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:) Smiley
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USCA, Berkeley
Feb 2001 time: 21:20
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Terrain1.gif
This one's mostly done.
Thanks to Eivind for village and forest graphics. (The village has been adapted into vineyards).
EDIT LOG
5/15:
Swapped the Urban and Landfill terrains to have more realistic global warming effects.
code:
; M D F S T IRR + T AI MIN + T AI TR NAME
@TERRAIN
Brownfield, 1,3, 0,1,1, Jun, 0, 6, 3, yes, 4, 5, 1, Hil, ; Drt
Wasteland, 4,3, 0,0,0, Drt, 0,15, 5, no, 0, 0, 0, Hil, ; Pln
Greenfield, 1,2, 0,0,1, Jun, 2, 6, 1, Tun, 2, 0, 5, Hil, ; Grs
Hills, 4,6, 0,1,0, no, 0, 0, 0, no, 0, 0, 0, Hil, ; For
Freeway, 171,1, 0,0,2, no, 0, 0, 0, no, 0, 0, 0, Jun, ; Hil
Bridge, 171,4, 0,0,2, no, 0, 0, 0, no, 0, 0, 0, no, ; Mou
Woods, 2,5, 0,2,2, Grs, 0, 2, 1, no, 0, 0, 0, Hil, ; Tun
University, 2,6, 0,0,12, no, 0, 0, 0, no, 0, 0, 0, no, ; Gla
Wetlands, 3,3, 0,0,0, no, 0,15, 5, no, 0, 0, 0, Hil, ; Swa
Urban, 1,4, 2,0,1, yes, 2, 4, 1, yes, 2, 5, 1, Hil, ; Jun
Water, 1,2, 0,0,2, no, 0, 0, 0, no, 0, 0, 0, no, ; Oce
Steelworks, 1,3, 0,12,1,;mondo production
Trash Mine, 4,3, 0,5,1, ;production
Greenfield, 1,2, 2,1,0, ;no bonus
Commune, 4,8, 2,2,1,
Speed Trap,171,1, 0,0,4, ;extra gold, hidden
Rochdale III,1,4, 60,40,40, ;Super Tile
Town, 2,7, 2,2,1,
UC Berkeley,2,6, 0,0,36,;mucho gold
Water Works,3,3, 0,6,0, ;production
Downtown, 1,4, 0,0,5, ;more gold
Motor Oil, 1,2, 0,0,2, ;no bonus, hidden
Outlet Mall,1,3, 0,1,4, ;bonus gold
Squatters, 4,6, 4,0,0, ;extra housing
Greenfield, 1,2, 2,1,0, ;no bonus
Village, 4,8, 2,2,1,
Frog, 171,1, 0,0,2, ;no bonus, single green dot
Fenwick Tower,1,4, 40,20,20, ;super tile
Village, 2,7, 2,2,1,
Stanfurd, 2,6, 0,0,35,;mucho gold
Lab, 3,3, 0,0,6, ;gold
Park, 1,4, 0,0,3, ;slightly more gold
Beer, 1,2, 0,0,2, ;no bonus, hidden
Attachment: terrain1_1.gif
This has been downloaded 147 time(s).
Last edited by :) Smiley on 16-05-2005 at 09:59
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Sarsstock
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Well Smiley, first of all this is a great idea! The city and surrounding landscape just look fantastic... especially the Golden Gate Bridge itself.
Second, Harry is most certainly right about the futuristic project Patine and I had envisioned, thankyou for remembering Harry . Perhaps some of the graphics that we had intended to use will prove usefull for your project.... but first I'll have to check with Patine to see if he has any of the graphics at all. I'm affraid I lost mine in a hard drive malfunction some time ago.
I like the idea of a futuristic airship, perhaps I can take a crack at that along with the ferry unit.
What do you need in the way of pro-government militia's?, anti-government militia's?, California Native Tribal Fighters?, Hispanic Militia's?, Asian Militia's? Are any of those needed at all?
Last edited by Sarsstock on 15-05-2005 at 03:43
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:) Smiley
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USCA, Berkeley
Feb 2001 time: 21:20
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Sure go ahead, let's see what they look like.
The current unit section of rules.txt:
5/15 UPDATED: Data entry complete.
5/18: some more figures changed.
Some discoveries:
Maximum air unit fuel is 255.
