The ruleset will be based on LT53 with the following changes so far:
* Diplomacy disabled
* Rapture delay 0: put lux, grow next turn
* Spacevictory disabled
* Airlift only allowed to one's own cities, not to allies cities
* No bribing cities, bribe cost for 1 city should be like 300k
Rule changes from LT53
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If you know how, please use this thread on Github to comment on the rules.
- vic123
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Hi, I did not be inside for a long time, cannot easily remind how to provide more testing dimensions.
Using your thread for a `possible` bug report that may be nothing in common with the server you've included into the branch because used Win distribution for testing of the rule-set.
Did anybody see the same - after building of the city over the plains during Despotosm there are following results:
Plains -> 2F/1P/1T (Help: 1/1/0)
Plains Pheasant -> 2F/2P/1T (Help: 3/1/0)
Plains Silk -> 3F/1P/1T (Help: 1/1/3)
I mean nonconformity of Pheasant / Silk definitions.
Regards.
P.S. With long preamble just want to say that I'm sorry, I did not test it from forward, behind and all other sides, but noticed such behavior
Using your thread for a `possible` bug report that may be nothing in common with the server you've included into the branch because used Win distribution for testing of the rule-set.
Did anybody see the same - after building of the city over the plains during Despotosm there are following results:
Plains -> 2F/1P/1T (Help: 1/1/0)
Plains Pheasant -> 2F/2P/1T (Help: 3/1/0)
Plains Silk -> 3F/1P/1T (Help: 1/1/3)
I mean nonconformity of Pheasant / Silk definitions.
Regards.
P.S. With long preamble just want to say that I'm sorry, I did not test it from forward, behind and all other sides, but noticed such behavior
Last edited by vic123 on Mon Jan 11, 2021 4:12 am, edited 1 time in total.
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Hi vic123,
City center tiles gain various bonuses, including extra food and production. This is why plains become 2/2/1 when under a city. This is normal game mechanics.
Pheasant and silk on plains act like buffalo and wheat, respectively (or maybe I mixed them, I'm never sure). This is a specificity of the Warciv ruleset and the in-game help might understand it wrong. The information you get with the middle mouse button are correct.
Explorers have 2 vision for the first few turns to let you explore your island quickly, but lose it afterwards because they would be too powerful otherwise. This is again specific to Warciv.
Cheers,
Louis
City center tiles gain various bonuses, including extra food and production. This is why plains become 2/2/1 when under a city. This is normal game mechanics.
Pheasant and silk on plains act like buffalo and wheat, respectively (or maybe I mixed them, I'm never sure). This is a specificity of the Warciv ruleset and the in-game help might understand it wrong. The information you get with the middle mouse button are correct.
Explorers have 2 vision for the first few turns to let you explore your island quickly, but lose it afterwards because they would be too powerful otherwise. This is again specific to Warciv.
Cheers,
Louis
- stee
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Rule Change WC LT59 T77
7 out of 10 active players (Stee, Shoigu, miguelmorales85, Chill, el_perdedor, skier, David Ben Gurion) have voted for the following rule change in turn 77:
dipl_stealchance increased to 60 and tech steal on city capture.
The change will be retroactively effective from turn 72 and technology that should have been acquired from city capture from this turn can be requested from the game Admin.
7 out of 10 active players (Stee, Shoigu, miguelmorales85, Chill, el_perdedor, skier, David Ben Gurion) have voted for the following rule change in turn 77:
dipl_stealchance increased to 60 and tech steal on city capture.
The change will be retroactively effective from turn 72 and technology that should have been acquired from city capture from this turn can be requested from the game Admin.
Last edited by stee on Tue Apr 06, 2021 7:00 pm, edited 1 time in total.
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