diff -ru -X /home/jjm/cvs/no.freeciv FreecivCVS/README.rulesets freeciv/README.rulesets --- FreecivCVS/README.rulesets Sun Jul 9 16:35:49 2000 +++ freeciv/README.rulesets Wed Jan 3 11:34:05 2001 @@ -132,6 +132,9 @@ Properties of units and advances are now fairly well generalised. Properties of buildings are still rather inflexible. +NOTE: There is much in the rulesets that is not completely +implemented. Be sure to read Restrictions and Limitations, below. + ---------------------------------------------------------------------- The civstyle option: -------------------- @@ -169,6 +172,64 @@ Hopefully this situation can be improved in the future, but the more flexible the rules, the harder to write a good AI... + +---------------------------------------------------------------------- +Restrictions and Limitations: +----------------------------- + +units.ruleset: + + Unused entries: + + - uk_gold + + Restrictions: + + - At least one unit with role "FirstBuild" must be available + from the start (i.e., tech_req = "None"). + + - At least one unit with flag "Cities" must be available from + the start (i.e., tech_req = "None"). + + - There must be units for these roles: + - "Explorer" + - "FerryBoat" + - "Hut" + - "Barbarian" + - "BarbarianLeader" + - "BarbarianBuild" + - "BarbarianBoat" (move_type must be "Sea") + - "BarbarianSea" + + - Every unit with flag "Cities" must have also flag "Settlers". + + Limitations: + + - These unit flag combinations won't work: + - "Diplomat" and "Caravan" + +buildings.ruleset: + + Unused entries: + + - bldg_req + - terr_gate + - spec_gate + - equiv_range + - equiv_repl + - effect + +nations.ruleset: + + Unused entries: + + - attack + - expand + - civilized + - advisors + - tech_goals + - wonder + - government (?) ---------------------------------------------------------------------- Implementation details: