Author: cazfi Date: Sun Jan 4 19:37:35 2015 New Revision: 27516 URL: http://svn.gna.org/viewcvs/freeciv?rev=27516&view=rev Log: Civ2civ3 terrain changes backported from S2_6 - Allowed early transformation from Forest to Grassland - Harbors and Offshore Platform can be built adjacent to any oceanic tile - Restored Food output of Deep oceans - Reduced irrigation times in Swamps
Patch by David Fernandez <bardo> See patch #5564 Modified: branches/S2_5/data/civ2civ3/buildings.ruleset branches/S2_5/data/civ2civ3/terrain.ruleset branches/S2_5/doc/README.ruleset_civ2civ3 Modified: branches/S2_5/data/civ2civ3/buildings.ruleset URL: http://svn.gna.org/viewcvs/freeciv/branches/S2_5/data/civ2civ3/buildings.ruleset?rev=27516&r1=27515&r2=27516&view=diff ============================================================================== --- branches/S2_5/data/civ2civ3/buildings.ruleset (original) +++ branches/S2_5/data/civ2civ3/buildings.ruleset Sun Jan 4 19:37:35 2015 @@ -423,7 +423,7 @@ reqs = { "type", "name", "range" "Tech", "Seafaring", "Player" - "Terrain", "Ocean", "Adjacent" + "TerrainClass", "Oceanic", "Adjacent" } graphic = "b.harbour" graphic_alt = "-" @@ -599,7 +599,7 @@ reqs = { "type", "name", "range" "Tech", "Miniaturization", "Player" - "Terrain", "Ocean", "Adjacent" + "TerrainClass", "Oceanic", "Adjacent" } graphic = "b.offshore_platform" graphic_alt = "-" Modified: branches/S2_5/data/civ2civ3/terrain.ruleset URL: http://svn.gna.org/viewcvs/freeciv/branches/S2_5/data/civ2civ3/terrain.ruleset?rev=27516&r1=27515&r2=27516&view=diff ============================================================================== --- branches/S2_5/data/civ2civ3/terrain.ruleset (original) +++ branches/S2_5/data/civ2civ3/terrain.ruleset Sun Jan 4 19:37:35 2015 @@ -307,7 +307,7 @@ class = "Oceanic" movement_cost = 1 defense_bonus = 0 -food = 0 +food = 1 shield = 0 trade = 2 ;resources = "none" @@ -452,9 +452,9 @@ irrigation_result = "terrain_plains" irrigation_food_incr = 0 irrigation_time = 10 -mining_result = "no" +mining_result = "terrain_grassland" mining_shield_incr = 0 -mining_time = 0 +mining_time = 15 transform_result = "terrain_grassland" transform_time = 24 clean_pollution_time = 3 @@ -581,7 +581,7 @@ road_time = 4 irrigation_result = "terrain_swamp" irrigation_food_incr = 0 -irrigation_time = 5 +irrigation_time = 10 mining_result = "no" mining_shield_incr = 0 mining_time = 0 @@ -670,7 +670,7 @@ irrigation_time = 5 mining_result = "terrain_forest" mining_shield_incr = 0 -mining_time = 15 +mining_time = 10 transform_result = "terrain_grassland" transform_time = 24 clean_pollution_time = 3 @@ -710,7 +710,7 @@ road_time = 4 irrigation_result = "yes" irrigation_food_incr = 1 -irrigation_time = 10 +irrigation_time = 5 mining_result = "no" mining_shield_incr = 0 mining_time = 0 Modified: branches/S2_5/doc/README.ruleset_civ2civ3 URL: http://svn.gna.org/viewcvs/freeciv/branches/S2_5/doc/README.ruleset_civ2civ3?rev=27516&r1=27515&r2=27516&view=diff ============================================================================== --- branches/S2_5/doc/README.ruleset_civ2civ3 (original) +++ branches/S2_5/doc/README.ruleset_civ2civ3 Sun Jan 4 19:37:35 2015 @@ -93,29 +93,29 @@ - Hills receive 1 Shield for free, and +2 from mines, same as civ3, (was 0 and +3). - Mountains give extra vision range. Cities can not be placed over Mountains. Land units starting the turn over a Mountain receive a -1 penalty to movement (this way it is not so good for cavalry to end the turn on Mountains). - Lake tiles receive for free +1 Food (2/0/2), while Harbours and Offshore Platforms do not affect them. Lakes do not enable wonders that needs a coastal city. -- Deep Oceans produce no Food (1 Food with Harbour). Offshore Platforms increase the production only