#1 LT67 » LT67 has started » 2021-09-24 17:48:05

wieder
Replies: 0

Islands, rough terrain, only one winner.

Good luck everyone!

#2 LT67 » The winning conditions and the ruleset for LT67 » 2021-09-24 17:47:02

wieder
Replies: 0

Here is the ruleset:

https://github.com/longturn/games/commits/master/LT67

This is a 2.6 game.

LT67 is a ranking game and there can be one winner.

For the changes look at the LTT (Longturn Traditional) ruleset. The LT67 ruleset is a snapshot of the LTT ruleset.

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

Winning conditions, several possibilities to win or end the game:

For the mid game rankings:

Any player with access to the embassies from the Atlantic Telegraph Company can rank the players by posting the in-game scores to discord or on the forum. This does not end the game but creates a mid game rankings list. It's for the glory and stuff and only the first time the scores are published counts.

For ending the game:

Traditional victory with one winner. The winner need to announce the victory on the forum and if no one alive objects in 5 days the game will end. That's 5*24h. If the player objecting is RIP before the 5 days period is over, objecting doesn't count. This is the old school LT victory.

The game can also be ended by announcing an in-game score based victory. In this case the players are ranked with the in-game score. This can happen once the Atlantic Telegraph wonder is built and the players can see the scores. The scores need to be posted on the forum or on discord. Or delivered to the game admin with email, discord or other suitable way. There is full 5 days (5*24h) to object this and the game admin needs to approve this. This kind of ending is unusual and the approving is there just to make sure it's not somehow accidental or something like that. Common sense will be used and the game will not be artificially extended by disapproving this.

Space race victory will end the game and the players will be ranked with the in-game score. In addition to that the player reaching the stars will be a winner. If multiple ships arrive at the same turn the first space race winner listed by the server wins the game. Please post the scores on the forum. There may be need for someone to /take one of the players for extracting the scores.

If everyone alive is surrendering or announcing to quit playing the game will be ended. Idling for more than 3 turns equals to idling.

If someone doesn't play in T0 the nation of that player may be given away. If idle more than 3 turns the same may happen. Common sense will be used.

The game admin may remove idlers once they have idled for 3 turns in the start or a week after that. This can be made by delegating the players to someone who is not playing and is willing to disband all the units. Also if possible, someone not playing may make some of the moves for the idlers. The alternative is to use server command for removing the nation.

If someone becomes idle this player can be admin delegated to the allies. There should be some proof about this and 3rd party assigned for the task (who is not playing) may confirm it to the admin. If a well known player goes idle, it will take more than asking before the admin will delegate to someone who the idle player has been fighting with. Yes, I know this is tricky. Let's use common sense.

The game admins will interpret the rules of there is a problem. If there is trouble interpreting the rules we will ask that on the forum or on discord.

Killing every other nation is not needed but of course allowed.

You can't stay online 24/7. If you have been online for more than 6 hours on the same turn, any player can ask the admin to kick that player out for a short time. This kick time is the default 30 minutes. For this send logs to the admin (wieder), preferably on discord (longturn's discord, check the main page) or irc (#longturn, libera.chat). There will be no warning and only the admin needs to know who asked for kicking. Kicking will not be done one hour before or after the turn change.

You can play for someone else but control only 2 nations in one turn. You can control a 3rd nation for less than 4 turns if there is a really good reason for that. If the player you are moving for is not coming back the delegated nation may be given away to a new player after 10 days. Delegations for more than 30 days are not allowed and if there are no takers, prepare to leave that nation idle. Do not login the game the same turn even while stuff may happen and it's understandable that a returning player may not know when the tc was or if the move was already made. We want to avoid people making the tc moves for you if you can play for the rest of the turn.

If there is a game breaking bug the ruleset can be fixed and the game can resume (save, fix, load) with the fix applied. If it's just an annoyance or like a really powerful but cheap unit, a change is not made. Again, common sense. This is not done without something really serious happening. The game help can be fixed while the game is running but it may not be updated to the actual game since it requires a restart.

Examples: no changes: unit cost is 10x, unit cost is 0.5x, can't build building x, can't move unit x on a ship y, unit x is too powerful like 5x too much. unit x can't be build by nation y. SDI is not working as intended, wonder is not obsoleted as supposed. A new feature is stupid.

Examples: yes for a change: tech tree can't be advanced in a reasonable manner (tech x is not possible, tech y is 20x too expensive), space race victory is not possible, some unit or building is crashing the game, building critical units like settlers is not possible. caravans can build trade routes unbalancing the game. The fix may not be applied instantly and it may take few turns before it's done. Probably a random time is involved.

The in-game help is a pretty good one and 99% accurate. You can also ask me and the others here, on irc or on discord about the game.

Possible issues with the rules will be discussed and common sense is applied. If that is needed, please suggest a fix to the rules for the next game.

Good luck with LT67 and have fun!

#3 LT65 » LT65 has started » 2021-07-29 18:38:49

wieder
Replies: 0

This is what we know about the world of LT65

8824 tiles forming 41 landmasses on map:
1 92.5% 8165
2  5.1% 453
3  1.0% 87
4  0.3% 30

The first turn is extended 3x23h.

