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Earth scenario and civ2civ3 ruleset

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Earth scenario and civ2civ3 ruleset

Postby bardo » Mon Jun 24, 2013 6:08 pm

Updated version of civ2civ3 ruleset for freeciv v2.5

Image Image Image Image

The ruleset Civ2Civ3 will be included in the next official release of freeciv 2.5, where new changes will be introduced more slowly.
This modpack have been renamed to civ2civ3_earth, and I'll maintain it here in the forums, to share the changes that I use in my personal version, and to test some of the changes that are already planned for future freeciv versions (2.6, now in development).

The same rules will be available with modpack-tool, but the pack attached here also includes an Earth scenario with map made by Rhye for Civ IV (no GPL license).

Changes compared to the version included in official freeciv:
- Added Fort and Airstrip bases, required before you can build Fortress or Airbase, respectively. Bases no longer protect full stacks from being killed when one unit is defeated.
- Introduced Maglev, available with Superconductors, that allows unlimited movement for Land units (except Big Land and Merchant classes).
- A little boost to Federation (+1 Luxury per city, so it is easier to celebrate), and Fundamentalism (-50% to science, instead of total science output halved).
- Construction requires Iron Working instead of Currency. This way, Iron Working is a prerequisite to build Frigates and Ironclads.
- Increased fuel of all Air units by one, in order to allow battles for air control. All Air units lose 10% of HPs, like helicopters, when they end out of city or airbase.
- Cruise Missile allowed to attack Air units, and increased range to 16 (greater than movement of Stealth Fighters).
- Mountains receive +2 Shields from mines, same than Hills. The discovery of Refining doubles the effect of mines placed on Deserts and Glaciers.
- Deep ocean tiles must be mined in order to take advantage of the shield bonus from Offshore Platforms (buoys are no longer needed).
- Readjusted effects of global warming and nuclear winter. Ocean can no longer change to Deep ocean.
- Readjusted terrain transformations. Designed so all useful alterations can be finished in 1 or 2 steps, and all effects from Global warming can be reversibly with terraforming.
- Doubled costs of all spaceship parts, so it is harder to achieve a space victory.
- Scenario: Added Natural Wonders, that grant +3 luxuries in the tile where they are placed. Marked with a text label, and a flag icon.

Constructive criticism is welcome, as always, and it will be important to improve the ruleset, specially now that it is part of freeciv releases.
Attachments
civ2civ3_earth_04-2015.zip
New (for v2.5)
(87.24 KiB) Downloaded 299 times
civ2civ3_04-2014.zip
Old (for v2.3 and v2.4)
(139.87 KiB) Downloaded 310 times
Last edited by bardo on Mon Apr 27, 2015 5:54 am, edited 4 times in total.
bardo
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Re: Earth scenario and civ2civ3 ruleset

Postby Davide » Mon Jun 24, 2013 7:54 pm

Hey bardo, thanks a lot for converting the Earth map to Freeciv... and for the laborious Civ2Civ3 ruleset too :)
Did you know GT05 runs exactly upon them? Earth map and Civ2Civ3 rules :)
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Re: Earth scenario and civ2civ3 ruleset

Postby Major Nimrod » Tue Jun 25, 2013 4:16 pm

Cool, now I can practice with the map and maybe play a scenario game with the Civ2-3 ruleset too :)
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Re: Earth scenario and civ2civ3 ruleset

Postby bardo » Tue Jun 25, 2013 5:51 pm

Oh, I didn't know about G05 using these rules. I hope you enjoy.
When you finish, I'd thank if you post here comments or suggestions for future versions.
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Re: Earth scenario and civ2civ3 ruleset

Postby ifaesfu » Wed Jun 26, 2013 2:47 am

I've been this week in "Fiestas de San Juan" and I didn't remember to tell you about it. Also, I couldn't propose on time to change the settings that were corrected after lt31 experience, so I think this is the same ruleset. Anyway, I noticed that tech upkeep is already disabled here. I don't know if there are more changes. It will be interesting how the corruption/waste values work in a much smaller map.
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Re: Earth scenario and civ2civ3 ruleset

Postby Pessi » Thu Sep 05, 2013 9:59 pm

bardo wrote:- Removed bonuses to movement in river. Triremes can navigate rivers again.


