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techumseh
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of the frozen North.
Apr 1999 time: 22:17
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I'd call it huge. Anyway, you be the judge.
Here's a clean and complete Rules Txt. file for ToT, Curt. If you look at @SECONDARY_MAPS you'll see 3 lines - each a 6 followed by a bunch of zeros. Each one causes another map to be added when a ToT game is started. Two of them are masked by semi-colons, so only one extra map will be added whan the game is first started.
Intermap movement is controlled by the @MAP_TRANSPORT_RELATIONSHIPS section. I've used the first 6 slots to define the possible map/map relationships, ignoring which transporter art is used.
In the @UNITS_ADVANCED section, fields D, E, and F control each type of units' ability to build transporters, use them or travel between maps without needing a transporter. Each toggle corresponds to one of the intermap relationships determined in the @MAP_TRANSPORT_RELATIONSHIPS section.
@LEADERS2 and @CIVILZE2 work together to restrict which civs can research and/or own which technologies.
If you know which units will have which intermap abilities before you launch the initial game, you can adjust the Rules in advance. If you're like me and make it up as you go along, you'll have to change things by means of a temporary events file. The same thing goes for changes to the technology restrictions. (see the tips on the Cradle of Civilization site) Unfortunately, you can't adjust these things just by editing the Rules text once the game has started.
I hope that's clear. The guides on the Cradle site are very useful. If you have any questions, just let me know.
Attachment: origrules.txt
This has been downloaded 5 time(s).
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