Good luck everyone.

#4 LT65 » The winning conditions and the ruleset for LT65 » 2021-07-29 18:37:26

wieder
Replies: 0

Here is the ruleset:

https://github.com/longturn/games/commits/master/LT65

This is a 2.6 game.

LT65 is a ranking game and there can be winners.

For the changes look at the LTT (Longturn Traditional) ruleset. The LT65 ruleset is a snapshot of the LTT ruleset.

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

Winning conditions, several possibilities to win or end the game:

For the mid game rankings:

Any player with access to the embassies from the Atlantic Telegraph Company can rank the players by posting the in-game scores to discord or on the forum. This does not end the game but creates a mid game rankings list. It's for the glory and stuff and only the first time the scores are published counts.

For ending the game:

Allied victory with max 3 winners. The winners need to announce the victory on the forum and if no one alive objects in 5 days the game will end. That's 5*24h. If the player objecting is RIP before the 5 days period is over, objecting doesn't count. This is the old school LT victory.

The game can also be ended by announcing an in-game score based victory. In this case the players are ranked with the in-game score. This can happen once the Atlantic Telegraph wonder is built and the players can see the scores. The scores need to be posted on the forum or on discord. Or delivered to the game admin with email, discord or other suitable way. There is full 5 days (5*24h) to object this and the game admin needs to approve this. This kind of ending is unusual and the approving is there just to make sure it's not somehow accidental or something like that. Common sense will be used and the game will not be artificially extended by disapproving this.

Space race victory will end the game and the players will be ranked with the in-game score. Please post the scores on the forum. There may be need for someone to /take one of the players for extracting the scores.

If everyone alive is surrendering or announcing to quit playing the game will be ended. Idling for more than 3 turns equals to that.

If someone doesn't play in T0 the nation of that player may be given away. If idle more than 3 turns the same may happen. Common sense will be used.

The game admin may remove idlers once they have idled for 3 turns in the start or a week after that. This can be made by delegating the players to someone who is not playing and is willing to disband all the units. Also if possible, someone not playing may make some of the moves for the idlers. The alternative is to use server command for removing the nation.

If someone becomes idle this player can be admin delegated to the allies. There should be some proof about this and 3rd party assigned for the task (who is not playing) may confirm it to the admin. If a well known player goes idle, it will take more than asking before the admin will delegate to someone who the idle player has been fighting with. Yes, I know this is tricky. Let's use common sense.

The game admins will interpret the rules of there is a problem. If there is trouble interpreting the rules we will ask that on the forum or on discord.

Killing every other nation is not needed but of course allowed.

You can't stay online 24/7. If you have been online for more than 6 hours on the same turn, any player can ask the admin to kick that player out for a short time. This kick time is the default 30 minutes. For this send logs to the admin (wieder), preferably on discord (longturn's discord, check the main page) or irc (#longturn, freenode). There will be no warning and only the admin needs to know who asked for kicking. Kicking will not be done one hour before or after the turn change.

You can play for someone else but control only 2 nations in one turn. You can control a 3rd nation for less than 4 turns if there is a really good reason for that. If the player you are moving for is not coming back the delegated nation may be given away to a new player after 10 days. Delegations for more than 30 days are not allowed and if there are no takers, prepare to leave that nation idle. Do not login the game the same turn even while stuff may happen and it's understandable that a returning player may not know when the tc was or if the move was already made. We want to avoid people making the tc moves for you if you can play for the rest of the turn.

If there is a game breaking bug the ruleset can be fixed and the game can resume (save, fix, load) with the fix applied. If it's just an annoyance or like a really powerful but cheap unit, a change is not made. Again, common sense. This is not done without something really serious happening. The game help can be fixed while the game is running but it may not be updated to the actual game since it requires a restart.

Examples: no changes: unit cost is 10x, unit cost is 0.5x, can't build building x, can't move unit x on a ship y, unit x is too powerful like 5x too much. unit x can't be build by nation y. SDI is not working as intended, wonder is not obsoleted as supposed. A new feature is stupid.

Examples: yes for a change: tech tree can't be advanced in a reasonable manner (tech x is not possible, tech y is 20x too expensive), space race victory is not possible, some unit or building is crashing the game, building critical units like settlers is not possible. caravans can build trade routes unbalancing the game. The fix may not be applied instantly and it may take few turns before it's done. Probably a random time is involved.

The in-game help is a pretty good one and 99% accurate. You can also ask me and the others here, on irc or on discord about the game.

Possible issues with the rules will be discussed and common sense is applied. If that is needed, please suggest a fix to the rules for the next game.

Good luck with LT65 and have fun!

#5 LT64 » The winning conditions and the ruleset for LT64 » 2021-07-04 23:05:15

wieder
Replies: 0

Here is the ruleset:

https://github.com/longturn/games/commits/master/LT64

This is a 2.6 game based on LTX ruleset.

LT64 is a ranking game and there can be winners.