Names longer than 15 letters cause overlap in the defense report screen.
code:
@UNITS
A1, nil, 0, 0.,0, 0a,0d, 1h,1f, 1,0, 5, no, 000000000000000
Engineers, nil, 0, 5.,0, 0a,3d, 1h,1f, 4,0, 5, Bri, 000000000000001
Mad Cow, nil, 0, 3.,0, 20a,1d, 1h,1f, 1,0, 0, Whe, 001000000000000
Giant Mecha, nil, 0, 2.,0, 16a,4d, 1h,1f, 8,0, 0, Iro, 000001000000000
Peace Mobile, nil, 0, 4.,0, 8a,4d, 1h,1f, 6,0, 0, Whe, 000000000000000
Tank, nil, 0, 6.,0, 12a,6d, 1h,1f, 6,0, 0, U1, 000000000000000
Mammoth Tank, nil, 0, 5.,0, 20a,12d, 1h,1f, 12,0, 0, Whe, 000000000000000
H1, nil, 0, 0.,0, 0a,0d, 1h,1f, 1,0, 0, no, 000000000000000
Gun Nuts, nil, 0, 2.,0, 4a,3d, 1h,1f, 1,0, 1, MT, 000100000000000
Activists, Cmn, 0, 2.,0, 2a,3d, 1h,1f, 3,0, 1, Gue, 000000000000000
Hippies, Gue, 0, 2.,0, 1a,2d, 1h,1f, 3,0, 1, Dem, 000000000000000
Magical Girl, Mag, 0, 2.,0, 4a,4d, 1h,1f, 3,0, 1, Cmn, 000000001000000
D2, nil, 0, 0.,0, 0a,0d, 1h,1f, 1,0, 0, no, 000000000000000
E2, nil, 0, 0.,0, 0a,0d, 1h,1f, 1,0, 0, no, 000000000000000
F2, nil, 0, 0.,0, 0a,0d, 1h,1f, 1,0, 0, no, 000000000000000
Governator-1000, nil, 0, 3.,0, 16a,8d, 1h,1f, 30,0, 0, Whe, 000000000000010
Governator G-X, nil, 0, 4.,0, 24a,12d, 1h,1f, 30,0, 0, Whe, 000000000000011
Walking City, nil, 0, 2.,0, 20a,8d, 1h,1f, 12,0, 0, Roc, 000001000000000
Conan the Republican,nil, 0, 4.,0, 32a,20d, 1h,1f, 30,0, 0, Whe, 000001000000000
Ahnuld, nil, 0, 4.,0, 40a,40d, 1h,1f, 30,0, 0, Whe, 000001000000000
C3, nil, 0, 0.,0, 0a,0d, 1h,1f, 1,0, 0, no, 000000000000000
SUV, nil, 0, 6.,0, 6a,2d, 1h,1f, 3,0, 0, Whe, 000000000000000
Cloyne Lvl 1, MP, 0, 3.,0, 6a,8d, 1h,1f, 99,0, 0, Whe, 000000000000000
Psychic, nil, 0, 3.,0, 6a,6d, 1h,1f, 3,0, 1, Mag, 000000001000000
Cloyne Lvl 2, Tra, 0, 4.,0, 10a,10d, 1h,1f, 99,0, 0, MP, 000000000000001
Cloyne Lvl 3, Csc, 0, 6.,0, 14a,18d, 1h,1f, 99,0, 0, Tra, 000000000000011
Cloyne Lvl 4, Met, 0, 7.,0, 18a,18d, 1h,1f, 99,0, 0, Csc, 000000100000011
Black Helicopter, nil, 1, 18.,0, 14a,4d, 1h,1f, 10,0, 0, Min, 000000000000000
Airship, Min, 1, 12.,0, 8a,3d, 1h,1f, 8,0, 0, Eng, 000000000000000
Jet, nil, 1, 16.,1, 16a,2d, 1h,1f, 10,0, 0, U2, 000000000000000
Fairy, Nav, 1, 10.,1, 10a,2d, 1h,1f, 8,0, 0, Fli, 000000000000000
Angel, nil, 1, 20.,1, 16a,4d, 1h,1f, 10,0, 0, Nav, 000000000000000
F4, nil, 0, 0.,0, 1a,1d, 1h,1f, 1,0, 0, no, 000000000000000
Ruins, nil, 0, 0.,0, 0a,42d, 1h,1f, 98,0, 1, no, 000000000000000
Sutro Tower, nil, 0, 0.,0, 0a,42d, 1h,1f, 98,0, 1, Whe, 000000000000000
Fenwick Tower Top, nil, 2, 0.,0, 0a,42d, 1h,1f, 98,0, 1, Whe, 000000000000000
Lazorfrigate, nil, 2, 16.,0, 14a,5d, 1h,1f, 8,0, 2, Lab, 000000000000000
