#1 2020-12-13 13:36:11

louis94
Administrator
Posts: 53

Rule changes from LT53

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

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#2 2020-12-24 00:06:58

louis94
Administrator
Posts: 53

Re: Rule changes from LT53

If you know how, please use this thread on Github to comment on the rules.

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#3 2021-01-11 03:50:42

vic123
Player
Posts: 3

Re: Rule changes from LT53

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 smile

Last edited by vic123 (2021-01-11 04:12:24)

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#4 2021-01-11 04:44:00

vic123
Player
Posts: 3

Re: Rule changes from LT53

And during one of starting replays Explorers lost their vision of 2. What is more interesting - help says it should be 1. By default it was 2 as far as I remember. May be again problems with Win distribution?

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#5 2021-01-12 19:02:11

Corbeau
Administrator
Posts: 1,005

Re: Rule changes from LT53

I have a feeling you are talking about Freeciv Web.

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#6 2021-01-14 01:38:46

louis94
Administrator
Posts: 53

Re: Rule changes from LT53

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

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