For the changes look at the LTX (Longturn Experimental or Extended) ruleset. The LT64 ruleset is a snapshot of the LTX ruleset. LTX includes lots of new features and may not be as balanced as the LTT ruleset.

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

Winning conditions, several possibilities to win or end the game:

For the mid game rankings:

Any player with access to the embassies from the Atlantic Telegraph Company can rank the players by posting the in-game scores to discord or on the forum. This does not end the game but creates a mid game rankings list. It's for the glory and stuff and only the first time the scores are published counts.

For ending the game:

Allied victory with max 10 winners. The winners need to announce the victory on the forum and if no one alive objects in 5 days the game will end. That's 5*24h. If the player objecting is RIP before the 5 days period is over, objecting doesn't count. This is the old school LT victory. The teams can add independent players if they want and replace RIP players with new ones. Any 10 players can team up unless that results with a team breaking up.

The game can also be ended by announcing an in-game score based victory. In this case the players are ranked with the in-game score. This can happen once the Atlantic Telegraph wonder is built and the players can see the scores. The scores need to be posted on the forum or on discord. Or delivered to the game admin with email, discord or other suitable way. There is full 5 days (5*24h) to object this and the game admin needs to approve this. This kind of ending is unusual and the approving is there just to make sure it's not somehow accidental or something like that. Common sense will be used and the game will not be artificially extended by disapproving this.

Space race victory will end the game and the players will be ranked with the in-game score. Please post the scores on the forum. There may be need for someone to /take one of the players for extracting the scores.

If everyone alive is surrendering or announcing to quit playing the game will be ended. Idling for more than 3 turns equals to that.

If someone doesn't play in T0 the nation of that player may be given away. If idle more than 3 turns the same may happen. Common sense will be used.

The game admin may remove idlers once they have idled for 3 turns in the start or a week after that. This can be made by delegating the players to someone who is not playing and is willing to disband all the units. Also if possible, someone not playing may make some of the moves for the idlers. The alternative is to use server command for removing the nation.

If a team player plays against the team this player may b removed from the team. This means like really serious stuff. The admin will decide if removing from the team can happen. This is also not fun to do on the admin side so please.... smile

If someone becomes idle this player can be admin delegated to the allies. There should be some proof about this and 3rd party assigned for the task (who is not playing) may confirm it to the admin. If a well known player goes idle, it will take more than asking before the admin will delegate to someone who the idle player has been fighting with. Yes, I know this is tricky. Let's use common sense.

The game admins will interpret the rules of there is a problem. If there is trouble interpreting the rules we will ask that on the forum or on discord.

Killing every other nation is not needed but of course allowed.

You can't stay online 24/7. If you have been online for more than 6 hours on the same turn, any player can ask the admin to kick that player out for a short time. This kick time is the default 30 minutes. For this send logs to the admin (wieder), preferably on discord (longturn's discord, check the main page) or irc (#longturn, Libera.Chat). There will be no warning and only the admin needs to know who asked for kicking. Kicking will not be done one hour before or after the turn change.

You can play for someone else but control only 2 nations in one turn. You can control a 3rd nation for less than 4 turns if there is a really good reason for that. If the player you are moving for is not coming back the delegated nation may be given away to a new player after 10 days. Delegations for more than 30 days are not allowed and if there are no takers, prepare to leave that nation idle. Do not login the game the same turn even while stuff may happen and it's understandable that a returning player may not know when the tc was or if the move was already made. We want to avoid people making the tc moves for you if you can play for the rest of the turn. If the teams can't get new players to replace the idling ones the admin may decide if this is allowed. Also, the admin may disallow playing for 2 nations for a longer time if it looks like the team will get too much advantage for letting a good player to play for an idler.

If there is a game breaking bug the ruleset can be fixed and the game can resume (save, fix, load) with the fix applied. If it's just an annoyance or like a really powerful but cheap unit, a change is not made. Again, common sense. This is not done without something really serious happening. The game help can be fixed while the game is running but it may not be updated to the actual game since it requires a restart.

Examples: no changes: unit cost is 10x, unit cost is 0.5x, can't build building x, can't move unit x on a ship y, unit x is too powerful like 5x too much. unit x can't be build by nation y. SDI is not working as intended but doesn't really break the game, wonder is not obsoleted as supposed. A new feature is stupid.

Examples: yes for a change: tech tree can't be advanced in a reasonable manner (tech x is not possible, tech y is 20x too expensive), space race victory is not possible, some unit or building is crashing the game, building critical units like settlers is not possible. caravans can build trade routes unbalancing the game. The fix may not be applied instantly and it may take few turns before it's done. Probably a random time is involved. Because this is the first LTX game the changes are more likely to happen but will not be made unless the game really needs those.

The in-game help is a pretty good one and 99% accurate. You can also ask me and the others here, on irc or on discord about the game.

Possible issues with the rules will be discussed and common sense is applied. If that is needed, please suggest a fix to the rules for the next game.

Good luck with LT64 and have fun!

