Search found 165 matches

by Ignatus
Tue Jun 25, 2019 5:44 pm
Forum: Wishlist
Topic: Ruler-based requirements
Replies: 0
Views: 17

Ruler-based requirements

The idea is simple - make a "RulerName" requirements possible for player-dependent effects (like, in some ruleset Russians have higher vetranship chances and trade bonuses at monarchy with Peter I and bigger diplomate action chances at federation with Vladimir Putin). This requires almost ...
by Ignatus
Tue Jun 25, 2019 5:26 pm
Forum: Longturn
Topic: The signups for LT49 are open
Replies: 3
Views: 38

Re: The signups for LT49 are open

It will be 2.5 game? Is it planned to test 2.6 gaming any soon?
by Ignatus
Sun Jun 23, 2019 8:46 pm
Forum: Rulesets and modpacks
Topic: [SOLVED] Different starting settings: government and palace
Replies: 7
Views: 152

Re: [SOLVED] Different starting settings: government and palace

By the way, if set sarting government to revolutionary, the players will be able to select preferred government (from available with basic advances) at game start. Also, if you delete the government from nation set, the game will set by default compatibility.default_government from nations.ruleset.
by Ignatus
Sat Jun 22, 2019 9:50 pm
Forum: Wishlist
Topic: Unhardcode space program (palace as side-effect)
Replies: 2
Views: 50

Re: Unhardcode space program (palace as side-effect)

I'm sorry, but this sound awfully complicated and I'm not sure if it would add much (or anything) to the game. You are discussing the final step of a very long voyage where I believe the voyage itself is much more interesting and rewarding than this final step. if this was implemented in the offici...
by Ignatus
Sat Jun 22, 2019 9:42 am
Forum: Wishlist
Topic: Unhardcode space program (palace as side-effect)
Replies: 2
Views: 50

Unhardcode space program (palace as side-effect)

Among the ideas of imitating Civ>=3 gameplay: these games have different space program conditions, e.g. Civ3 has 10 SS parts to build one of each type and the game is won as soon as you just launch full assembly (you need a lot of rare resources to do so). Other games have Mars colonization that nee...
by Ignatus
Fri Jun 21, 2019 2:40 pm
Forum: Wishlist
Topic: Policy: Mobilization
Replies: 1
Views: 58

Re: Policy: Mobilization

This seems to be even doable with existing policies mechanism. Maybe worth including into the game. Just to put some limit on the advantage we must make the policy unchangeable back until peace treaty is signed, as it is in Civ3. This is not yet realized (and very harsh in fact since late Freeciv ga...
by Ignatus
Fri Jun 21, 2019 6:43 am
Forum: Rulesets and modpacks
Topic: [SOLVED] Different starting settings: government and palace
Replies: 7
Views: 152

Re: Q: Different starting settings: government and palace

The ruleset-specific initial buildings are listed in game.ruleset in options.global_init_buildings (can not contain great wonders). If a building in that list has active savepalace flag, then it appears whenever a civ gets a city after it had none, otherwise only in the first civ's city.
by Ignatus
Wed Jun 19, 2019 6:42 pm
Forum: Wishlist
Topic: Advanced "present" field of requirements
Replies: 0
Views: 31

Advanced "present" field of requirements

The idea is to make requirement mechanism more flexible without changing much. In 2.6 "present" field can be only TRUE (default: there is one in the range that conforms to the requirement) or FALSE (there is none in the range). I suggest allowing some other values: ⋅ "all&qu...
by Ignatus
Wed Jun 19, 2019 2:39 pm
Forum: Rulesets and modpacks
Topic: "Simulation" ruleset, v2.x - WORK IN PROGRESS
Replies: 8
Views: 1611

Re: "Simulation" ruleset, v2.0 (was: "Corbeau's Ruleset) - WORK IN PROGRESS

AFAIK they are on (for foreign trade, 2 routes/city). Inner trade, for some reason, is not popular in multiplayer.
by Ignatus
Wed Jun 19, 2019 2:36 pm
Forum: Gameplay
Topic: Game strategies: peaceful vs. aggressive and getting (un)lucky with your neighbours
Replies: 3
Views: 64

Re: Game strategies: peaceful vs. aggressive and getting (un)lucky with your neighbours

It's a general problem of strategy games without full information - there are several strategies that cyclically have advantage over each other (typically, zergrash>development>defence>zergrash), each one may be played better or worse but selecting the right one is crucial and it is mostly just rock...