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Rise of legends units
Rise of legends units






rise of legends units

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. Press one of the following keys during game play during a quick battle or campaign after the /cheat keys on code is enabled to activate the corresponding cheat function.A huge amount of scratches, howls, and bell rings that were supposed to be UI sounds. Add units by pressing Enter then typing "/cheat add." The following units can be added by entering the codes below:








Rise of legends units