###################### rwlt22b2 ruleset ################## # Book's ReWonder/LT ruleset (longturn timeout and movement) ########################################################## This is a ruleset blending the best features of: Book's ReWonder 0.2 ruleset Longturn.org's 1) unit movement rate and cost as noted: http://munk.nu.mu:5560/ (ruleset tab) 2) patched for partisans bug: https://gna.org/bugs/?13944 3) patched for Apollo Program bug: http://forum.freeciv.org/viewtopic.php?p=24745#24745 (Apollo Program is now a Great Wonder again) 4) Updated against Freeciv 2.2.0 Beta 2 "default" ruleset to convert for 2.2 ########################################################### From Book's original post in the Freeciv forums: ------------------------------------------------ As most good players playing on multiplayer servers have probably realized by now, the default ruleset contains a few imbalanced elements that only serve to increase the advantage of one experienced (and lucky) player with no recompense for everybody else. A large part of these problems is due to the great wonder exclusion rule and the default traderoute formula. In the rewonder ruleset I try to address this without throwing out almost all wonders (an approach I took while making the nowonder ruleset that is used on the 2.0 warservers), without introducing network incompatibilities between clients and servers, and within the constraints of the 2.1 ruleset and scripting interface. The attached zip file contains the rewonder ruleset directory and a server script with some recommended multiplayer settings. Extract it in the data subdirectory of the freeciv 2.1 build tree, or in the ruleset search path of the installed server. The rest of this post will be a detailed summary of differences between rewonder and the default 2.1 freeciv ruleset. The executive summary is: Wonders can be built by multiple players. Traderoutes are removed from the game. Wonder Changes Almost all great wonders have been changed into small wonders. That means that each player may build their own "Oracle" for example, or even move such small wonders around by rebuilding them in other cities. All wonder effects that were player-global have been changed to affect only cities on the same continent as the city with the small wonder. Furthermore some wonder effects were adjusted or completely changed (all of the following are small wonders): * Apollo Program: (is now back to being a Great Wonder) * A.Smith's Trading Co.: Costs 300 (was 400). * Darwin's Voyage: Costs 400 (was 300). * Eiffel Tower: You get one unit free of shield upkeep per city, instead of "AI love". * Great Library: Reduces city corruption by 50%, instead of the tech-parasite effect. Costs 200 (was 300) and never obsoletes (used to be "Electricity"). * Hanging Gardens: Just makes two citizens happy in each city. Costs 150 (was 200). * Isaac Newton's College: Costs 400 (was 300). * J.S. Bach's Cathedral: Costs 300 (was 400). * Leonardo's Workshop: Costs 300 (was 400). Upgrades two units (was one). * Magellan's Expedition: Instead of the +2 move rate, it just makes your new sea units veteran. * Marco Polo's Embassy: Costs 400 (was 200). Instead of giving embassies, it increases trade output by 40%. * Michelangelo's Chapel: Costs 300 (was 400). * Pyramids: Instead of giving the granary effect, it allows the city where it is built to rapture grow. * Seti Program: Renamed to "The Internet". * Women's Suffrage: Costs 300 (was 600). Affects 2 and 4 citizens under republic and democracy respectively (was 1 and 2). Since caravans cannot be used to make traderoutes (see below in the unit section), I have instead made the Marco Polo wonder give a crudely similar effect to having full traderoutes. It is not that I do not like organizing traderoutes and micromanaging caravans to get the full 4 routes in each city as fast as possible, it is just that the default traderoute bonus formula is very easy to abuse and cannot be changed without breaking client compatibilty. The effect of Darwin's Voyage is