if there is a Buoy in the Deep Ocean tile. +- Offshore Platforms increase the production only if there is a Buoy in the Deep Ocean tile. - Pollution may appear in Ocean tiles, and Transports can clean it without the need of Workers\Engineers. Jungles and Forests are not affected by Pollution nor by Global Warming. - Minimum city output = 1/0/0 (was 1/1/0). City central tile now produces +1 Shield. This way, no matter the tile where you place your city, you never waste any resource (for example, with classic rules, a city placed over bonused Grassland was wasting the Shield bonus). -TILE F/P/T IRRIG(t) MINE(t) ROAD *CITY MAX1 MAX2 -Deep *0/0/2 NO NO NO 1/0/2 1/1/2 -Ocean 1/0/2 NO NO NO 2/0/2 2/1/2 -Lake *2/0/2 NO NO NO 2/0/2 2/0/2 -Swamp 1/0/0 *+1(10) *NO +0(4) 2/1/0 2/0/0 3/0/0 -Glacier 0/0/0 NO +1(10) +0(4) 0/1/0 0/1/0 -Tundra 1/0/0 *NO *+1(5) *+1(2) 1/2/1 1/1/1 1/1/1 -Desert 0/1/0 +1(5) +1(5) +1(2) 1/2/1 0/2/1 0/3/1 -Plains 1/1/0 +1(5) Forest(15) +1(2) 2/2/1 2/1/1 3/1/1 -Grassland 2/0/0 +1(5) Forest(15) +1(2) 3/1/1 3/0/1 4/0/1 -Jungle *1/1/0 *Swamp(5) *NO +0(4) 1/2/0 1/1/0 1/1/0 -Forest 1/2/0 Plain(10) *NO +0(4) 1/3/0 1/2/0 1/3/0 -Hills *1/1/0 +1(10) *+2(10) +0(4) 2/2/0 1/3/0 1/4/0 -Mountains 0/1/0 NO +1(10) +0(6) 0/2/0 0/3/0 +TILE F/P/T IRRIG(t) MINE(t) ROAD MAX1 MAX2 TRANSFORM +Deep 1/0/2 NO NO NO 2/0/2 2/1/2 No +Ocean 1/0/2 NO NO NO 2/0/2 2/1/2 Swamp(36) +Lake *2/0/2 NO NO NO 2/0/2 2/0/2 *Grass(36) +Swamp 1/0/0 *+1(5) *NO +0(4) 2/0/0 3/0/0 *Grass(24) +Glacier 0/0/0 NO +1(10) +0(4) 0/1/0 0/1/0 *Lake(36) +Tundra 1/0/0 *NO *+1(5) *+1(2) 1/1/1 1/1/1 *Plains(24) +Desert 0/1/0 +1(5) +1(5) +1(2) 0/2/1 0/3/1 Plains(24) +Plains 1/1/0 +1(5) Forest(10) +1(2) 2/1/1 3/1/1 Grass(24) +Grassland 2/0/0 +1(5) Forest(15) +1(2) 3/0/1 4/0/1 Hills(36) +Jungle *1/1/0 *Swamp(10) *NO +0(4) 1/1/0 1/1/0 Plains(24) +Forest 1/2/0 Plain(10) *Grass(15) +0(4) 1/2/0 1/3/0 Grass(24) +Hills *1/1/0 +1(10) *+2(10) +0(4) 1/3/0 1/4/0 Plains(24) +Mountains 0/1/0 NO +1(10) +0(6) 0/2/0 0/3/0 *No F/P/T = Food/Production/Trade; (t) = turns -CITY = central city tile; MAX1 = irrigated/mined/roaded/harbour; MAX2 = farmland/railroad/offshore. +MAX1 = irrigated/mined/roaded/harbour; MAX2 = farmland/railroad/offshore. * = Changes compared to classic ruleset. Most affected are Jungles, Swamps and Tundras. TIP: The optimal tiles to place your initial cities are those with MAX output equal or greater than 2/1/1, mainly those with bonus resources or rivers. Hills and Plains are always good places for cities, as well as Flood Desert (desert with river), or bonused Grassland. The best defense comes from cities placed on Hills with river. @@ -454,6 +454,12 @@ - Reduced by one the gold upkeep of Aqueduct, Bank, Stock Exchange, Port Facility and SDI Defense. - Airbases and Fortresses cannot be built on river tiles. +Terrain: +- Allowed early transformation from Forest to Grassland, so it is possible to transform Grass->Forest->Plain, and also Plain->Forest->Grass, with same working time (25). +- Restored Food output of Deep oceans, so Global warming does not affect Oceans that much. Now oceans transformed to deep ocean would only lose their specials. +- Harbors and Offshore Platform can be built adjacent to any oceanic tile again (same as classic rules), so Global warming does not affect them. +- Reduced irrigation times in Swamps. They represent the drainage of wetlands. + Units: - Units automatically move to the target tile after a successful attack. Units with remaining movement points can continue moving after the attack. - Every unit pays some kind of Upkeep cost. Units lose one veteran level when upgraded. _______________________________________________ Freeciv-commits mailing list Freeciv-commits@gna.org https://mail.gna.org/listinfo/freeciv-commits