Hi Lion of Juda, there are five new rulevars to control a few new features. Mostly, they are used to keep the previous versions of the game intact. The main exception is rulevar(918), which can be used to keep track of changes in a masterfile and refactor games made with the previous version of the masterfile.
RuleVar(913) = "Amphibious assault attack modifier for attackers (<1 = penalty, 1 = no effect, > 1 = bonus)"
This can be set as a global value for all SFTypes. There is also data value that can be set for each SFType.
RuleVar(914) = "Allows players to select regime settings in random games (0 = no, 1 = yes)"
This is a flag to use the new select regime settings for random games. New so that it is possible to still do the old way.
RuleVar(918) = "EXPERT USE *** Used to create master to refactor existing game/scenario after masterfile has been reorganized (0 = no, 1 = yes)"
You can set this as a means to keep track of changes in the masterfile as you move items up & down etc. It sets a data element that is displayed call OrigIndex, i.e., where the item was before it is moved. You can then load this file, with rulevar(918)=1 into a game made with the original masterfile, and it will refactor the game into the new masterfile, i.e., it will map the original data items into the new ones. Basically, it is the same masterfile, but reorganized.
You cannot use a masterfile with rulevar(918)=1 for generating random games.
Also, **** WARNING **** setting rulevar(918) = 0 will reset the OrigIndex value to the current index, and original locations will be lost, and the file can't be used to refactor a game.
Use this feature with caution and make backups of your work and it is still "experimental". I have tested it a few times.
RuleVar(919) = "Extend climate system for random games to full North-South world (0 = no, 1 = yes)"
Flag to use extended climate system for random games. Otherwise use the old system
RuleVar(920) = "Stringlist to define random peoples and regimes"
Added to add more flexibility with random games. The rulevar is the StringList ID and is used if > 0. This StrinLlist takes the place of the rulevars. The StringList has four columns: 0 = People, 1=Stringlist ID for officer algorithm, 2= Extragraphic, 3=Stringlist ID for regime names. The number of rows defines the number of possible peoples and can be greater than what can be done currently in a NewDawn. You would still need to provide the Extra graphics, which is why it isn't used in RisingDawn. I am using it in FourSeasons, if I can get it finished.