Re: "Standard LongTurn ruleset"
Posted: Thu Jun 08, 2017 3:08 pm
Actually, I'm asking for the exact files that Andreas is using to set up LongTurn games here. If they are not online somewhere, put here in attachment?
Freeciv - because civilization should be free!
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Corbeau wrote:Actually, I'm asking for the exact files that Andreas is using to set up LongTurn games here. If they are not online somewhere, put here in attachment?
At least it's documented as one of the remaining Great Wonders, so book has not simply forgotten it. It also behaves a bit differently from classic ruleset CfC.Corbeau wrote:Just curious, why is Cure for Cancer a Great Wonder? It makes sense for Manhattan and UN, but CfC? An oversight?
As for the remaining great wonders:
- Cure For Cancer: Costs 400 (was 600), and makes two citizens happy
in every city owned by _any_ player who knows "Genetic Engineering".
No.Corbeau wrote:Can other people's caravans contribute to construction?
Corbeau wrote: 4. Tech exchange seems to be a big issue in LT. With a lot more emphasis on diplomacy and alliances, this is a very big potential party-pooper. I don't like how this issue has been addressed so far and I'll propose my solution. First, the problems with two extreme options:
a) No tech trade.This is a problem because, once a nation lags behind, it is very difficult to catch up. TechLeak helps only a little bit; a smaller nation will remain backward forever simply because it can't get enough bulbs, period. So, basically, the game is decided too early, there is no real cooperation and the only viable strategy becomes getting as many cities as possible with no space for variety.
Most LT games recently had this setting which I believe is a pity because it removed an important component of the game and made cooperation between players at a very basic level.
b) Tech trade allowed. A huge problem with this is that te game basically becomes a popularity contest. Whoever gets the biggest alliance, wins. Also, a nation that joins this alliance will get all the techs without even trying, while someone who decided he's like to play alone will become hopelessly backward. So, the only way to win is to group up and become a part of a herd.
When traderoutes were originally disabled from various multiplayer game types, there was not much possibilities to mod trade rules. Since then there's many trade rules moddability improvements made to the freeciv engine. It would indeed be good time to check if suitable rules for longturn are now possible.pungtryne wrote:Though it could be discussed wheter trade routes should be possible with players you are at war with.