Here is a partial list of fixes/changes that we may want to have for LT37.
The following changes are mostly reverts to bring back settings used in LT prior to the 2.5 switch.
Special thanks to Wieder for his help in making this list.
general:
- disable trade everywhere (just in case
) (game.ruleset, units.ruleset, effects.ruleset)
- restore the x3 moves of roads and rivers:
increase move fragments to 9 so that roads and rivers (with 3 moves cost) give back x3 moves.
Also set igter_cost to 3 so that alpines and explorers get also x3 moves (just as if using a road).
Railroad give x3 on top of road, that is x9 moves.
- update the veteran_move_bonus to take into account the 1/9 move fragments: 0, 3, 6, 9, 12, 15, 18, 24, 30, 39
- set back citymindist to 5
- restore 20 maximum units to bring martial law under despotism
- bring back the doubled number of upkeep free units for all cities which size is greater than 8 (under any kind of govnerment)
- deactivate all settings in game.ruleset:
this will reset some settings to the longturn usual values:
-> happyborders is made true again (default value)
-> occupychance back to 0% (default value)
- allow (pre-)fortresses to be built on rivers as it was possible prior to LT36
- disable tech upkeep
units:
- make engineers capturable again
- make caravans/freights upkeep free again
- fix the movement radius of stealth bombers (to 36) so that they are again greater than normal bombers (24)
- make helicopters vulnerable to fighters attack (as it is the case in the classic ruleset) [NEW]
I've noticed in LT36 that with 30 HP and 3 defense, veteran helicopters could hardly be wounded by veteran fighters.
Classic ruleset works around this by halving helicopters' defense when attacked by fighers (and stealth fighters).
- make sea units able to attack from non-native tiles (it allows for instance destroyers to attack from inside a city) (as in the standard civ2civ3 ruleset) [NEW]
- slows down wounded sea units (as in the standard civ2civ3 ruleset) [NEW]
- increase diplomats and spies veterancy bonuses [NEW]
veteran_power_fact = 100, 110, 125, 140
veteran_move_bonus = 0, 9, 18, 27 (that is +1, +2, +3 full moves)
- add new fusion powered units (fusion bomber, submarine, transport, carrier) with a 50% increased cost and 50% more moves (like other fusion powered units, they do not obsolete the ones they improve). [NEW]
city improvements:
- fix the help for factories , electrical plants and mfg plants to report the actual +50% production bonus (respectively +100% with electrical plants / mfg plants and +200% with all of them) instead of the wrongly described +25%, +50%, +100%. [old minor issue]
small/big wonders:
- magellan's expedition: gives +3 moves as described in the help (instead of 2)
- trade company: gives the 10% extra bonus to all the cities and not only to the city with the Marco Polo's embassy
- free techs (typically given by a wonder) are the ones the player has set as his tech goal instead of the cheapest one (free_tech_method = "Goal" in game.ruleset)
All those changes have been written to my local LT37 ruleset and are ready to be tested.
Please give your feedback on those suggestions and feel free to add your own wishes!
Maybe players will want to keep some accidentally introduced features in LT36.