Ferry, nil, 2, 12.,0, 0a,4d, 1h,1f, 6,4, 4, Ind, 000000000000000
Gunboat, Lab, 2, 5.,0, 8a,4d, 1h,1f, 6,0, 2, Bri, 000000000000000
Battleship, nil, 2, 6.,0, 20a,20d, 1h,1f, 14,0, 2, U2, 000000000000000
E5, nil, 0, 0.,0, 0a,0d, 1h,1f, 1,0, 0, no, 000000000000000
NIMBYs, nil, 0, 1.,0, 1a,2d, 1h,1f, 16,0, 1, Whe, 000001000000000
Castle, nil, 0, 0.,0, 0a,10d, 1h,1f, 99,0, 1, Whe, 000000000000000
Ultrachurch, nil, 0, 0.,0, 0a,20d, 1h,1f, 99,0, 1, Whe, 000000000000000
Fenwick Tower, nil, 2, 0.,0, 0a,42d, 1h,1f, 98,0, 0, Whe, 000000000000000
Rainbow Haze, nil, 0, 3.,0, 10a,0d, 1h,1f, 2,0, 0, Inv, 000001000000000
Hacker, Esp, 0, 5.,0, 0a,0d, 1h,1f, 3,0, 6, Alp, 000000000000001
1337 H4xx0r, nil, 0, 9.,0, 0a,0d, 1h,1f, 3,0, 6, Esp, 000000000000001
Bridge Crew, nil, 0, 5.,0, 2a,2d, 1h,1f, 5,0, 7, Whe, 000000000010000
Traders, nil, 0, 7.,0, 0a,3d, 1h,1f, 5,0, 7, Tra, 000000000000000
Bridge Out, nil, 1, 0.,255,1a,0d, 1h,1f, 3,0, 0, Whe, 000000000000000
Cloyne Lvl 5, Rob, 3, 15.,0, 18a,18d, 1h,1f, 99,0, 0, Met, 010000000000011
Cloyne Lvl 6, nil, 1, 15.,8, 18a,18d, 1h,1f, 99,0, 0, Rob, 010000000000011
Hybrid Tank, nil, 0, 8.,0, 10a,4d, 1h,1f, 10,0, 0, NP, 000000000000000
Ashby Lvl 1, Bro, 0, 3.,0, 8a,6d, 1h,1f, 99,0, 5, Whe, 000000000000000
Ashby Lvl 2, Cmb, 0, 4.,0, 16a,8d, 1h,1f, 99,0, 5, Bro, 000000000000100
Ashby Lvl 3, E1, 0, 8.,0, 20a,12d, 1h,1f, 99,0, 5, Cmb, 000000000000100
Ashby Lvl 4, Uni, 0, 8.,0, 26a,16d, 1h,1f, 99,0, 5, E1, 000000000000111
Ashby Lvl 5, Sea, 0, 8.,0, 32a,16d, 1h,1f, 99,0, 5, Uni, 000001000000111
Ashby Lvl 6, nil, 0, 8.,0, 40a,20d, 1h,1f, 99,0, 5, Sea, 000001000000111
Imperial Walker, nil, 0, 2.,0, 18a,8d, 1h,1f, 15,0, 5, Whe, 000001000000000
Dragon, nil, 3, 4.,0, 16a,16d, 1h,1f, 42,0, 5, Whe, 000000000000000
Last edited by :) Smiley on 18-05-2005 at 08:10
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:) Smiley
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USCA, Berkeley
Feb 2001 time: 21:20
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Technologies:
There are three tech trees in this game
1. the player's tech tree, about 70 advances
2. The fundamentalist tech tree, which is there to activate temples and cathedrals.
The fundies won't be able to research anything, this is to prevent them from building certain units. There is no tech from conquest, and they don't have diplomats either. Negotiations are turned off.
However, they do get units, cash, and other goodies based on what the player researches.
3. the earthquake tech tree, which is used by the Terrain civ and is there to give the earthquake some degree of randomness.
