alt_rules.txt
I found some shortcomings in Civilization II so wrote my own rules.txt. This version has:
- 1 food per settler for Communism and above, to make Communism superior to Monarchy in every way. It is also historically realistic reflecting five year plans, forced lobour and gulags. Unfortunatly other Governments also benefit, this cann't be helped due to how rules.txt is set up. So as soon as you build the Statue of Liberty you can switch to Communism. Remember you get veteran diplomats and spies which subvert cities at -50% cost.
- Industrial Shipbuilding requires Magnetism and Industrialization. Prevents transports appearing before magnetism and galleons and makes the game a little more difficult.
- Biology requires Magnetism (for exploring the world and finding new species) and Medicine. Allows Darwin's Voyage which really has nothing to do with the Railway. Also adds biology to the sciences: Chemistry and Physics not to mention Mathematics and English (Alphabet, Writing and Literacy). This also prevents the problem of halving to build the Eiffel Tower, Darwin's Vogage and Women's Sufferage (which the A.I. always goes for) all at once.
- All ancient units have +1 attack so cities actually fall. also makes horsemen more useful.
- Trade and Naval units have x2 speed to make trading easier (less Caravans moving at the same time), exploration faster and ships more useful and realistic. Battleships really become handy.
-All powers are expansionist meaning they build more cities to fill up the map thus preventing you to having to build endless cities and making them more powerful.
-Also I like to research Medicine and Refrigeration inmediately they appear to make the game more difficult and humane i.e. better health.
I found some shortcomings in Civilization II so wrote my own rules.txt. This version has:
- 1 food per settler for Communism and above, to make Communism superior to Monarchy in every way. It is also historically realistic reflecting five year plans, forced lobour and gulags. Unfortunatly other Governments also benefit, this cann't be helped due to how rules.txt is set up. So as soon as you build the Statue of Liberty you can switch to Communism. Remember you get veteran diplomats and spies which subvert cities at -50% cost.
- Industrial Shipbuilding requires Magnetism and Industrialization. Prevents transports appearing before magnetism and galleons and makes the game a little more difficult.
- Biology requires Magnetism (for exploring the world and finding new species) and Medicine. Allows Darwin's Voyage which really has nothing to do with the Railway. Also adds biology to the sciences: Chemistry and Physics not to mention Mathematics and English (Alphabet, Writing and Literacy). This also prevents the problem of halving to build the Eiffel Tower, Darwin's Vogage and Women's Sufferage (which the A.I. always goes for) all at once.
- All ancient units have +1 attack so cities actually fall. also makes horsemen more useful.
- Trade and Naval units have x2 speed to make trading easier (less Caravans moving at the same time), exploration faster and ships more useful and realistic. Battleships really become handy.
-All powers are expansionist meaning they build more cities to fill up the map thus preventing you to having to build endless cities and making them more powerful.
-Also I like to research Medicine and Refrigeration inmediately they appear to make the game more difficult and humane i.e. better health.