#6 LT62 » LT62 has started on port 5062 » 2021-04-24 12:05:11

wieder
Replies: 0

Notice that the port is 5062 and not the usual one.

Here is what we know of the world:

13986 tiles forming 45 landmasses on map:
1 97.9% 13688
2  0.6% 85
3  0.1% 20
4  0.1% 16
5  0.1% 15
6  0.1% 13
7  0.1% 12
8  0.1% 10

Good luck everyone!

#7 LT62 » The winning conditions and the ruleset for LT62 » 2021-04-21 19:37:29

wieder
Replies: 0

Here is the ruleset:

https://github.com/longturn/games/commits/master/LT62

This is a 2.6 game.

LT62 is a ranking game and there can be winners.

For the changes look at the LTT (Longturn Traditional) ruleset. The LT62 ruleset is a snapshot of the LTT ruleset.

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

Winning conditions, several possibilities to win or end the game:

For the mid game rankings:

Any player with access to the embassies from the Atlantic Telegraph Company can rank the players by posting the in-game scores to discord or on the forum. This does not end the game but creates a mid game rankings list. It's for the glory and stuff and only the first time the scores are published counts.

For ending the game:

Allied victory with max 5 winners. The winners need to announce the victory on the forum and if no one alive objects in 5 days the game will end. That's 5*24h. If the player objecting is RIP before the 5 days period is over, objecting doesn't count. This is the old school LT victory.

The game can also be ended by announcing an in-game score based victory. In this case the players are ranked with the in-game score. This can happen once the Atlantic Telegraph wonder is built and the players can see the scores. The scores need to be posted on the forum or on discord. Or delivered to the game admin with email, discord or other suitable way. There is full 5 days (5*24h) to object this and the game admin needs to approve this. This kind of ending is unusual and the approving is there just to make sure it's not somehow accidental or something like that. Common sense will be used and the game will not be artificially extended by disapproving this.

Space race victory will end the game and the players will be ranked with the in-game score. Please post the scores on the forum. There may be need for someone to /take one of the players for extracting the scores.

If everyone alive is surrendering or announcing to quit playing the game will be ended. Idling for more than 3 turns equals to that.

If someone doesn't play in T0 the nation of that player may be given away. If idle more than 3 turns the same may happen. Common sense will be used.

The game admin may remove idlers once they have idled for 3 turns in the start or a week after that. This can be made by delegating the players to someone who is not playing and is willing to disband all the units. Also if possible, someone not playing may make some of the moves for the idlers. The alternative is to use server command for removing the nation.

If someone becomes idle this player can be admin delegated to the allies. There should be some proof about this and 3rd party assigned for the task (who is not playing) may confirm it to the admin. If a well known player goes idle, it will take more than asking before the admin will delegate to someone who the idle player has been fighting with. Yes, I know this is tricky. Let's use common sense.

The game admins will interpret the rules of there is a problem. If there is trouble interpreting the rules we will ask that on the forum or on discord.

Killing every other nation is not needed but of course allowed.

You can't stay online 24/7. If you have been online for more than 6 hours on the same turn, any player can ask the admin to kick that player out for a short time. This kick time is the default 30 minutes. For this send logs to the admin (wieder), preferably on discord (longturn's discord, check the main page) or irc (#longturn, freenode). There will be no warning and only the admin needs to know who asked for kicking. Kicking will not be done one hour before or after the turn change.

You can play for someone else but control only 2 nations in one turn. You can control a 3rd nation for less than 4 turns if there is a really good reason for that. If the player you are moving for is not coming back the delegated nation may be given away to a new player after 10 days. Delegations for more than 30 days are not allowed and if there are no takers, prepare to leave that nation idle. Do not login the game the same turn even while stuff may happen and it's understandable that a returning player may not know when the tc was or if the move was already made. We want to avoid people making the tc moves for you if you can play for the rest of the turn.

If there is a game breaking bug the ruleset can be fixed and the game can resume (save, fix, load) with the fix applied. If it's just an annoyance or like a really powerful but cheap unit, a change is not made. Again, common sense. This is not done without something really serious happening. The game help can be fixed while the game is running but it may not be updated to the actual game since it requires a restart.

Examples: no changes: unit cost is 10x, unit cost is 0.5x, can't build building x, can't move unit x on a ship y, unit x is too powerful like 5x too much. unit x can't be build by nation y. SDI is not working as intended, wonder is not obsoleted as supposed. A new feature is stupid.

Examples: yes for a change: tech tree can't be advanced in a reasonable manner (tech x is not possible, tech y is 20x too expensive), space race victory is not possible, some unit or building is crashing the game, building critical units like settlers is not possible. caravans can build trade routes unbalancing the game. The fix may not be applied instantly and it may take few turns before it's done. Probably a random time is involved.

The in-game help is a pretty good one and 99% accurate. You can also ask me and the others here, on irc or on discord about the game.

Possible issues with the rules will be discussed and common sense is applied. If that is needed, please suggest a fix to the rules for the next game.

Good luck with LT62 and have fun!

#8 Re: LT58 » Declaration of Victory » 2021-04-03 11:43:07

Congrats! Seems that the game will end today.

