###################### core settings #####################
rulesetdir lt13
cmdlevel none
############################################################
#
#
#
set saveturns=1
#24h timeout AND turnblocking, but not fixedtimeout
set timeout=86400
set turnblock = 1
set fixedlength = 0
#
set techlevel = 0
set researchcost = 30
#
set startunits=cccccwwx
set startpos = 3
#
set disp=3
set huts=1
set specials=100
#
set separatepoles=0
set alltemperate=1
set tinyisles=1
set landmass=50
set barbarians=0
#
set topology=0
#
set diplomacy=1
set diplcost=0
set size=20
#
set generator=2
set foodbox=6
set wtowervision = 3
set wtowerevision = 2
set rapturedelay = 1
set killcitizen = 15
set revolen = 2
set contactturns = 0
set scorelog = 1
#
set conquercost=0
set diplchance=20
set techpenalty=60
#
set citymindist=4
#
set spacerace = 1
#
set notradesize=3
set fulltradesize=9
| Attachment | Size |
|---|---|
| game.ruleset | 3.65 KB |
| units.ruleset | 45.34 KB |
| terrain.ruleset | 22.96 KB |
| buildings.ruleset | 61.23 KB |
Comments
The workers may not became
The workers may not became veteran.. Was there a voting?
re:worker/veteran
What exact setting you're talking about?
Caravan Traderoute Benefits
Hullo, Are we using the warserver rules? The one with logarithm of distance...?
As far as I know yes, there
As far as I know yes, there should be a warserver caravan rules.
Under the classical caravan rules, you can pump infinitely many caravans along a long route. A science from library and universities was pointless there. It's the reason, why do we use warserver caravan style.
re: caravan traderoute benefits
Hullo :),
yes, we have patched server by Book's patch (at least I think it was Book's :D ).