EDIT LOG
5/15: Changed some stuff around. Still a lot of empty slots, so expect more side quests and easter eggs to be inserted later.
code:
@CIVILIZE
Special, 0,0, no, no, 3, 3 ; 0 AFl
Internets, 0,0, nil, nil, 0, 1 ; 1 Alp Doubles lit demographics
~~~~~~~~, 0,0, no, no, 3, 4 ; 2 Amp
Defeat NIMBYs, 0,0, AFl, nil, 3, 1 ; 3 Ast
~~~~~~~~, 0,0, no, no, 3, 4 ; 4 Ato
Superstring Theory, 0,0, E1, nil, 0, 1 ; 5 Aut Modern Cities, Population Pollute
MMORPGS, 0,0, Alp, MT, 0, 2 ; 6 Ban
Engineering, 0,0, nil, nil, 1, 0 ; 7 Bri Bridges
Stem Cells, 0,0, Pla, nil, 0, 1 ; 8 Bro
Talk Radio, 0,0, Fun, nil, 3, 2 ; 9 Cer Temples function
Filtration, 0,0, Env, MP, 1, 0 ; 10 Che
Regional Planning, 0,0, Env, Rfg, 2, 1 ; 11 Chi Changes barbarian types
EA Games, 0,0, AFl, nil, 3, 1 ; 12 CoL
Virtual Communities, 0,0, CoL, Ban, 2, 2 ; 13 CA
Human Customization, 0,0, Ban, Bro, 0, 0 ; 14 Cmb
Real World Gaming, 0,0, Ato, CA, 1, 1 ; 15 Cmn Communism, more partisans, cathedrals-1
G-1000 Technology, 0,0, AFl, nil, 3, 1 ; 16 Cmp
Robots, 0,0, Cmb, Cmp, 0, 0 ; 17 Csc Changes barbarian types
~~~~~~~~, 0,0, no, no, 3, 4 ; 18 Cst Forts
Quantum Fizzix, 0,0, MP, nil, 0, 0 ; 19 Cor
Long Range Planning, 0,0, Che, Chi, 2, 1 ; 20 Cur
Flower Power, 0,0, nil, nil, 0, 2 ; 21 Dem Democracy, Courthouse+1
Public Art, 0,0, Rfg, Gue, 0, 2 ; 22 Eco
Artificial Particles, 0,0, Csc, Cor, 0, 0 ; 23 E1
Open Source, 0,0, Feu, Cmn, 2, 0 ; 24 E2 Colosseums+1, Modern Cities
Creative Reuse, 0,0, Tra, CA, 1, 0 ; 25 Eng
Sustainability, 0,0, Bri, nil, 2, 3 ; 26 Env Pop pollution down
LLNL Atomic Secrets, 0,0, AFl, nil, 3, 1 ; 27 Esp
Transit Alternatives, 0,0, Env, Tra, 1, 0 ; 28 Exp Transforming
Continuing Education, 0,0, Cur, Phi, 2, 4 ; 29 Feu
Cyborgs, 0,0, Che, Csc, 0, 1 ; 30 Fli
Bible Thumping, 0,0, no, no, 3, 2 ; 31 Fun Fundamentalism
~~~~~~~~, 0,0, no, no, 3, 4 ; 32 FP no meltdown, spaceship fast
UC Marin, 0,0, Feu, Csc, 2, 4 ; 33 Gen
Cohousing, 0,0, Mob, nil, 0, 2 ; 34 Gue partisans, diff barbarians
~~~~~~~~, 0,0, no, no, 3, 4 ; 35 Gun Musketeer related obsolescence
G-X Technology, 0,0, AFl, nil, 3, 1 ; 36 Hor
Modern Economy, 0,0, nil, nil, 2, 2 ; 37 Ind Industrial Cities
Decriminalization, 0,0, Eco, Tra, 1, 1 ; 38 Inv Renaissance People, no tech from hut
Giant Mecha, 0,0, Gen, Hor, 0, 1 ; 39 Iro Changes barbarian types
~~~~~~~~, 0,0, no, no, 3, 4 ; 40 Lab
Transmutation, 0,0, Eng, E1, 2, 3 ; 41 Las
Global Planning, 0,0, Lit, E2, 2, 4 ; 42 Ldr Changes barbarian types
Cultural Industry, 0,0, Eco, Cmn, 2, 2 ; 43 Lit Double lit demographics
Maritime Housing, 0,0, Ldr, NP, 2, 1 ; 44 Too
Extrasensory Perception,0,0, Lit, Med, 0, 2 ; 45 Mag Good Triremes
Teleportation, 0,0, Lab, Uni, 1, 0 ; 46 Map Map trading
Fenwick Tower, 0,0, Too, nil, 2, 1 ; 47 Mas