#9 Re: Ruleset analysis and discussion » Diplomats on ships, mid-game changes and ruleset editing » 2021-03-15 01:41:47

Here are some thoughts and this is not a comprehensive list of issues, ideas or anything.

In the end there were no changes to the ruleset mid game. The players were asked about the possibility of changes and any players could have objected in private, without letting the other players to know who that objecting players was. It may or may not be that it was already known that at least one player will object to the change. I was counted as one of the players.

The current documentation relies on the in-game help and everything else is additional. There may be bugs and issues on the in-game help and that stuff will be fixed when the bugs are found. Additional documentation has been planned and even made, so to say, but the in-game help remains as the primary documentation.

For some part it's impossible to know what would be the proper behavior. In some past games we had the behavior done differently and for some games we have changed that for some reasons. The base rulesets may give some ideas about how things should be but the documentation from Civ2Civ3 or from some other game doesn't define how the games should be implemented. If the rulesets have some weird issues, please report on those. The LTT ruleset is now frozen and this means that we no longer add features like we used to. However like it is with software, we sometimes need to fix things. Fixing may involve changing stuff and this is a process we are trying to improve. The federation science bonus is a good example of this. It was made too high for some games and this resulted with a distorted gameplay. For this case there is no original behavior and the best possible solution is to simply change the bonus to a reasonable level.

For LTT the basic idea is this.

1) the ruleset and the server code defines how the game should work
2) this behavior is documented on the in-game help
3) we fix this if there are issues
4) there are some additional pages for summaries but this may or may nit be accurate since our current process doesn't support additional documentation that well
5) we have the forum and discord for talking about it

Now for LT57 we had some players who didn't play the game since 2.5 and we had most of the pending changes done with the 2.5 transition. In addition to that we had plenty of bugs. If the players see something weird or the behavior has significantly changed, you can help by reporting it. Some players may not know how this stuff should work so it comes to using common sense and feedback from the veteran players. Not the best possible solution but that's the best we can do. All the players can of course suggest changes mid game, say that there are exploits or unfair stuff but in the end it usually comes to this -> the games are not changed mid game and we will try to fix things for the future games.

We have some examples of what constitutes as a major issue and if it becomes uncertain if this is the case, we need some way to deal with that. Since this is a game and it's for fun, it was suggested that the change would be made if no one objected. And objecting could have been made in private. It would be too rigid to my taste if all the players together wouldn't be allowed to make a change. Now this probably should be added to the rules.

We have no golden ruleset.

LTT is based on previous rulesets from 2.5 and versions before. On top of that we have experience from the game and all this was added to LTT when it was created for 2.6. Even if we wanted to, it would be impossible to have exactly same behavior from the past games. Some new things are now possible and some things are even impossible to implement. Like the single hut in the game. At least impossible with only ruleset changes.

Some players have wished for less or no changes while also reducing the tc exploits. At least no changes with less tc exploits would be impossible to have. I doubt the players would want to have a game that would never change even if there would be a single golden path and lots of features allowing the players to gain not fun advantage over other players. We of course have LTX for extra stuff that can be put there. However if we would completely end all the fixes on LTT we might end having LTT as a relic and LTX as the alternative too many people would prefer over LTT since we can do more changes there. This of course doesn't mean that LTT should get all the possible features we can figure out.

The problem is that for a ruleset a bug may not produce error or something that would be instantly noticeable. A bug may make some strategies too weak or too powerful and often only the real games and time will tell if this is the case.

#10 Re: LT57 » Resignation and Congratulations » 2021-03-07 12:55:21

Thanks to everyone for playing the game and congrats to the winners. Also thanks for the feedback about the ruleset. Creating the rulesets wouldn't be possible without the players playing the game and giving feedback for all the good and bad about it. Lots of bugs, issues and errors were already fixed during the game (of course for the LTT dev branch, not for the ongoing game)  I'll comment on some issue with some ideas about how to make them better. I also added numbers to the issues to make it more easy to comment on them.

Here you have some possible suggestions about how to improve, fix and make things better.

1) Fundamentalism. Moving it back to astronomy and cutting the max tax/sci/lux rate to 50%.

2) Federation. 50% sci bonus seems to be too little and 100% was way too much. We could change the sci bonus to 70% and reduce the empire size. Currently you get the first unhappy after 24 cities while both republic and democracy have that limit at 16 cities. Changing it to 16 cities would make it less useful for building a huge empire.

3) Monarchy. Monarchy allows lots of free units but might not be super useful for those who make war. We could increase the city limit from 20 to 24 so that monarchy would have this advantage over other governments. This is a small change but might make it useful in comparison to federation.

4) Communism. Communism happens very late in the game and there is no trade bonus or sci bonus. What you get with communism is great production. To make it actually useful for those who want to convert the world into a commie paradise, we could remove the empire size limits from communism. The effect is actually not that big but it would contribute to what it's used for (war) while not changing it too much.

5) Knights. Adding the 100% defense bonus to pikemen against the knights. Also making the knights to have defense of 2 instead of 3 would make them less multi purpose units while adding the need to build some pikes for defending against the enemy knights.

