) - WORK IN PROGRESS

Postby Corbeau » Mon Apr 15, 2019 12:18 pm

Current v2.0 unit summary is here.

There will be more changes.