implemented via a lua script. This is so that players cannot keep getting two free techs everytime they rebuild it. Also, a "dummy" self-rootreq tech, "Theory of Evolution", is used to mark players which have gotten their two free darwin techs already (so that it is saved over a game reload). As for the remaining great wonders: * Cure for Cancer: Costs 400 (was 600), and makes two citizens happy in every city owned by any player who knows "Genetic Engineering". * Lighthouse: Eliminates trireme loss for all players, and that's it (no veterancy or move bonus). * United Nations: Gives the senate and revolt-when-angry effect to all nations, instead of unit healing. This one might be stupid gameplay-wise, but I could not think of anything better or possible given the constraints of the ruleset/scripting interface. Building Changes Mostly to boost the utility of otherwise unused improvements: * Police station: Affects 2 and 4 unhappy citizens under republic and democracy respectively (was 1 and 2). * Supermarket: Increases farmland tile food output by 100% (was 50%). * Colosseum: Renamed to "Amphitheatre" as suggested by mrstarware, and cost decreased to 60 (was 70). Government Changes Fundamentalism is back, and should be just as in civ2 and the warserver rulesets. Technology Changes * Philosophy gives a free tech even if another player already researched it first (implemented via lua script). * Enviromentalism is back and decreases your pollution by 50% once you research it. * Fundamentalism is back. Its requisites are Theology and Conscription. * Theory of Evolution. A dummy marker tech used to correctly implement a darwin-like small wonder effect. Unit Changes The main change is with regards to Caravans. Since the default traderoute formula is broken (i.e. "infinite sci/gold exploit"), and cannot be changed without breaking network compatibility (along with CMA and other things), traderoutes are removed from the game (no units can make them). * Caravans cost 30 (i.e. they give 30 shields when added to a wonder). * Fanatics 4/4/1 cost 20 are available under Fundamentalism. * Elephants 4/1/2 cost 40 available with Polytheism. * Crusaders 5/1/2 cost 40 available with Monotheism. Gamerule Changes The city incite cost is made 1000 times more expensive, so as to discourage city bribing. The default rules with regards to inciting revolts are not good for gameplay (according to warserver experience) and as far as I know nobody has been able to think of a better way of handling this (I'm open to suggestions). Finally, the numeric team names are replaced by color names ################################################################## From Munk's "ruleset" tab: --------------------------- ReWonder LT Default/ReWonder Longturn Terrain Movement Costs Glacier 4 2 2 Desert 2 1 1 Forest 3 2 2 Grassland 1 1 1 Hills 3 2 2 Jungle 5 2 2 Mountains 6 3 3 Ocean 1 1 1 Plains 1 1 1 Swamp 4 2 2 Tundra 2 1 1 Unit Movement Rates Settlers 3 1 3 Workers 3 1 3 Engineers 6 3 6 Warriors 3 1 3 Phalanx 3 1 3 Archers 3 1 3 Legion 4 1 3 Pikemen 3 1 3 Musketeers 3 1 3 Fanatics 3 1 X Partisan* 3 1 3 Alpine Troops* 3 1 3 Riflemen 3 1 3 Marines 3 1 3 Paratroopers 3 1 3 Mech. Inf. 9 3 9 Horsemen 6 3 6 Chariot 6 3 6 Elephants 8 3 X Crusaders 7 3 X Knights 6 3 6 Dragoons 6 3 6 Cavalry 6 3 6 Armor 9 3 9 Catapult 3 1 3 Cannon 3 1 3 Artillery 3 1 3 Howitzer 4 2 6 Fighter 25 10 30 Bomber 20 8 24 Helicopter 14 6 18 Stealth Fighter 35 14 42 Stealth Bomber 30 12 36 Trireme 7 3 9 Caravel 8 3 9 Galleon 12 4 12 Frigate 10 4 12 Ironclad 9 4 12 Destroyer 15 6 18 Cruiser 15 5 15 AEGIS Cruiser 15 5 15 Battleship 10 4 12 Submarine 10 5 15 Carrier 12 5 15 Transport 15 5 15 Cruise Missile 36 12 36 Nuclear 48 16 48 Diplomat 6 2 6 Spy 9 3 9 Caravan 3 1 3 Freight 6 2 6 Explorer* 3 1 3 AWACS 30 16 48 This is a table of major server setting differences between the rulesets we've used. ReWonder LT Default/ReWonder Longturn City Foodbox (growth rate) 50 100 6 Huts 0 0 100 Borders on off on Topology 3 (donut) 3 (donut) 1 (wrap E-W) Map Size 7000 3000 varied