6) The 5% trade bonus for keeping a unit inside the cities. This effect will be removed. However we could replace it with a 5% bonus to cities with barracks and at least one unit inside. Or maybe not. I like the idea for getting a small bonus for the units. Of course for keeping the cities occupied but also because the units inside cities already give some bonus (making people content) and for me this is a nice way to get some compensation for having the unit there. Then again if this is not liked, we can of course remove this from LTT.

7) LTX already has fuel consuming ships not slowed down when damaged. I'm not sure if we should have the same for LTT. The proper way to fix the damage issue might be not consuming fuel if the ship has not moved while it heals but this is not possible with ruleset settings.

8) The Square-Rigged Caravel. It's not supposed to be a great unit. More like one that is built slightly better than the current technology allows and it's supposed to be kind of compromise. If it was built in volumes, I would guess it's good enough already for the purpose it ws designed for. Then again if it feels like too weak, maybe we could add one hitpoint to make it marginally better?

9) Destroyers... Maybe too expensive for the era they first appear but I have a feeling that 60 might be too little for the late game. This needs more consideration.

10) Marines have attack of 8 and defense of 5. Infantry units however have defense of 6. Maybe marines could have defense of 4...? I'm not sure if making them less useful for attacking would work since emptying the cities with marines should be an alternative to using ships or siege units. Marines can also be loaded on the barge and used where ships can't go.

Anything else or something I forgot?

#11 Re: New games » 2 team/island games and the ruleset changes we need to have for those » 2021-03-07 11:49:26

No free upgrades to everyone from anyone getting electricity or radio. Both give 2 free upgrades to everyone once someone has invented those.

#12 LT61 » LT61 has started » 2021-02-27 00:53:24

wieder
Replies: 0

The first turn is extended 3x23h.

Good luck everyone!

Here is what we know about the world

7359 tiles forming 24 landmasses on map:
1 97.9% 7208
2  0.4% 29
3  0.4% 26
4  0.2% 14
5  0.2% 14
6  0.2% 14
7  0.1% 11

#13 LT61 » The winning conditions and the ruleset for LT61 » 2021-02-25 18:47:13

wieder
Replies: 0

Here is the ruleset:

https://github.com/longturn/games/commits/master/LT61

This is a 2.6 game.

LT61 is a ranking game and there can be winners.

For the changes look at the LTT (Longturn Traditional) ruleset. The LT61 ruleset is a snapshot of the LTT ruleset.

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

Winning conditions, several possibilities to win or end the game:

For the mid game rankings:

Any player with access to the embassies from the Atlantic Telegraph Company can rank the players by posting the in-game scores to discord or on the forum. This does not end the game but creates a mid game rankings list. It's for the glory and stuff and only the first time the scores are published counts.

For ending the game:

Allied victory with max 3 winners. The winners need to announce the victory on the forum and if no one alive objects in 5 days the game will end. That's 5*24h. If the player objecting is RIP before the 5 days period is over, objecting doesn't count. This is the old school LT victory.

The game can also be ended by announcing an in-game score based victory. In this case the players are ranked with the in-game score. This can happen once the Atlantic Telegraph wonder is built and the players can see the scores. The scores need to be posted on the forum or on discord. Or delivered to the game admin with email, discord or other suitable way. There is full 5 days (5*24h) to object this and the game admin needs to approve this. This kind of ending is unusual and the approving is there just to make sure it's not somehow accidental or something like that. Common sense will be used and the game will not be artificially extended by disapproving this.

Space race victory will end the game and the players will be ranked with the in-game score. Please post the scores on the forum. There may be need for someone to /take one of the players for extracting the scores.

If everyone alive is surrendering or announcing to quit playing the game will be ended. Idling for more than 3 turns equals to that.

If someone doesn't play in T0 the nation of that player may be given away. If idle more than 3 turns the same may happen. Common sense will be used.

The game admin may remove idlers once they have idled for 3 turns in the start or a week after that. This can be made by delegating the players to someone who is not playing and is willing to disband all the units. Also if possible, someone not playing may make some of the moves for the idlers. The alternative is to use server command for removing the nation.

If someone becomes idle this player can be admin delegated to the allies. There should be some proof about this and 3rd party assigned for the task (who is not playing) may confirm it to the admin. If a well known player goes idle, it will take more than asking before the admin will delegate to someone who the idle player has been fighting with. Yes, I know this is tricky. Let's use common sense.

The game admins will interpret the rules of there is a problem. If there is trouble interpreting the rules we will ask that on the forum or on discord.

Killing every other nation is not needed but of course allowed.

You can't stay online 24/7. If you have been online for more than 6 hours on the same turn, any player can ask the admin to kick that player out for a short time. This kick time is the default 30 minutes. For this send logs to the admin (wieder), preferably on discord (longturn's discord, check the main page) or irc (#longturn, freenode). There will be no warning and only the admin needs to know who asked for kicking. Kicking will not be done one hour before or after the turn change.

