Quick list of LT40 ruleset changes

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wieder
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Quick list of LT40 ruleset changes

Post by wieder »

Here is the link to the ruleset changes on GIT. It's human readable.

https://github.com/longturn/games/commits/master/LT40



Not everything is listed here, just the more important stuff. This includes LT36, LT37, LT38 and LT40 changes. The base LT changed made for civ2civ3 are not listed. Mostly cost, 3x moves and small wonder related. This is to give idea about what kind of game to expect. May include some errors but you get the idea.


- revolution takes 1 turn
- chance to receive techs is 50%
- no conventional tech trading, stealing / trading with diplomats and spies
- only marines can attack from ships
- nationalism as new government. kind of updated tribalism but with trade bonus and with max 50% tax/lux/sci rates. no incite/bribe
- nationalism has upkeep of 3 gold for units
- can build cities on mountains
- gov specific early units
- despotism: knights
- republic: caravel
- federation: marines
- nationalism: fighters and armor
- monarchy: spy
- communism: destroyer
- democracy: helicopter
- space ship parts less expensive
- cannons have 3 moves, artillery 4
- partisans cost 40, cost 1 population, no home city
- migrants cost 15
- immigrants (cost 30) obsolete migrants with railroad
- colonists (cost 50) obsolete settlers with railroad
- fanatics and crusaders can't be bribed
- partisans can be added to a city
- submarines can move diplomats, spies and explorers
- new empire sizes and +1 unhappy for each additional city
- magellan's give +2 moves + 10% promotion chance bonus
- triremes have 7 moves
- nuclear power gives +1 move to sea units
- fusion power gives +3 moves to sea units
- granary sizes: granary_food_ini = 16, 18, 20, 22, 24, 30, 40, 50
- new building resource agency increases city work area to 4 tiles away
- cities get 50% defense bonus at size 9 + double free units : *** EDIT *** You get the bonus at size 9. Not at size 8!
- cities get another 50% defense bonus at size 20
- city trading is DISABLED *EDIT*
- no unlimited flights to destination city
- House of Peasants small wonder with trade to increase city working area in early game
- electricity gives cities more vision
- lighthouse gives more vision to a city, gives +3 moves for triremes, makes new triremes veteran
- malbork castle small wonder gives city 3 entertainers output + 1 lux
- flagship frigate. Unique unit, can have only one of this kind. more expensive and powerful
- underground tunnels small wonder 100% defense against all attacking units
- harbor gives +1 food and harbor improvement with electricity another +1 food
- drafted musketeers, cost 20 take 1 population
- drafted riflemen, cost 25, cost one population
- spy costs 80, has 7 moves
- warriors obsoleted by pikemen
- science cost 120%
- freight defense 2, HP 20
- settlers can't be added to a city
- start units: 5 settlers, 6 workers, 2 explorers
- new missile unit similar to those in the 50's
- added anti-aircraft riflemen, very expensive but good at defending against air attacks
- only Battleship and Carrier can move nukes
- Nuclear Defense System small wonder with flight, 95% defense chance
- barracks can produce veteran siege units
- siege units have adjusted attack values for the veteran levels
- catapult attack 4, catapult gets double firepower when attacking cities
- cannon attack 6, gets double firepower when attacking cities
- King Richard's no longer reduces unit costs
- everyone gets techs once n number of players have it
- Battleships can't become veterans, do not slow down when damaged
- cruise missiles get bonus when attacking battleships or carriers
- missiles have virtually no vision, need to get vision from some other unit
- fighters can stay on air for one turn change
- bombers can carry missiles
- workers, migrants, colonists and settlers can pillage improvements
- amphitheater upkeep 1
- atlantic telegraph company small wonder cost 120, gives embassy with everyone
- gold transfer tax 10%
- cruise missiles have 15 moves
- added anti aircraft missile able to attack air units
- can't bribe air units, except helicopters
- pyramids cost 160
- added trade bonus for fundamentalism
- removed mausoleum of mausolos
- removed statue of zeus
- monarchy has less production wasted compared to republic
- coastal defense available with gunpowder
- barracks I cost 60, barrack II 45 and barrack II 30
- fanatics available with conscription, cost no population can only be built with fundamentalism
- sun tsu cost 150, gives another v level with barracks
- fortress gives better vision
- mountains give better vision
- great library gives +10 sci to the city
- isaac newton gives 12 sci to the city
- coastal defenses are visible to outside the city
- airport is visible to outside the city
- partisans no longer appear when cities are conquered
- veteran_move_bonus = 0, 3, 6, 9, 12, 15, 18, 21, 24, 27 (divide with 9 to get the actual moves)
- veteran_raise_chance = 50, 45, 40, 35, 30, 25, 20, 15, 10, 0
- battleships cost 280
- submarine costs 40, has 12 moves
- nuclear missile costs 300
- mass transit costs 50
- better vision for advanced mounted units
- better vision for caravel
- workers are capturable
- Leonardo upgrades 2 units / turn but takes away one veteran level for each upgraded unit
- magellan's costs 200
- palace and 2nd palace give 4 less unhappy from military units
- no trade with caravans
- under despotism, 20 units can bring martial law
- no tech upkeep
- better veteran bonus system for diplomats and spies
- crusaders can only be build with fundamentalism
- tribalism has 4 free units
- +5% science bonus for federation
- isaac newton costs 400
- amphitheatre costs 50
- no inciting cities for fundamentalism
- +1 food to hill/desert cities
- no pollution on ocean
- courthouse cost 45
- 2nd palace administrative center, cost 150
- Michelangelo costs 600
- added fusion units: fighter, armor, bomber and battleship
Last edited by wieder on Wed Dec 06, 2017 4:31 pm, edited 1 time in total.
Corbeau
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Post by Corbeau »

