#1 18.06.2018 12:03:12

wieder
Administrator
Posts: 1,413

The winning conditions and the ruleset for LT44

Here is the ruleset:

https://github.com/longturn/games/commits/master/LT44

Winning conditions, several possibilities to win or end the game:

Team victory. The winners need to announce the victory on the forum and if no one alive objects in 5 days the game will end. That's 5*24h. Player with a delegation can object. 

The game can also be ended by announcing a in-game score based victory. In this case the players are ranked with the in-game score. There are full 7 days to object this and the game admin needs to approve the score based ending of the game. This kind of ending is unusual and the approving is there just to make sure it's not somehow accidental or something like that. Common sense will be used and the game will not be artificially extended by disapproving this. If needed the game admin will /take nations for getting the score. Preferably someone from both teams would publish the scores.

Space race victory will end the game and the players will be ranked with the in-game score. In addition to this the team launching and getting the space ship to the distant planet acquires the space race victory. This emulates a situation where the people left on the old world have a ranking and the players on the new shiny planet are winners of the space race. Please post the scores on the forum or the admin may need to /take nations in order to do that.

The game will end if only one team is alive.

If everyone alive is surrendering or announcing to quit playing the game will be ended. Idling for more than 3 turns equals to that.

If someone doesn't play in T0 the nation of that player may be given or delegated away. If idle more than 3 turns the same may happen. Common sense will be used.

Since this is a team game, any team member may be delegated to another team member if someone is idler (not online) for full turn. That means actual turn, not 23 hours. In this case ask for admin to delegate. It's also possible that the admins is not there to delegate so there is a risk involved. In order to avoid situations like that one, check the next rule.

All players can have a delegation set up for all the time. If someone goes idle, the pre-defined delegated player can take over.

One player should only control one nation + one delegated nation at once. However with the permission of the admin one player can control more nations for a short time. Short time is less than a week. If this is exceeded there must a a really really really good reason for that and the admin will decide if the reason is good enough. It should really be a good one.

One player can have two pre-defined delegations set up. Having the delegations set up is not the same as using them.

You can only delegate for players in the same team. For delegating players outside your team (other longturn.org users) check from admin that this is ok. You can't delegate to the other team and players from the other team should never /take players from the enemy team even if the server would allow you to do that. It shouldn't be possible without an error.

There may be administrative actions if a player plays against his/her team or tries to do similar stuff. In this case the account of this player may be disabled and/or the nation of that player may be given away. It's even possible (while unlikely) to remove a player from a team. Let's play fair game, have fun and this is not necessary smile

The game admin will interpret the rules of there is a problem. If there is trouble interpreting the rules we will ask that on the forum/discord/in-game chat.

If there is a game breaking bug the ruleset can be fixed. If it's just an annoyance or like a really powerful but cheap unit, a change is not made. Again, common sense. This is not done without something really serious happening. The game help can be fixed while the game is running but it may not be updated to the actual game since it requires a restart.

Unfortunately ruleset summary is still missing but the in-game help is a pretty good one. Still trying to figure out this one. You can also ask me and the others here, on irc or on discord about the game.

Good luck with LT44 and have fun!

Last edited by wieder (18.06.2018 15:17:30)

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#2 18.06.2018 13:49:45

fran
Player
Posts: 99

Re: The winning conditions and the ruleset for LT44

wieder wrote:

One player should only control one nation + one delegated nation at once.
[...]
One player can have two pre-defined delegations set up. Having the delegations set up is not the same as using them.

I guess you mean "every player", not "one player".

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#3 18.06.2018 14:42:29

Corbeau
Player
Posts: 642

Re: The winning conditions and the ruleset for LT44

The meaning is the same.

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#4 18.06.2018 17:05:04

Corbeau
Player
Posts: 642

Re: The winning conditions and the ruleset for LT44

wieder wrote:

One player can have two pre-defined delegations set up.

Can you clarify how this is going to be handled? By admin, right? How do we pre-define delegation?

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#5 18.06.2018 17:57:34

wieder
Administrator
Posts: 1,413

Re: The winning conditions and the ruleset for LT44

You can set delegations for every player in the team. Example:

There are players A, B and C. Players B and C can both delegate to player A. Player A can delegate to player B. This way player A can play for B or C if one of them goes idle. The delegations are pre-defined in a sense that they are set before there is real need for having a delegation.

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#6 18.06.2018 22:43:23

Corbeau
Player
Posts: 642

Re: The winning conditions and the ruleset for LT44

Oh, so that sentence means that a player can have two pre-defined delegations set TO him, not that HE can delegate TO two players?

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#7 19.06.2018 14:18:31

wieder
Administrator
Posts: 1,413

Re: The winning conditions and the ruleset for LT44

Yes. 2 set to one player. 2 even if there is no immediate need fro those.

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#8 02.07.2018 15:22:46

Wahazar
Player
Posts: 36

Re: The winning conditions and the ruleset for LT44

I noticed, that it is not possible to establish trade routes.
It is understandable, that default settings (IN 100% INIC 200%) would give high money boost, especially in case of team game, but there is pity that whole part of the game was wiped out.
Since there is probably one large continent and some scattered tiny islands, income from INIC would be not overpowered and some interesting strategies would arise, including naval battles for sake of control overseas colonies etc.

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