Search found 1016 matches

by Corbeau
Fri Sep 13, 2019 7:40 pm
Forum: Community
Topic: [RANT] MP* rulesets are BORING!
Replies: 5
Views: 82

Re: [RANT] MP* rulesets are BORING!

ADHD-impatient-war puppies who only want to rush out killing Ok, what did we say about taking those pills, darling? Now, be a good girl and do what the doctor said. As for "wanting to rush out killing", your inability to see any other activity in Civ apart from mowing the lawn and going o...
by Corbeau
Fri Sep 13, 2019 5:52 pm
Forum: Community
Topic: [RANT] MP* rulesets are BORING!
Replies: 5
Views: 82

Re: [RANT] MP* rulesets are BORING!

I thought I answered it, but let me try to expand a bit. The problem is the (dis)proportion. The ratio of time you need to spend at the beginning and at the end of the game is bigger than 1:100. And the personal part is just a section of this rand. Ok, I am bored, so what, if it’s only me, I can alw...
by Corbeau
Thu Sep 12, 2019 8:16 pm
Forum: Rulesets and modpacks
Topic: [2.6] Augmented ruleset modpack
Replies: 71
Views: 9342

Re: [2.6] Augmented ruleset modpack

louis94 wrote:The fact that cities conquered from the AI would riot until getting down to size 1

I didn't examine every detail, can you tell me how you achieved this?
by Corbeau
Thu Sep 12, 2019 3:31 pm
Forum: Community
Topic: [RANT] MP* rulesets are BORING!
Replies: 5
Views: 82

[RANT] MP* rulesets are BORING!

This is basically a personal rant, but it does contain strong elements of objective analysis. You have been warned. Also, it concerns the class of Longturn games, played online with many players and in a One Turn Per Day setting. I have no problems with this ruleset in single-player mode OR a RTS/sh...
by Corbeau
Thu Sep 12, 2019 1:44 pm
Forum: General discussion
Topic: Discuss, please: Delayed GoTo and Real Turn-Based Game
Replies: 16
Views: 170

Re: Discuss, please: Delayed GoTo and Real Turn-Based Game

Slightly offtopic: solution to city capture lootis actually simple. Don’t tie the sum to the current stateof treasury, but instead tothe yearly budget. Yes, this could mean that a nation may end up in the negative. Allow this for one turn, meaning, delay disbandment for one turn, but demand back pay...
by Corbeau
Tue Sep 10, 2019 10:33 pm
Forum: Longturn
Topic: LT48: Rules, ending, winning and other game settings
Replies: 7
Views: 63

Re: LT48: Rules, ending, winning and other game settings

Well, I can't say I have rock-solid arguments. It seemed like a fair number to set and what I wanted to avoid was a massive global war that would require a player to spend hours every day just to move all his units and conquer half the world to establish his domination. I fear it would be tiresome. ...
by Corbeau
Tue Sep 10, 2019 7:01 pm
Forum: Longturn
Topic: LT48: Rules, ending, winning and other game settings
Replies: 7
Views: 63

Re: LT48: Rules, ending, winning and other game settings

So... for N=16, you get 0.5(1+sqrt(1/n)) = 5/8 or 62.5%. Is this what you were going for?
by Corbeau
Tue Sep 10, 2019 3:36 pm
Forum: Longturn
Topic: LT48: Rules, ending, winning and other game settings
Replies: 7
Views: 63

Re: LT48: Rules, ending, winning and other game settings

Also, I forgot to note: unless there is a serious game miscarriage like it happened in LT42, I will use the ranks from this game for LongTurn League scoring. The details are somewhere on this forum, I'll dig them up later, I'm on mobile now.
by Corbeau
Tue Sep 10, 2019 2:59 pm
Forum: Longturn
Topic: LT48: Rules, ending, winning and other game settings
Replies: 7
Views: 63

Re: LT48: Rules, ending, winning and other game settings

0,5*(1+sqrt(n)) for n=16 is 2.5. Did you mean 1/(0,5*(1+sqrt(n))) (which would be 40%)? But yes, for small(er) number of players this gets slightly out of hand. However, for smaller number of players, it is to be expected that there will be less newbies. Also, this puts some responsibility on non-ne...
by Corbeau
Tue Sep 10, 2019 1:42 pm
Forum: Rulesets and modpacks
Topic: "Simulation" ruleset, v2.x - WORK IN PROGRESS
Replies: 11
Views: 2208

Re: "Simulation" ruleset, v2.x - WORK IN PROGRESS

Last changes: No units with "Killcitizen" flag: population is not decreased when city is attacked Caravans and Freights no longer capturable Max_Trade_Routes = 0 (no trade routes, but one-time bonus COULD be possible, needs to be tested) specialists have no effect in Anarchy Bombers losing...