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.


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