I replied on Freeciv.org to create traffic and make people aware of stuff ;)
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fran
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Post by fran »

wieder wrote:
- everyone gets techs once n number of players have it

Is this a replacement for old tech leakage or is it cumulative with tech leakage?

- workers are capturable

Siege units are still also capturable?
wieder
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Post by wieder »

Getting the techs is addition to tech leakage but it only takes place when enough players have a tech. This will also result with some unexpected events like getting techs you may not want. But then again, rarely in the history the leaders have been able to tell what kind of tech the people have if almost the entire world knows that stuff :)

All siege units except the howitzer are capturable.
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fran
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Post by fran »

It's easy to neutralize the empire size restriction if
-- alliance is enabled
-- city trading is enabled
(-- there is not enough room for all players to reach the empire size limit)
because stronger allies can simply feed weaker allies with cities.

So either alliance or city trading should be disabled.
OTOH, with revolen just 1 turn, formal allies always can
go on war to "conquer" cities from each other, and informal ones can do
that anyway, so city trading isn't the big difference.

What would really make a difference is disabling city trading
AND setting revolen to a high value that hurts.
That should effectively prevent alliances that are republic
or democracy from circumventing the empire size restriction.

For other govs another restriction would be needed, like
a waittime for re-allying after going to war. But there is no
such setting now.

Anyway, why was revolen set to 1?

First I was in favour with disabling alliance, it doesn't fit the
one winner only approach anyway, but first that is not effective
with revolen 1 and second alliances should be possible to defend
against the "strongest player", from a balanced game viewpoint.

But perhaps it shouldn't be regarded a problem at all.
I guess with the one winner approach it will be more
more complicated from a psychological perspective to "live" as allies.
It's probably strenghthening a vassal mentality, where you just
obey him who gives/gave you cities.
Last edited by fran on Sat Nov 11, 2017 8:50 am, edited 1 time in total.
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cgalik
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Post by cgalik »

Great list. Thanks for the work on it!

I too think the Revolution time should not be set to 1. I think 2 or even 3 is better. It opens you up to attack on your captial when in anarchy but set to 1, you just do it right before TC and it is almost at zero.
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cgalik
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Post by cgalik »

City trading has also been exploited in games past. Like giving nation city that can't be invited, just to trade it back right before TC. So I like that it has been disabled in recent games. Even though it leaves some random cities in non-optimal nation's hands.
L
Or if city trading is enabled, would be nice to have a penalty. Like X% chance to lose buildings like when conquering. And or a popluation point. Not sure if that can be done though.
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cgalik
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Post by cgalik »

Oh and I think the Spy is too powerful to give to Monarchy.
wieder
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Post by wieder »

Monarchy will be able to build spies just a step before the others. The required tech is communism. Most of the early units happen just a step before they would normally become available. And the early units are slightly worse than the proper ones. The early spy is able to do all the nice things but has only 5 moves.

Yeah, not really sure about city trading... Will need to think about that really.

The revolution time at 1 is also an experiment. In the past the players have rarely been able to really benefit from attacking someone while in anarchy. Few times maybe, yes. Instead this is now an attempt to make it much more rewarding to switch governments. You could also more likely use the early techs if switching govs is easy enough. However this is one more experiment and it might not work just like many of the changes we have for LT40. We now have almost all of the implementable features suggested in the past. At least almost all of them I was able to remember or find. Lots of stuff. Hopefully most of that works and none is too weird or break the game.

Would be nice to have penalty for city trading. Probably not possible. That could be added to the wish list and maybe one day... :)

Oh, about anarchy. For me the biggest issue with it has been losing production and gold. Problems with inciting or with losing the capital have usually been a small risk in the late game. Not sure how this has been for all of the players.

Maybe city trading will be off after all. Nice feature but too powerful. Does anyone has a good reason why it should stay? Except that it's really fun :)
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