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Merge pull request #1 from frank-e/2.5
Tested with 2.5.16 and older 2.5.x
2 parents e60f541 + e5de5c4 commit 9808beb

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.lua

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notify.event( nil, nil, E.CHAT_MSG,
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'[c fg="#006400"].lua: %s with %s[/c]',
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fc_version(), _VERSION )
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signal.list()

radius.serv

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rulesetdir radius
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normal
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set nationset all

radius/README.radius

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

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