Nanotechnology, 0,0, Pla, Bri, 0, 0 ; 48 MP More pop pollution
Legal Automation, 0,0, Inv, Uni, 2, 0 ; 49 Mat
Neuroscience, 0,0, Cmn, Fli, 1, 1 ; 50 Med Halve disease demographics
Telekinesis, 0,0, Mag, Map, 0, 2 ; 51 Met
World Government, 0,0, Rep, nil, 3, 0 ; 52 Min
Multiculturalism, 0,0, nil, nil, 2, 0 ; 53 Mob No sea barbarians, sells barracks
~~~~~~~~, 0,0, no, no, 3, 4 ; 54 Mon Monarchy
Mass Culture, 0,0, nil, nil, 2, 2 ; 55 MT Cathedrals
Neoconservatism, 0,0, Fun, nil, 3, 2 ; 56 Mys Temples better
Demigod Project, 0,0, Met, Rep, 0, 1 ; 57 Nav Good Triremes
Crystals, 0,0, Las, Nav, 2, 3 ; 58 NF uranium as trade item
Fuel Cells, 0,0, Exp, Esp, 0, 0 ; 59 NP Fast ships
Comedy of the Commons, 0,0, Gue, Ban, 2, 4 ; 60 Phi Renaissance People, free advance
Artiticial Reality, 0,0, Uni, Met, 2, 2 ; 61 Phy
Genetics, 0,0, nil, nil, 0, 2 ; 62 Pla more population pollution
Distro Intelligence, 0,0, Min, Mat, 2, 3 ; 63 Plu
Crystal Mines, 0,0, AFl, nil, 3, 1 ; 64 PT
Rochdale III, 0,0, Plu, Mas, 2, 1 ; 65 Pot
~~~~~~~~, 0,0, no, no, 3, 4 ; 66 Rad airbase
~~~~~~~~, 0,0, no, no, 2, 3 ; 67 RR Railroads
Age of Plenty, 0,0, no, no, 3, 0 ; 68 Rec
Temple of Humanity, 0,0, AFl, nil, 3, 1 ; 69 Ref
Urban Design, 0,0, Ind, Ast, 2, 1 ; 70 Rfg Farmland
Technocracy, 0,0, Ldr, Mat, 3, 0 ; 71 Rep Republic
Goddess of Cloyne, 0,0, Nav, Ref, 0, 2 ; 72 Rob
Walking Cities, 0,0, Pot, NF, 0, 1 ; 73 Roc
Global Citizenship, 0,0, Plu, Sea, 3, 0 ; 74 San less pop pollution
Age of Empowerment, 0,0, Rec, Rob, 0, 1 ; 75 Sea Good Triremes
Ominous Rumbling Noises,0,0, AFl, nil, 3, 3 ; 76 SFl
The Big One, 0,0, SFl, nil, 3, 3 ; 77 Sth
Voice of Reason, 0,0, AFl, nil, 3, 3 ; 78 SE
~~~~~~~~, 8,0, no, no, 3, 4 ; 79 Stl
~~~~~~~~, 0,0, no, no, 3, 4 ; 80 Sup
~~~~~~~~, 0,0, no, no, 3, 4 ; 81 Tac
Televangelism, 0,0, Fun, nil, 3, 2 ; 82 The Cathedrals+1
~~~~~~~~, 0,0, no, no, 3, 4 ; 83 ToG
Neighborhood Planning, 0,0, Rfg, Mob, 1, 1 ; 84 Tra enables display of goods
Artificial Intelligence,0,0, E2, Med, 0, 0 ; 85 Uni double lit demographics
~~~~~~~~, 0,0, no, no, 3, 4 ; 86 War
Cannot be built, 0,0, AFl, nil, 3, 3 ; 87 Whe
~~~~~~~~, 0,0, no, no, 3, 4 ; 88 Wri double lit demographics
Pork Barrel, 1,0, nil, nil, 3, 3 ; 89 ... future tech
Second Amendment, 0,0, Fun, nil, 3, 2 ; 90 U1
Warmongering, 0,0, Fun, nil, 3, 2 ; 91 U2
~~~~~~~~, 0,0, no, no, 3, 4 ; U3
~~~~~~~~, 0,0, no, no, 3, 4 ; X1
~~~~~~~~, 0,0, no, no, 0, 0 ; X2
~~~~~~~~, 0,0, no, no, 0, 0 ; 95 X3
~~~~~~~~, 0,0, no, no, 0, 0 ; X4
~~~~~~~~, 0,0, no, no, 0, 0 ; X5
~~~~~~~~, 0,0, no, no, 0, 0 ; X6
~~~~~~~~, 0,0, no, no, 0, 0 ; X7 99
Left side of the tech tree - the diagram is not completely accurate with the Once and Twice removed (they don't belong there anymore) but is otherwise correct.
