elrik wrote:
monamipierrot wrote:
So caravan trade is ON????
Currently yes BUT as Kryon wrote it is a bug and trade min dist should be changed once more to 999
International trade routes were enabled in the ruleset to give this option to speed up the game in single player against AIs.
In long turn, I guess it will speed up a lot the game, but it could make alliances too powerfull compared to non-allied player. I'd suggest to dissable trade routes completely. The techs Trade and Corporation were already designed to give huge bonuses to corruption by distance.
monamipierrot wrote:
IMHO, changes on tile revenues are a mess, with no purpouse.
Some of the changes to terrain (mainly bad lands as tundra, swamp, jungle and deep oceans) were designed for Earth scenarios. But they should not affect much the online games at temperate maps.
The most important to me was to make it simpler to estimate the final output at the city tile. Imo, it was more confusing with deafult rules. With this ruleset, the final output in the city tile is always increased by one shield (or one food at hills/deserts) compared to the same tile without city.
E.g. Am I wrong or, despite of what the "TIP" says, the best settler farms are not <4 or <6 cities, but HUGE cities,* which may produce a settler each couple of turn?
Unless there is a bug, cities with pop greater than 6 will need more food to recover the population than cities under 6. The behavior of foodbox in this ruleset is almost equal to civ3, and the strategies to grow the cities should be very similar, with granary being very important.
This is a serious ANTI-SMALLPOX device.
citymindist is now completely useless, cause it's much better to have few huge cities than dozens of crappy ones.
I may be wrong but one would want not to let cities overlap in the future, so keep them >6 tiles between them.
Not only. One may want to re-think about conquering small empires with small cities, cause they are valueless.
Again, that behated citymindist, by forbidding something which nobody wants to exploit, ends in ruining it all, cause for some strategical reason I still could have wanted to build a city close to another althou suffering severe economical negative effects.
I agree with this ruleset Smallpox won't be useful in the long run, though I still think it could be useful in the begining. The default setting of the ruleset forces citymindist to 3 mainly to help the AI, I guess it won't hurt if you disable this limit for LT games. I'm still curious to see if skilled smallpox players can use it succesfully with this rules, and I hope so.
I have a doubt on what does it mean "10" in "foodbox new" = "40(10)" for a city 8+. Is "size of granary" the bonus food a granary give to us OR, opposite, the amount of food one still need to grow? In simple words, if I have a granary, will I find myself with 10/foods out of 40s or with 30/40 when reaching size 8 (or 9 or 10...)? In the latter case multiply for 100 my above statement about smallpox.
10 is the size of the granary, the amount of food that you will find in the foodbox when the city grows. It is the main change compared to civ3, where granary size is always half the size of the foodbox. It was not possible to implement the foodbox and granary exactly the same as civ3 due to hardcoded limitations, but I like to see granary being less important at large cities than it was in civ3.
I noticed that building settlers with only 2 pop, the accumulated shields in a city got bigger than the cost of the settlers. Unfortunately i dont remember details just the basic fact. I was expecting that production will hold-freeze until pop=3 but it seems that extra shields were been accumulated in surplus. (anyway it was good for me but i wonder if it's normal or a bug).
If I understood you, it is normal.
The cost of settlers was designed so most cities will be able to acumulate shields between one settler and the next one, and to have the chance to start improving the city or recruiting units soon in game, keeping at same time an optimal expansion rate. I find it very important in continental games, in order to be able to defend your initial cities/settlers, but I guess it is not so important at island maps.
Helicopters are claimed to be able to carry what's called "infantry"
If it was not changed for this LT31, helicopters can carry units typed as "Land" (mostly all infantry military units). I'm afraid it also includes cavalry, but cavalry should be obsolete by the time you build helicopters. It can not carry non-military land units like settlers or diplomats (typed as "small land"), nor wheeled units like artillery or tanks (typed as "big land").