Changes in what a 3.4 ruleset can do

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cazfi
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Re: Changes in what a 3.4 ruleset can do

Post by cazfi »

New Tiledef requirement type added. RM #1732

Tiledefs are a way to require multiple extras in the same tile, more in the future.
cazfi
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Re: Changes in what a 3.4 ruleset can do

Post by cazfi »

Tech_Cost_Factor effect turned in to percentage one for better granularity, and accordingly renamed as Tech_Cost_Pct RM #2005
cazfi
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Re: Changes in what a 3.4 ruleset can do

Post by cazfi »

Both access areas and tiledefs have already been mentioned here, but let's discuss an example from sandbox ruleset about what kind of things they make possible.

Building a Factory in the sandbox ruleset now requires the city to be connected to a Coal Mine via roads and/or rivers.

All access areas in the sandbox ruleset are defined by the Caravan unit, which can only move via roads and rivers. Coal Mine is a tiledef dictating that the (same) tile should have both Coal and Mine extras. Then there is a "TiledefConnected" "Coal Mine" requirement for the Factory.
cazfi
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Re: Changes in what a 3.4 ruleset can do

Post by cazfi »

cazfi wrote: ↑Thu Jul 10, 2025 10:16 am Made city "Finish Unit" enabler controlled. RM #1452

Makes it possible to prevent cities from finishing building units if some requirements are not fulfilled.
Example of what's possible with this feature; granularity ruleset implements max-unit-stack-size. Enablers for various unit movement actions prevent the move if the target tile already has full stack, and this "Finish Unit" enabler prevents city from finishing a new unit if the city tile already has a full stack.
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