Attachment: tech_left800.gif
This has been downloaded 187 time(s).
Last edited by :) Smiley on 16-05-2005 at 09:56
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:) Smiley
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USCA, Berkeley
Feb 2001 time: 21:20
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Improvements list.
A few comments on this:
1. The player starts with no Palace and can't build one. But, they do start in Democracy.
2. Police Stations and Suffrage are unavailable.
3. I'd like to still allow government changing - does anyone know what happens if you diallow government changing but a democracy riots? - as long as there's a way to make sure the AI stays in Fundamentalism - this is to keep them from researching.
Improvements mostly done. Note that while the cost to build is lowered, they are considerably more expensive to maintain. So watch the budget- no bond issuing in this game.
code:
@IMPROVE
@IMPROVE
Nothing, 1, 0, no,
Palace, 10, 0, AFl,
Multi-User Dungeon, 6, 6, Ban, ;Barracks
Artist Colony, 6, 1, Eco, ;Granary
Radio Station, 4, 4, Cer, ;Temple
Forum, 4, 3, CA, ;Market
UC Extension, 4, 4, Feu, ;Library
Cultural Center, 3, 1, Mob, ;Courthouse
City Walls, 1, 0, no, ;Walls
LGBT District, 5, 2, Chi, ;Aqueduct
Studio, 8, 5, Lit, ;Bank
Megachurch, 5, 4, MT, ;Cathedral
Ivory Tower, 10, 8, Ldr, ;University
Transit Village, 16, 4, Exp, ;Mass Transit
Arcade, 8, 8, Cmn, ;Colosseum
Alchemist Lab, 10, 8, Las, ;Factory
Distro'd Manufacturing, 16, 4, Plu, ;Mfg Plant
Farmer's Market, 4, 1, no, ;SDI
Reuse Center, 10, 5, Eng, ;Recycling
Power Plant, 16,10, Ind, ;Power
Hydro Plant, 1, 0, no, ;Hydro
Arcane Crystal, 6, 2, NF, ;Nuke
Faucet of Youth, 12, 8, Phy, ;Stock
Master Plan, 6, 6, Cur, ;Sewers
Planning Office, 4, 4, Rfg, ;Supermarket
Internet3 Hub, 10,12, Cmn, ;Highways
I4 Hub, 1, 0, no, ;Lab
SAM Missile Battery, 1, 0, no, ;SAM
Coastal Fortress, 1, 0, no, ;Coastal Fort
Solar Power Plant, 40, 4, Env, ;Solar
Offshore Housing, 8, 5, Too, ;Harbor
Container Terminal, 8, 8, Ldr, ;Platform
Teleporter, 6, 14, Map, ;Airport
Police Station, 1, 0, no, ;Police
Docks, 6, 7, Ind, ;Port
World Government, 12, 0, Min, ;Structural
Justice and Equality, 24, 0, Rec, ;Component - Political and Economic
Higher Standard of Living,48, 0, San, ;Module - Social and Cultural and Environmental
(Export Goods), 60, 0, nil, ;Capitalization
Resettlement, 10, 0, Ind, ;Granary all
eDrugs, 30, 0, Med, ;1 happy all
Charles Shaw Winery, 10, 0, Ind, ;Trade +1 in all squares
Bay Cleanup, 10, 0, Che, ;Ships +1 move, triremes dont sink
-techs known to 2 others-, 1, 0, no, ;free techs known to 2 others
Clear Channel, 10, 0, Mys, ;double temple effect
Fanaticism, 1, 0, The, ;Wall all, barbarian defense doubled, force peace
-barracks all-, 1, 0, no, ;Barracks all, veteran after all battle
Chateau Collective, 50, 0, no, ;Production +1 in all squares
-embassy all-, 1, 0, no, ;Contact with all
Proposition 420, 40, 0, Inv, ;Cathedral all
Livermore Lab Annex, 10, 0, Bri, ;+50 percent city science
Green and Blue Fleet, 20, 0, Exp, ;Ships +2 move
People's Park, 30, 0, Inv, ;All content in city
Retrofitting, 10, 0, Ind, ;Upgrade units
Lucasfilm Ltd, 10, 0, Dem, ;2 content all
Livermore National Lab, 10, 0, Bri, ;Double city science
-free maintenance-, 1, 0, no, ;1 gold improvments free
Wikipedia, 40, 0, Phi, ;2 free tech
-any govt and 1 turn rev-, 1, 0, no, ;any govt, 1 turn revolutions
-better relations-, 1, 0, no, ;other civs like you more
-police all-, 1, 0, no, ;Police all
Inland Resources, 10, 0, Ind, ;Hydro all
Rainbow Haze, 1, 0, no, ;allows nukes - not recommended since this messes with UnitKilled flag
-force peace-, 1, 0, no, ;Force peace, Democracy war, embassy all
