#1 LT38 » Does anyone know if it would be possible to make coastals visible? » 22.04.2017 12:20:55

Replies: 1

Would make sense if the attacker could see those. Maybe something similar to the small wonders. You could see the coastal with a middle click.

#2 LT38 » The original ruleset has coastal defenses with gunpowder » 21.04.2017 16:59:58

Replies: 0

This was proposed at an earlier time and might make sense from gameplay point of view. At least if gunpowder is made even more expensive as planned.

Also, since there was air defense before missiles, it might make sense to create some kind of anti-aircraft unit for defending the cities before SAM batteries. Maybe a unit that gets defense bonus against aircrafts, like AEGIS cruiser, but would also have a higher cost compared to normal city defending unit.

#3 Re: LT38 » Cities getting a defense bonus with size 8 or 9? » 19.04.2017 07:34:39

Looks like part of the ruleset. But I wouldn't change that because fortifying inside cities is not possible and I doubt if that could be made possible with a ruleset. It's to compensate the lack of fortification inside cities.

#4 Re: LT38 » Cities getting a defense bonus with size 8 or 9? » 18.04.2017 14:06:14

The base defense is 50%. With size 9 a city would end up with another 50%. For that the city size 2 should have a defense factor of 1.0625, size 3 also 1.0625, etc... It might be difficult for people to calculate and understanding the exact defense values for each city size. Also, I'm not sure about how well Freeciv manages the calculations with that kind of numbers. We might need to use rounded nuumbers to make the number exact % values.

#5 Re: LT38 » The signups for LT38 are now open » 18.04.2017 13:53:43

Confirming three days after signing up was a GT feature and was never used on LT. Here we will open the confirmations about two weeks before the game starts.

#6 Re: LT38 » Cities getting a defense bonus with size 8 or 9? » 17.04.2017 19:05:04

You would also need to decide and calculate the correct defense values for each size.

#7 Re: LT37 » May he that wants to stop playing delegate permanently? » 16.04.2017 18:15:20

Well yeah, the basic idea of a delegation is to allow the game to continue while someone is away or can't play for some other reason. In the past this has worked reasonably well even for situations where someone simply feels like the game is not fun to play but decides to return after some time.

A delegation should last for at least two turn changes but this is not an absolute requirement. You can delegate right after the tc and let someone else do the moves and then return after the next tc. However two different players are not allowed to control the same nation at the same turn. The players should use common sense for doing this.

We don't have really that great penalties for breaking the rules. We can give a warning and perhaps even suspend an account for a while. Suggestions are welcome but they should be easy to implement.

A delegation may last for a week or two but for a longer time we would need a really good explanation. Common sense. It's very hard to decide exact limitations. You are welcome to propose solutions for different situations.

Might actually make sense for a two team game to have less strict rules for delegations. For example letting someone to get a delegation of an idler even at T0 (T0 is extended turn) for the time of finding a replacement player. But this should be decided in advance.

#8 Re: LT38 » Cities getting a defense bonus with size 8 or 9? » 16.04.2017 17:49:28

Yes. Additional 50%. The cities will always give 50% bonus similar to fortification bonus. Units fortified inside cities will not get any additional bonus.

Interesting idea about getting more defense for each city size. The problem with that is that each size would need the defense bonus defined on he ruleset and adding lots of those would mean lots of work. Maybe not too much but still some. Might be enough if sizes 5, 9, 14 and 17 would get the bonus so that size 17 would have effectively the same defense bonus it would get with 50% + 50% + 50% values. Those should be carefully calculated since the defense bonus is a multiplier.

Maybe something we could try on an experimental game first? Too many changes complicate everything and we may risk an unbalanced game.

#9 Re: LT38 » Delegation in team game » 16.04.2017 17:38:59

You can delegate if you can't or don't want to play for short periods of time. A week or two has been ok but if you have a very good reason, you can delegate for a longer period of time. However delegations shouldn't be used just so that an experienced player could perform some certain tasks like attacks.

If someone delegates permanently, the delegated nation may be given to another player. However this is not usually done instantly. People may say something when something unexpected happens. This is why it's usually a good idea to wait for at least few turns before doing something.

I won't be playing LT38 but I will admin the game. Most likely will not be playing, that is.

I will return for LT39 smile

#10 LT38 » Cities getting a defense bonus with size 8 or 9? » 16.04.2017 14:27:14

Replies: 8

Opinions? The cites now get a 50% defense bonus when they reach size 8.