You can play for someone else but control only 2 nations in one turn. You can control a 3rd nation for less than 4 turns if there is a really good reason for that. If the player you are moving for is not coming back the delegated nation may be given away to a new player after 10 days. Delegations for more than 30 days are not allowed and if there are no takers, prepare to leave that nation idle. Do not login the game the same turn even while stuff may happen and it's understandable that a returning player may not know when the tc was or if the move was already made. We want to avoid people making the tc moves for you if you can play for the rest of the turn.

If there is a game breaking bug the ruleset can be fixed and the game can resume (save, fix, load) with the fix applied. If it's just an annoyance or like a really powerful but cheap unit, a change is not made. Again, common sense. This is not done without something really serious happening. The game help can be fixed while the game is running but it may not be updated to the actual game since it requires a restart.

Examples: no changes: unit cost is 10x, unit cost is 0.5x, can't build building x, can't move unit x on a ship y, unit x is too powerful like 5x too much. unit x can't be build by nation y. SDI is not working as intended, wonder is not obsoleted as supposed. A new feature is stupid.

Examples: yes for a change: tech tree can't be advanced in a reasonable manner (tech x is not possible, tech y is 20x too expensive), space race victory is not possible, some unit or building is crashing the game, building critical units like settlers is not possible. caravans can build trade routes unbalancing the game. The fix may not be applied instantly and it may take few turns before it's done. Probably a random time is involved.

The in-game help is a pretty good one and 99% accurate. You can also ask me and the others here, on irc or on discord about the game.

Possible issues with the rules will be discussed and common sense is applied. If that is needed, please suggest a fix to the rules for the next game.

Good luck with LT61 and have fun!

#14 LeagueA1 » LeagueA1 has started » 2021-02-20 22:13:17

wieder
Replies: 0

Port 5075

The first turn is expended 3*23h

Here is what we know about the world:

10359 tiles forming 33 landmasses on map:
1 98.3% 10187
2  0.4% 43
3  0.2% 21
4  0.2% 20
5  0.1% 13


Good luck everyone!

#15 LT60 » The winning conditions and the ruleset for LT60 » 2021-01-21 23:06:42

wieder
Replies: 0

Here is the ruleset:

https://github.com/longturn/games/commits/master/LT60

This is a 2.6 game.

LT60 is a ranking game and there can be winners.

For the changes look at the LTT (Longturn Traditional) ruleset. The LT60 ruleset is a snapshot of the LTT ruleset.

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

Winning conditions, several possibilities to win or end the game:

For the mid game rankings:

Any player with access to the embassies from the Atlantic Telegraph Company can rank the players by posting the in-game scores to discord or on the forum. This does not end the game but creates a mid game rankings list. It's for the glory and stuff and only the first time the scores are published counts.

For ending the game:

Allied victory with max 3 winners. The winners need to announce the victory on the forum and if no one alive objects in 5 days the game will end. That's 5*24h. If the player objecting is RIP before the 5 days period is over, objecting doesn't count. This is the old school LT victory.

The game can also be ended by announcing an in-game score based victory. In this case the players are ranked with the in-game score. This can happen once the Atlantic Telegraph wonder is built and the players can see the scores. The scores need to be posted on the forum or on discord. Or delivered to the game admin with email, discord or other suitable way. There is full 5 days (5*24h) to object this and the game admin needs to approve this. This kind of ending is unusual and the approving is there just to make sure it's not somehow accidental or something like that. Common sense will be used and the game will not be artificially extended by disapproving this.

Space race victory will end the game and the players will be ranked with the in-game score. Please post the scores on the forum. There may be need for someone to /take one of the players for extracting the scores.

If everyone alive is surrendering or announcing to quit playing the game will be ended. Idling for more than 3 turns equals to that.

If someone doesn't play in T0 the nation of that player may be given away. If idle more than 3 turns the same may happen. Common sense will be used.

The game admin may remove idlers once they have idled for 3 turns in the start or a week after that. This can be made by delegating the players to someone who is not playing and is willing to disband all the units. Also if possible, someone not playing may make some of the moves for the idlers. The alternative is to use server command for removing the nation.

If someone becomes idle this player can be admin delegated to the allies. There should be some proof about this and 3rd party assigned for the task (who is not playing) may confirm it to the admin. If a well known player goes idle, it will take more than asking before the admin will delegate to someone who the idle player has been fighting with. Yes, I know this is tricky. Let's use common sense.

The game admins will interpret the rules of there is a problem. If there is trouble interpreting the rules we will ask that on the forum or on discord.

Killing every other nation is not needed but of course allowed.

You can't stay online 24/7. If you have been online for more than 6 hours on the same turn, any player can ask the admin to kick that player out for a short time. This kick time is the default 30 minutes. For this send logs to the admin (wieder), preferably on discord (longturn's discord, check the main page) or irc (#longturn, freenode). There will be no warning and only the admin needs to know who asked for kicking. Kicking will not be done one hour before or after the turn change.