Aquarius Project, 100, 0, Rep, ;View map, spaceship
Internet4 Backbone, 10, 0, Ind, ;Lab all
Automated Court System, 40, 0, Mat, ;1 happy all
Last edited by :) Smiley on 18-05-2005 at 05:39
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:) Smiley
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USCA, Berkeley
Feb 2001 time: 21:20
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Those are some nice cows...
In case you're wondering what they're for, the cows are walking missiles. 
They cannot be built, instead, they are event-generated at certain cities.
In other cases, event-generated units get placed on the tile containing the Castle (or the Ultrachurch). When the Castle gets killed, it turns into a Rubble unit owned by the terrain civ, and nothing else can generate on that square.
----
Additional open graphics slots:
1. a cement mixer - this is for repairing earthquake damaged bridges- the earthquake tech tree has been simplified so instead of change terrain, immobile air "bridge out" units get created. These can only be removed by Caltrans Bridge Crews.
This unit would ideally be a bright Caltrans orange:

2. a hacker and a 1337 H4xx0r (think people in black trenchcoats like in the Matrix)
I also need a clarification about the "no, no" techs and techs that stem from a "no, no" tech. Can those that stem from a "no,no" tech be researched, traded, or stolen? Can items with them as a prereq be built?
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:) Smiley
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USCA, Berkeley
Feb 2001 time: 21:20
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Icons are mostly done.
Not sure what to research? Icons are assigned based on what benefits a tech provides. Of course, you still need to do your own long term planning...
Top row-military benefits:
Mobility
Attack
Defense
Second row-combos:
Infrastructure (mobility and sometimes less pollution)
Military and economic benefits
Third row-economic benefits:
Happiness
Growth
Cash
Production
Research
Fourth row- specials
"Spaceship" techs
Special techs from events
Enemy techs
Other game mechanics related techs (player shouldn't see this normally)
EDIT 5/17: Other icons added. Graphics adjusted for better readability.
Attachment: icons_2.gif
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Last edited by :) Smiley on 18-05-2005 at 05:37
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Cyrion
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Caught somewhere in time
Jan 2002 time: 06:20
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quote: Originally posted by Smiley
I've figured out a way to activate a wonder mid-game (thus keeping it located in a specific city) by creating a 4th civ that holds the obsolescence technology. This fourth civ gets destroyed by an event when it's time for the wonder to be activated.
The purpose of this is to keep the wonder uncapturable- the city its in gets change-terrained when it's captured. |
Now this is incredibly interesting! Did you test it? Does it work?? If yes, you just opened another door!
quote:
I also need a clarification about the "no, no" techs and techs that stem from a "no, no" tech. Can those that stem from a "no,no" tech be researched, traded, or stolen? Can items with them as a prereq be built?
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ReadAdvanced tech Tree Design, for some info on tech tree design!
And about your specific question, I believe (95% sure!) that techs derived from a "no, no" tech can't be researched, traded or stolen! And I am 100% sure that units having techs derived from a "no,no" as a prerequisite can be built (that's what I used in Discworld).
