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Rise of Nations' rules.ini file contains the same string with a value of 500.Īdditional trade value of each merchant district in a cityĮvery district in a City increases the income of every Caravan coursing between that City and another site. "village" might be an old name for Sites or Neutral Cities. The retail game doesn't give any plunder resources from capturing Cities. Presumably a Rise of Nations-like city plunder mechanic. Unknown mechanic related with Guild Districts. Resources per Guild District (Timonium, Wealth, Research) Research points cannot be gained from Ruins in the final game. Some leftovers related to the Ruins mechanic. Speed (use only on own machine for testing - BR)įraction of normal mana recovery (Must be 1/1 except on your own machine for testing or demo for main line game adjust times individually - BR)įraction of normal storm time (Please don't use except on own machine for testing, or for demos - BR)įractional rate (master control for unit turn speed)īase resources (Timonium, Wealth, Research) Times base cost (Please don't use except on your own machine for testing for main line game adjust times individually - BR)įraction of base production time (Must be 1/1 except on your own machine for testing for main line game adjust times individually - BR)įractional time ramp (Must be 1/1 except on your own machine for testing for main line game adjust times individually - BR)įraction of base speed (Must be 1 except on your own machine for testing for main line game adjust times individually - BR)įractional speed (Please don't use except on your own machine for testing for main line game adjust times individually - BR) Multipliers for various aspects of the game, intended for testing purposes. If gem income is -1, you lose this much income from Timonium and wealth "Hamlet" is probably an early name for Site. While Vinci can buy/sell resources in Calculator, it's only at constant prices.Īmount of wealth income you get from villages (per Small City upgrade)ĭisabled ability for Towns to generate Wealth. Lowest sell price the market likes to stay near, even when everyone is selling like gangbustersĪ rule related to a scrapped buy/sell feature in Market. The final game has no completion bonus for Mines (which are called "gathersite" here). Wether or not a bonus is given for a gathersite being built Īnother mechanic from Rise of Nations which was scrapped. Note that Wealth is absent from the above value list. Presumably a taxation feature similar to the one in Rise of Nations. The amount of income you get per good for each percent of your territory that is stripped Players are not allowed to gather anything from mountains during standard gameplay. The fact that "city radius" and "district" are together here suggests this is a leftover from earlier in development, when the game was closer to its predecessor. Resources for gatherers in city radius (by guild district)0 Probably intended for generating Timonium by Mines.Īllows Cities to generate resources by themselves. Unused/hidden features, mechanics, and rules. Most of them are just switched off by having a value of 0. There are some unused features of various game aspects hidden in rules.xml. A huge amount of scratches, howls, and bell rings that were supposed to be UI sounds.