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freeciv-radius

Freeciv ruleset with a built-in tutorial by dunnoob.

 The radius ruleset is based on the classic Freeciv rules
 adopting many ideas from the experimental and civ2civ3
 rulesets.  It features a growing city radius_sq from 4
 to 20:
    size   radius (sq.)   vision  squares (hexes)
       1    4 = 2*2 + 0*0      5       13 (19)
       4    5 = 2*2 + 1*1      8       21 (19)
       9    8 = 2*2 + 2*2      9       25 (19)
      16    9 = 3*3 + 0*0     10       29 (37)
      25   10 = 3*3 + 1*1     13       37 (37)
      36   13 = 3*3 + 2*2     16       45 (37)
      49   16 = 4*4 + 0*0     17       49 (61)
      64   17 = 4*4 + 1*1     18       57 (61)
      81   18 = 3*3 + 3*3     20       61 (61)
     100   20 = 4*4 + 2*2     25       69 (61)
  1. Download version 2.5.1 released as Last known good state 2019.
  2. Download version 2.6.1 pre-released as 2017.07.11.

Features

For comparison with the classic (2.x default) + experimental rulesets.

No plague, no fundamentalism, but migration is "almost" required, and you must build a palace to get the palace reqired for governments better than despotism.

Glacier

In the standard rulesets (classic, experimental, civ2civ3) the transformation of mountains to plains takes 48 move points, e.g., 24 turns for one engineer. The transformation of a glacier to plains takes 72 move points (36 turns for one engineer). This difference (24 move points) also affects transformations to grassland (72 vs. 96) or ocean (114 vs. 138), among others.

Arguably glaciers are too hard. One way to fix this is a new transformation of tundra to swamp instead of desert (24 move points, as for all other land to land transformations in the standard rulesets). With this modification the transformation of a glacier over swamp to forest or grassland takes 63 move points (instead of 87 or 96 over desert and plains). A transformation to ocean or lake via swamp takes 96 instead of 138 move points.

The introduction of mining on tundra resulting in a desert (15 move points, as for various other mining operations) permits to reach plains in 63 instead of 72 move points. It also preserves the fast resurrection of an oil mine on desert after global warming transformed a glacier with oil mine to a tundra without mine.

Jungle

In the standard rulesets (classic, experimental, civ2civ3) most terrain forms can be reached as the result of intentional transformations. Some exceptions are glacier, mountains, deep ocean, and jungle. This is an issue when global warming or nuclear winter transform terrain tiles with special resources, and engineers are supposed to "repair" the damage. Global disasters don't affect deep ocean, hills, and mountains. Other terrain forms (including glacier and jungle) are vulnerable. A lost arctic oil mine can be resurrected as desert oil mine, but lost arctic ivory is definitely gone (actually a nuclear winter could "undo" this effect of an earlier global warming). Likewise any special resources (gems or fruit) on transformed jungle tiles are definitely gone.

In addition to its vulnerability an engineering transformation of jungle to plains takes 24 move points, but an ordinary transformation by workers or settlers to plains via forest takes only 20 move points. One way to fix both issues with jungles is to shuffle some transformations: The transformation result for forest can be jungle instead of grassland. It is still possible to reach grassland from forest via swamp (15+15 instead of 24 move points) or via plains (5+24). In the standard rulesets jungle is already one of the possible transformation results for forests caused by global warming.

The transformation result for jungle can be tundra instead of grassland for similar reasons. This allows to "repair" global warming damages of special resources on tundra (furs or game).

Marina

Marinas add a port facility to an existing fortress and require an adjacent lake or ocean. Among other effects, a sea unit remaining in a marina for a whole turn without moving recovers a quarter of its hit points (same idea as for land units in a fortress). Sea units in a marina may be attacked by land units.

Deep Ocean

Buoys can be built on lakes and shallow ocean tiles, but not on deep ocean "floor" tiles. Offshore Platforms cannot be built on Deep Ocean tiles. The map generators never creates Deep Ocean tiles with adjacent land tiles, but later terrain modifications can change this.

Rivers

Cities on rivers or with an adjacent oceanic tile can be hit by a flood. As in the classic ruleset it is possible to build a fortress on a tile with a river. Found in the experimental ruleset: Triremes can move on rivers.

Tramway

In this ruleset a new tramway replaces the classic railroad with movecost 10 to get 60/10 MP for 60 fragments. A new railroad has cost 5 for 60/5 MP, and can be build on tiles with tramways. Building a raiload takes the same time as building a road (terrain-specific slower). The Railroad technology permits to build tramways and railroads with automatical tramways on city center tiles.

The movecost for roads and rivers is 20 for 60/20 MP; this corresponds to the classic triple speed. There is no zero cost "infinite" move speed as for the classic railroad or the experimental maglev.

CAVEATS: Any veteran_move_bonus in the units.ruleset has to be adjusted for a new number of move_fragments in the terrain.ruleset.

Gold

Not up to date, maybe not yet working as expected (=stay below 10)

In this ruleset the trade bonus for gold is 5, or 7 with a tramway (150%). Railroads add 20% to any shield or trade bonus; this affects bonus 3 or 5: 170% of 1, 2, or 4 is still 1 (1.7), 3 (3.4), or 6 (6.8); but 170% of 3 is 5 (5.1) instead of the standard 4 (4.5).

Railroads on mountains with gold yield 8 (8.5) trade points for 170% of 5 instead of the standard 9. This is also nice for tilesets with no bonus 10 graphics, e.g., gold rivers with a railroad (standard: 10, this ruleset: 9).

Frigate

Caravels are obsoleted by frigates, and frigates are obsoleted by transports. Frigates can be converted (downgraded) to galleons. Galleons cannot attack, but can carry 4 instead of 2 units.

TBD: convert_time = 3 did not work as expected (3 turns) in a v2.5.6 test.

Trade

The 1st trade route requires a Marketplace, Bank, or Stock Exchange. Further trade routes require two of these buildings. The discovery of Magnetism or the Corporatation permits a 3rd trade route. Both techs permit a 4th trade route.

Intercontinental trade routes get a 167% value. International trade routes (even with enemies) get a 133% value. The combined INIC value is (only) 200% to discourage overzealous AIs.

The permanent trade value is mutual, both cities connected by a trade route get the same trade points. The initial bonus for a new trade route is not shared by the target city. The discovery of Railway or Flight by the nation of the source city reduce the initial bonus for new trade routes.

TBD: Why is the magic number for both reductions 585 in some rulesets, and is this wrong for the non-standard IN/IC/INIC factors here?