As an example, look at the rules file below: ANKH-MORPORK (Aut slot) has as prerequisite NF, no; NF (called "Once removed") has no, no as prerequisite!
ANKH-MORPORK (Aut) is the prerequisite for the "City Watch" unit. Playtesting proved that:
1) the City Watch unit can be built by the civ having the ANKH-MORPORK tech
2) the ANKH-MORPORK can't be stolen, or traded, or researched (unless, maybe, if you have the "once removed tech??)
3) the City Watch unit appear in the Pedia
I hope this helps! 
Attachment: rules.txt
This has been downloaded 0 time(s).
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:) Smiley
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USCA, Berkeley
Feb 2001 time: 21:20
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quote: Originally posted by Cyrion
Now this is incredibly interesting! Did you test it? Does it work?? If yes, you just opened another door!
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This one I did test, and it does work. I intend to use it to activate the Great Wall mid-game. (Regular city walls are unbuildable)
quote:
ReadAdvanced tech Tree Design, for some info on tech tree design!
And about your specific question, I believe (95% sure!) that techs derived from a "no, no" tech can't be researched, traded or stolen! And I am 100% sure that units having techs derived from a "no,no" as a prerequisite can be built (that's what I used in Discworld).
As an example, look at the rules file below: ANKH-MORPORK (Aut slot) has as prerequisite NF, no; NF (called "Once removed") has no, no as prerequisite!
ANKH-MORPORK (Aut) is the prerequisite for the "City Watch" unit. Playtesting proved that:
1) the City Watch unit can be built by the civ having the ANKH-MORPORK tech
2) the ANKH-MORPORK can't be stolen, or traded, or researched (unless, maybe, if you have the "once removed tech??)
3) the City Watch unit appear in the Pedia
I hope this helps! |
Good, this means things ought to work out right.
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:) Smiley
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USCA, Berkeley
Feb 2001 time: 21:20
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Miscellaneous sections from Rules.txt
Cosmic Variables- Fundamentalism edited to freeze technology. Road (Wireless Network) multiplier is 2 - movecost for Freeway terrain is 1/2. One goal in the game is to dismantle the freeway system to free up land for housing.
code:
@COSMIC
2 ; Road movement multiplier
2 ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2 ; # of food each citizen eats per turn
10 ; # of rows in food box (rows * city_size+1 = box)
10 ; # of rows in shield box
1 ; Settlers eat (govt <= Monarchy)
2 ; Settlers eat (govt >= Communism)
7 ; City size for first unhappiness at Chieftain level
14 ; Riot factor based on # cities (higher factor lessens the effect)
8 ; Aqueduct needed to exceed this size
12 ; Sewer System needed to exceed this size
10 ; Tech paradigm (higher # slows research)
10 ; Base time for engineers to transform terrain (x2)
3 ; Monarchy pays support for all units past this
3 ; Communism pays support for all units past this
10 ; Fundamentalism pays support for all units past this
20 ; Communism is equivalent of this palace distance.
50 ; Fundamentalism loses this % of science
50 ; Percent shield penalty for production type change
10 ; Max paradrop range
75 ; Mass/Thrust paradigm (increasing slows spaceship time)
0 ; Max effective science rate in fundamentalism (x10, so 5 = 50%)
Leaders - most likely only the first five slots will be used, leaving the other 2 for some more fancy game mechanics.
code:
@LEADERS
1-----, Cloyne Court, 1, 1, 0, Californians,Californian, 0, -1, 1,
Ahnuld Strong,2------, 0, 2, 0, Amerikans, Amerikan, 1, 1, -1, 4, Governator, Governator,
3--------, Gaia, 1, 3, 2, Earth, Earth, -1, -1, 1, 6, The, The,
Imran, 4-----------, 0, 4, 1, Americans, American, 0, -1, 1, 4, El Presidente, La
Presidenta,
Dubya III, 5--------, 1, 5, 1, Texans, Texans, 0, -1, 1, 4, Sheriff, Sherriff
Trogdor, 6--------, 1, 6, 2, Dragon, Dragons, -1, -1, -1,
7M--------, 7F---------, 0, 7, 3, SoCal, SoCal, 0, 0, 0,
Currently outstanding questions:
1. What happens if you diallow government changing but a democracy riots?
2. How does a RecievedTech trigger work if the JustOnce flag isn't used?
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