Wonder if it is a bug or feature that the merchant class can not use railroads? If so, please consider the following:

Code: Select all
diff --git a/data/civ2civ3/units.ruleset b/data/civ2civ3/units.ruleset
index d264e87..bb943d8 100644
--- a/data/civ2civ3/units.ruleset
+++ b/data/civ2civ3/units.ruleset
@@ -135,17 +135,17 @@ flags         = "TerrainSpeed", "DamageSlows", "CanOccupyCity", "BuildAnywhere",
                 "CollectRansom", "ZOC", "CanFortify", "RoadNative"
 
 [unitclass_merchant]
 ; /* TRANS: Unit class: used adjectivally */
 name          = _("?unitclass:Merchant")
 move_type     = "Land"
 min_speed     = 1
 hp_loss_pct   = 0
-flags         = "BuildAnywhere", "DoesntOccupyTile",
+flags         = "BuildAnywhere", "DoesntOccupyTile", "TerrainSpeed",
                 "TerrainDefense", "RoadNative", "RiverNative"
 
 [unitclass_sea]
 ; /* TRANS: Unit class: used adjectivally */
 name          = _("?unitclass:Sea")
 move_type     = "Sea"
 min_speed     = 2
 hp_loss_pct   = 0
@@ -2182,17 +2182,17 @@ sound_move_alt = "m_generic"
 sound_fight   = "f_caravan"
 sound_fight_alt = "f_generic"
 build_cost    = 50
 pop_cost      = 0
 attack        = 0
 defense       = 1
 hitpoints     = 10
 firepower     = 1
-move_rate     = 3
+move_rate     = 1
 vision_radius_sq = 2
 transport_cap = 0
 fuel          = 0
 uk_happy      = 0
 uk_shield     = 0
 uk_food       = 0
 uk_gold       = 0
 flags         = "TradeRoute", "HelpWonder", "NonMil", "Capturable"
@@ -2220,17 +2220,17 @@ sound_move_alt = "m_generic"
 sound_fight   = "f_freight"
 sound_fight_alt = "f_generic"
 build_cost    = 50
 pop_cost      = 0
 attack        = 0
 defense       = 1
 hitpoints     = 10
 firepower     = 1
-move_rate     = 6
+move_rate     = 2
 vision_radius_sq = 2
 transport_cap = 0
 fuel          = 0
 uk_happy      = 0
 uk_shield     = 0
 uk_food       = 0
 uk_gold       = 0
 flags         = "TradeRoute", "HelpWonder", "NonMil", "Capturable"
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Re: Earth scenario and civ2civ3 ruleset

Postby ifaesfu » Fri Sep 06, 2013 4:51 pm

The help file says: " Rebalanced Trade Routes: halved the revenues, caravans and freights can only travel on roads/rivers."
I haven't read any report about not to be able to move through rails. I haven't tested it.
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Re: Earth scenario and civ2civ3 ruleset

Postby Pessi » Wed Sep 11, 2013 9:13 pm

My fix seems to limit the speed of caravans on rivers to 1, probably the intention was to speed up caravans traveling via rivers but prevent them from speeding with 9 tiles a turn. I wonder if there is an easy way to speed up caravans on rivers and still allow them to use railroads.
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Re: Earth scenario and civ2civ3 ruleset

Postby bardo » Wed Sep 25, 2013 5:01 pm

The caravans should be able to move in railroads like they do in roads and rivers: 3 tiles per turn, while freights move 6 tiles per turn.
I suppose Pessi means that caravans can't take advantage of infinite movement in railroads. If so, it was on purpose to limit the range of caravans, and to differentiate them from freights even in rails.
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Re: Earth scenario and civ2civ3 ruleset

Postby bardo » Mon Dec 02, 2013 4:15 pm

Updated first post with new version of the ruleset for freeciv 2.3 and 2.4
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