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| 1 | + |
| 2 | +== Glacier == |
| 3 | +In the standard rulesets (classic, experimental, civ2civ3) the transformation |
| 4 | +of mountains to plains takes 48 move points, e.g., 24 turns for one engineer. |
| 5 | +The transformation of a glacier to plains takes 72 move points (36 turns for |
| 6 | +one engineer). This difference (24 move points) also affects transformations |
| 7 | +to grassland (72 vs. 96) or ocean (114 vs. 138), among others. |
| 8 | + |
| 9 | +Arguably glaciers are too hard. One way to fix this is a new transformation |
| 10 | +of tundra to swamp instead of desert (24 move points, as for all other land |
| 11 | +to land transformations in the standard rulesets). With this modification |
| 12 | +the transformation of a glacier over swamp to forest or grassland takes 63 |
| 13 | +move points (instead of 87 or 96 over desert and plains). A transformation |
| 14 | +to ocean or lake via swamp takes 96 instead of 138 move points. |
| 15 | + |
| 16 | +The introduction of mining on tundra resulting in a desert (15 move points, |
| 17 | +as for various other mining operations) permits to reach plains in 63 instead |
| 18 | +of 72 move points. It also preserves the fast resurrection of an oil mine on |
| 19 | +desert after global warming transformed a glacier with oil mine to a tundra |
| 20 | +without mine. |
| 21 | + |
| 22 | +== Jungle == |
| 23 | +In the standard rulesets (classic, experimental, civ2civ3) most terrain forms |
| 24 | +can be reached as the result of intentional transformations. Some exceptions |
| 25 | +are glacier, mountains, deep ocean, and jungle. This is an issue when global |
| 26 | +warming or nuclear winter transform terrain tiles with special resources, and |
| 27 | +engineers are supposed to "repair" the damage. Global disasters don't affect |
| 28 | +deep ocean, hills, and mountains. Other terrain forms (including glacier and |
| 29 | +jungle) are vulnerable. A lost arctic oil mine can be resurrected as desert |
| 30 | +oil mine, but lost arctic ivory is definitely gone (actually a nuclear winter |
| 31 | +could "undo" this effect of an earlier global warming). Likewise any special |
| 32 | +resources (gems or fruit) on transformed jungle tiles are definitely gone. |
| 33 | + |
| 34 | +In addition to its vulnerability an engineering transformation of jungle to |
| 35 | +plains takes 24 move points, but an ordinary transformation by workers or |
| 36 | +settlers to plains via forest takes only 20 move points. One way to fix both |
| 37 | +issues with jungles is to shuffle some transformations: The transformation |
| 38 | +result for forest can be jungle instead of grassland. It is still possible |
| 39 | +to reach grassland from forest via swamp (15+15 instead of 24 move points) |
| 40 | +or via plains (5+24). In the standard rulesets jungle is already one of the |
| 41 | +possible transformation results for forests caused by global warming. |
| 42 | + |
| 43 | +The transformation result for jungle can be tundra instead of grassland for |
| 44 | +similar reasons. This allows to "repair" global warming damages of special |
| 45 | +resources on tundra (furs or game). |
| 46 | + |
| 47 | +== Marina == |
| 48 | +Marinas add a port facility to an existing fortress and require an adjacent |
| 49 | +lake or ocean. Among other effects, a sea unit remaining in a marina for a |
| 50 | +whole turn without moving recovers a quarter of its hit points (same idea as |
| 51 | +for land units in a fortress). Sea units in a marina may be attacked by land |
| 52 | +units. |
| 53 | + |
| 54 | +== Deep Ocean == |
| 55 | +Buoys can be built on lakes and shallow ocean tiles, but not on deep ocean |
| 56 | +"floor" tiles. Offshore Platforms cannot be built on Deep Ocean tiles. The |
| 57 | +map generators never creates Deep Ocean tiles with adjacent land tiles, but |
| 58 | +later terrain modifications can change this. |
| 59 | + |
| 60 | +== Rivers == |
| 61 | +Cities on rivers or with an adjacent oceanic tile can be hit by a flood. As |
| 62 | +in the classic ruleset it is possible to build a fortress on a tile with a |
| 63 | +river. Found in the experimental ruleset: Triremes can move on rivers. |
| 64 | + |
| 65 | +== Tramway == |
| 66 | +In this ruleset a new tramway replaces the classic railroad with movecost 10 |
| 67 | +to get 60/10 MP for 60 fragments. A new railroad has cost 5 for 60/5 MP, |
| 68 | +and can be build on tiles with tramways. Building a raiload takes the same |
| 69 | +time as building a road (terrain-specific slower). The Railroad technology |
| 70 | +permits to build tramways and railroads with automatical tramways on city |
| 71 | +center tiles. |
| 72 | + |
| 73 | +The movecost for roads and rivers is 20 for 60/20 MP; this corresponds to |
| 74 | +the classic triple speed. There is no zero cost "infinite" move speed as |
| 75 | +for the classic railroad or the experimental maglev. |
| 76 | + |
| 77 | +CAVEATS: Any veteran_move_bonus in the units.ruleset has to be adjusted for |
| 78 | +a new number of move_fragments in the terrain.ruleset. |
| 79 | + |
| 80 | +== Gold == |
| 81 | +In this ruleset the trade bonus for gold is 5, or 7 with a tramway (150%). |
| 82 | +Railroads add 20% to any shield or trade bonus; this affects bonus 3 or 5: |
| 83 | +170% of 1, 2, or 4 is still 1 (1.7), 3 (3.4), or 6 (6.8); but 170% of 3 is |
| 84 | +5 (5.1) instead of the standard 4 (4.5). |
| 85 | + |
| 86 | +Railroads on mountains with gold yield 8 (8.5) trade points for 170% of 5 |
| 87 | +instead of the standard 9. This is also nice for tilesets with no bonus 10 |
| 88 | +graphics, e.g., gold rivers with a railroad (standard: 10, this ruleset: 9). |
| 89 | + |
| 90 | +== Frigate == |
| 91 | +Caravels are obsoleted by frigates, and frigates are obsoleted by transports. |
| 92 | +Frigates can be converted (downgraded) to galleons. Galleons cannot attack, |
| 93 | +but can carry 4 instead of 2 units. |
| 94 | + |
| 95 | +TBD: convert_time = 3 did not work as expected (3 turns) in a v2.5.6 test. |
| 96 | + |
| 97 | +== Trade == |
| 98 | +The 1st trade route requires a Marketplace, Bank, or Stock Exchange. Further |
| 99 | +trade routes require two of these buildings. The discovery of Magnetism or |
| 100 | +the Corporatation permits a 3rd trade route. Both techs permit a 4th trade |
| 101 | +route. |
| 102 | + |
| 103 | +Intercontinental trade routes get a 167% value. International trade routes |
| 104 | +(even with enemies) get a 133% value. The combined INIC value is (only) 200% |
| 105 | +to discourage overzealous AIs. |
| 106 | + |
| 107 | +The permanent trade value is mutual, both cities connected by a trade route |
| 108 | +get the same trade points. The initial bonus for a new trade route is not |
| 109 | +shared by the target city. The discovery of Railway or Flight by the nation |
| 110 | +of the source city reduce the initial bonus for new trade routes. |
| 111 | + |
| 112 | +TBD: Why is the magic number for both reductions 585 in some rulesets, and |
| 113 | +is this wrong for the non-standard IN/IC/INIC factors here? |
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