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freeciv's Issues

Ruleset Default3x - Triple veteran levels

All four veteran levels are tripled so that each has three states now.

First veteran level is 'rookie' and it's special since it only has effectivity 75% (normal is 100%) and it will raise to 'green' once the unit is used first time in combat.

Map generation

Map should be generated by:

  • Creating a normal standard map for a normal game (for example with 100 land tiles per player)
  • Magnify the map so that each tile uses 3x3 tiles instead of 1x1
  • Blur the magnified tiles with some algorithm

Limit unit moving

I propose that we limit unit moving so that when turn changes and after goto routines are done, the server iterates all units and changes move points to maximum 1.

This way units cannot move faster than 1 tile during the turn except by using goto.

I'm not sure if there is any unintentional side effects to this change. Please comment here if you see problems.

Is there anything -- like worker actions -- that will take more than 1 move and should be done in one turn change?

Better algorithm for `make_land()` to choose `hmap_shore_level`

While researching for map generation #5 I noticed that land is created by using landmass like this in server/generator/mapgen.c line 1146:

hmap_shore_level = (hmap_max_level * (100 - map.server.landpercent)) / 100;

I guess this could be implemented with better algorithm to choose the hmap_shore_level based on the actual land that would be generated. At the moment it's actually choosing it -- using a landmass procent -- based on how deep the deepest ocean is.

It also means that choosing "earth like" value is not possible -- but would be something like map.server.landpercent=45 if the generated hmap would be earthlike.

I guess to implement it we need function to count how many land tiles there would be with X as a hmap_shore_level and by doing a simple binary search to figure out which value is best.

New ruleset default3x

This is a new ruleset based on the default ruleset.

It's intended to be used in the next upcoming Finnish Freeciv Longturn Game.

The intention is to triple everything to make the game more interesting for longturn style games while still keeping it as much "standard" as we can.

I'll document each change as GitHub issues. You are welcome to suggest your own ideas as issues here, too!

Civil war when 126 players

What to do when 126 human players and civil war strikes? Actually what to do when there's no AIs in game at all?

I think it might be worth considering that the split nation could be transferred to another human player in that region.

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