What would you say if the cities would get a defense bonus with size 9 instead of size 8? This would definitely encourage building bigger cities. It was also proposed, some time ago, that cites would also get another defense bonus at size 16 but if this was size 17, it would also encourage building bigger cities.

Then again we could change this only for LT39.

This would be a major change since the current ruleset encourages stopping the growth at size 8 and getting the defense bonus a size 9 would benefit those who want to build city improvements.

#11 Re: LT38 » The signups for LT38 are now open » 15.04.2017 14:45:05

Also, please join one of the teams. You can always change the team a later time. The teams will be "locked" only few days before the game starts.

#12 LT38 » Reply here to join Team Red » 14.04.2017 10:43:44

Replies: 1

You can also tell if you want to play with some other player or if you want to play against someone else.

Players signed up and confirmed but not singed for any team will be placed on a team by admin decision.

The can also be balanced based on player comments but the admin(s) will make the final decision.

#13 LT38 » Reply here to join Team Blue » 14.04.2017 10:42:54

Replies: 1

You can also tell if you want to play with some other player or if you want to play against someone else.

Players signed up and confirmed but not singed for any team will be placed on a team by admin decision.

The can also be balanced based on player comments but the admin(s) will make the final decision.

#14 LT38 » The signups for LT38 are now open » 14.04.2017 10:25:46

Replies: 3

A two team game. Continents, science box 100, no pooled research. team members not placed next to each other.

There will be two more threads for joining the teams. Players can join Team Blue or Team Red. If the admins see the teams completely unbalanced, players can be moved from team to team. For this you should tell if there are players you would like to play with. Or players you want to play against.

Team names can be changed before the start.

The game can end in a tie, one team claiming victory and the other not objecting, one team completely destroyed or with a space race victory making the launcher's team winners.
More detailed info later.

The ruleset is based on LT37 but with some adjustments. The propositions are listed here and the changes will be finalized before the start.

Start date will be around mid or late May.

#15 Re: LT37 » May he that wants to stop playing delegate permanently? » 13.04.2017 22:05:11

It's forbidden to play one game with several accounts and it's also forbidden to have a delegation of several nations. Only one nation can be delegated to on player.

#16 Re: LT37 » May he that wants to stop playing delegate permanently? » 13.04.2017 12:29:59

Also, controlling more than 2 nations at the same time is forbidden.

#17 Re: LT37 » May he that wants to stop playing delegate permanently? » 13.04.2017 12:28:58

Someone may be unable to play because he or she doesn't want to play anymore. Now this may be permanent or temporary. In most cases stuff like this has been temporary and delegation is the way to go.

To permanently stop playing someone should really make it cleat that this is the case.

#18 Re: LT37 » May he that wants to stop playing delegate permanently? » 13.04.2017 11:35:22

There is a difference between not wanting to play anymore and not playing anymore.

Corbeau asked for AI setup and that's not possible. He also returned to the game.

In any case Corbeau should confirm that he is not going to play if that is still what he plans to do. After that his nation can be given away or deleted. Meanwhile I see no reason why delegation wouldn't be an option.

However Dorbeau should not delegate if he will continue to play.

#19 Re: LT37 » May he that wants to stop playing delegate permanently? » 13.04.2017 11:08:40

In this case I will consult akfaew about this.

Players can keep playing or not keep playing. Replacing idlers has been done on the past just like replacing those who have stopped playing.

There are very few limitations about delegating nations.

#20 Re: LT37 » May he that wants to stop playing delegate permanently? » 13.04.2017 10:22:18

Now we need a replacement player for Corbeau if he really is not playing.

Delegating while searching for a replacement player is not forbidden. Anyone not playing and interested in replacing Corbeau and playng for his nation should reply here. I will talk with akfaew about the replacement process.

In any case we also need a confirmation from Corbeau that he is not going to play the game. He has logged on since posting that.

In any case two players should not control the same account at the same turn and delegations should be more than one turn long. If the delegation continues for too long time (was it 10 turns??) a nation can be given away.

#21 LT37 » The Eastern break will start on Friday: T77 will be extended » 12.04.2017 20:50:45

Replies: 0

It will be extended to last 4 times a normal turn.

You can keep playing the game but the game will advance to the next turn after 4x time has passed.

#22 LT37 » When you quit a game, there is no AI to play the nation » 12.04.2017 18:40:52

Replies: 1

Instead you can do several things if you don't want to play any more.

You can turn the production to defensive units, making the attack more expensive. You can delegate to the enemy of your worst enemy. You can sell all the best buildings making the attack less profitable. Or you can build settlers and shrink the cities. Or something else.

