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.
cazfi
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Re: Changes in what a 3.4 ruleset can do

Post by cazfi »

New server settings armisticelength and ceasefirelength RM #2261
cazfi
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Re: Changes in what a 3.4 ruleset can do

Post by cazfi »

Tiledef now has an owned property, making it possible to have a requirement that the tile is owned by the player evaluating the requirement. RM #2172
FriendAtArms
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Re: Changes in what a 3.4 ruleset can do

Post by FriendAtArms »

cazfi wrote: ↑Mon Oct 12, 2026 11:10 pm New server settings armisticelength and ceasefirelength RM #2261
Oh, I remember talking about this! High-fives!
cazfi
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Re: Changes in what a 3.4 ruleset can do

Post by cazfi »

FriendAtArms wrote: ↑Sat Oct 17, 2026 12:52 am
cazfi wrote: ↑Mon Oct 12, 2026 11:10 pm New server settings armisticelength and ceasefirelength RM #2261
Oh, I remember talking about this! High-fives!
You should. You are the one who got requester credits of this one.
cazfi
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Re: Changes in what a 3.4 ruleset can do

Post by cazfi »

New action type Scout RM #2184

It shows the area around the target tile (which can be some distance away from the actor unit) for a turn.

As an example, granularity ruleset is going to implement "Recon" air unit mission type with this action.
ColinH1972
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Re: Changes in what a 3.4 ruleset can do

Post by ColinH1972 »

Tbh the Scout action sounds proper handy, but i cant work out one thing... can a ruleset limit how far away the target tile is, say by unit type, or is it just whatever the usual action range settings allow? Cheers, just trying to get my head round how Recon would work without every fighter seeing half the map.
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