#23 Re: LT38 » New Unit suggestion. » 10.04.2017 08:07:15

Not a bad idea.

Would it be understandable enough if the new and enhanced trireme would use the same graphics as the ancient one? I would prefer to not use ironclad graphics for a new trireme because it may be possible to tweak the ship settings to create a reasonably good and usable ironclad. One way to do that might be decreasing the attack of a frigate to 3 and keeping ironclad's attack at 4.

Or... we could add a 2nd transport unit with identical graphics to the transport. The difference would be that this unit could travel on rivers, would have less moves and could not travel deep ocean.

And for LT37, there is one way to prevent Leonardo from upgrading the triremes. If a trireme is outside a city and on a river tile, Leonardo will not upgrade it because it can't be upgraded on a tile where the upgraded ship can't exist.

#24 Re: LT38 » More possible changes for LT38 » 08.04.2017 16:25:39

In some past games the city walls were upkeep free and also gave 200% defense bonus instead of the current 100% we now have. This was changed because lots of players felt that defense should be more expensive and also defensive playing shouldn't be too easy.

The biggest problem for defensive play is that not too many players really build that many defensive units and have warriors defending most of the cities even in the mid game.

On another thread there are some changes that may help defensive playing by making military operations harder for those who pursue economical growth. The most important planned or proposed changes are the removal of Mausoleum of Mausolos' no incite directive and removing Statue of Zeus from the game. Those wonders are currently too powerful and make republic and democracy too well suited for war. Players who want to fight should, in my opinion, use governments allowing more free troops and less unhappiness from units outside national borders.

Maybe removing the extra food from cities on hills should be done. After all most players requesting that know how important it is to build on good defensive locations while lots of "less experienced" players choose to build on grass because they like the extra food and may not even realize that you get 2 food from hills.

If someone has some ideas about how to improve the game, there is no need to tell the exact changes that should be made. You can instead tell us what should be easier and what should be harder. Of course ideas for specific changes are more than welcome but one of the actual reasons for removing the polls from LT was that it's very hard to see the big picture when changing some specific rule. The role of a game admin is not really to dictate how a game should be designed but instead plan the big picture. For example more defensive game could be implemented with cheaper walls or cheaper defensive units but also by making offensive operations more expensive by changing the number of free units. Then again we could also use a different approach and lower the city limits for early governments. Something like that really prevents too fast expansion. The downside is that we don't have that many governments that would be available only in the mid or late game.

I was toying with an idea of splitting some governments into two versions. For example the ancient democracy is very different from the one lots of countries have today. The easy route for that would be creating "Democracy" and "Modern Democracy" where the original one would have a limit of maybe 16 cities and one more unhappy with every 6 cities. The modern one could have a limit of 32 cities and one more unhappy with every 32 cities. This would change the game and it's not planned for LT38 but if that sounds good and would make the game better, we might implement something like that in the future. The current governments do become available quite early in the game and there is little room left for improvements (=changing to a better government) in the late game.

#25 Re: LT38 » How fast the game should be? » 08.04.2017 09:08:31

I probably didn't quite say it right. It's not for the players to decide if a smaller city will give less production than a bigger one. A small city will have less prod. Also, there will be more unhappiness if you build lots of smaller cities. That's because exceeding the city limits.

If a city is surrounded by forest it can still be reached with mounted units.

You can build a city if you first change the ownership of the tile. This is of course a bit slow but still possible.

Removing the granary effect for small cities would effectively slow down the growth of the cities.

I really fail to understand how decreasing the citymindist would slow down or preventing the enemy from conquering entire nation in just few turns. The problem was that the units can move fast and reach the far away cities very quickly. Now, if the cities will be built even closer to each other, that would just make it works. On average of course.

Another way for doing this would be setting the citymindist to 6while also increasing the city working radius. This would also require increasing the map size.

If the citymindist would be 2, would you also like to see the city working radius decreased to the level we have on the default ruleset with 1x moves?

My feeling is that most people who want to decrease the citymindist want to do it because they want to carefully use every possible tile for getting production. The original ruleset with 1x moves greatly encourages you to do this.

The citymindist is there to limit the options players can have. Pretty much every rule on the ruleset limits the freedom of choice. I can understand that limiting the freedom of choice is not that nice. Ideally a ruleset should feel logical and the restrictions shouldn't feel too restrictive. Citymindist is one of the most debated settings. Citymindist is one more setting for defining how "big" the map is.

Actually... Does anyone remember why granary size of 10, 12, 16, 20, 24, 30, 30, 40 was not implemented or what the actual problem was?

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