You can play for someone else but control only 2 nations in one turn. You can control a 3rd nation for less than 4 turns if there is a really good reason for that. If the player you are moving for is not coming back the delegated nation may be given away to a new player after 10 days. Delegations for more than 30 days are not allowed and if there are no takers, prepare to leave that nation idle. Do not login the game the same turn even while stuff may happen and it's understandable that a returning player may not know when the tc was or if the move was already made. We want to avoid people making the tc moves for you if you can play for the rest of the turn.

If there is a game breaking bug the ruleset can be fixed and the game can resume (save, fix, load) with the fix applied. If it's just an annoyance or like a really powerful but cheap unit, a change is not made. Again, common sense. This is not done without something really serious happening. The game help can be fixed while the game is running but it may not be updated to the actual game since it requires a restart.

Examples: no changes: unit cost is 10x, unit cost is 0.5x, can't build building x, can't move unit x on a ship y, unit x is too powerful like 5x too much. unit x can't be build by nation y. SDI is not working as intended, wonder is not obsoleted as supposed. A new feature is stupid.

Examples: yes for a change: tech tree can't be advanced in a reasonable manner (tech x is not possible, tech y is 20x too expensive), space race victory is not possible, some unit or building is crashing the game, building critical units like settlers is not possible. caravans can build trade routes unbalancing the game. The fix may not be applied instantly and it may take few turns before it's done. Probably a random time is involved.

The in-game help is a pretty good one and 99% accurate. You can also ask me and the others here, on irc or on discord about the game.

Possible issues with the rules will be discussed and common sense is applied. If that is needed, please suggest a fix to the rules for the next game.

Good luck with LT60 and have fun!

#16 Re: New games » One player legally controls several nations » 2021-01-14 07:35:21

It's possible to control two nations at once and there have been some suggestions about a game where the players would be able to control two nations from the start. Usually the players only control one nation and a second one for a short period of time - through delegation - if someone goes on vacation.

#17 New games » 2 team/island games and the ruleset changes we need to have for those » 2020-12-27 17:32:06

wieder
Replies: 3

Even while LTT is now in frozen state (only bug fixes and tc stuff) there are some things that need to be changed for 2 team games if LTT is used as the base ruleset. We can list that stuff here. Please comment and add features that need to be different for 2 team games:

- no tech trading with units. this means that we will remove scribe, scholar, inventor and scientist units from the game
- all diplomacy only for the team members. no diplomacy allowed between the teams
- the default diplomatic state between nations is war instead of peace
- the map is most likely based on islands instead of fractal continents

Anything else?

#18 LT58 » The current turn, T7, was extended 3*23h for the Christmas period » 2020-12-23 22:35:00

wieder
Replies: 0

You can keep playing the game. The current turn is extended but the game is not stopped.

Happy xmas and good luck with LT58 smile

#19 LT55 » LT55 has ended at T76 » 2020-12-21 19:52:06

wieder
Replies: 0

The game ended with an allied victory from @Ste, @Kryon, @Chill, @el_perdedor and @ilkkachu.

Congratulations to the winners!

The game will be resumed for some post game testing and stuff. This will happen relatively soon.

#20 Re: LT58 » LT58 has started » 2020-12-17 16:04:16

Some of the island may be almost as big as the actual main continent.

Unfair would be all the players starting on the main continent with 70% of the lad and one player starting next to a huge empty island with 20% of the land.

Or alternatively all the players starting on a continent with 30% of the land and few players having access to the rest of the land. Of course not a problem if everyone doesn't start from the same continent.

#21 Re: LT58 » LT58 has started » 2020-12-16 16:25:27

I might skip releasing this stuff for those games I'm not playing in. Currently I need to run this stuff if the maps have plenty of water. More water means bigger risk for getting unfair setup for the islands and continents.

What do the others think? Do you want to know or not?

#22 LT58 » LT58 has started » 2020-12-14 23:56:01

wieder
Replies: 4

Here is what we know about the world:

13834 tiles forming 69 landmasses on map:
1 96.1% 13300
2  1.4% 188
3  0.2% 34
4  0.2% 32
5  0.2% 31
6  0.2% 21
7  0.1% 17
8  0.1% 17
9  0.1% 14
10  0.1% 13
11  0.1% 11
12  0.1% 10

Good luck everyone!

#23 LT58 » The winning conditions and the ruleset for LT58 » 2020-12-13 17:51:10

wieder
Replies: 0

Here is the ruleset:

https://github.com/longturn/games/commits/master/LT58

This is a 2.6 game.

LT58 is a ranking game and there can be winners.

For the changes look at the LTT (Longturn Traditional) ruleset. The LT58 ruleset is a snapshot of the LTT ruleset. LTT keeps evolving while LT58 is played and LT58 ruleset will remain unchanged.

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

Winning conditions, several possibilities to win or end the game:

For the mid game rankings:

Any player with access to the embassies from the Atlantic Telegraph Company can rank the players by posting the in-game scores to discord or on the forum. This does not end the game but creates a mid game rankings list. It's for the glory and stuff and only the first time the scores are published counts.

For ending the game:

Allied victory with max 4 winners. The only exception to this is a 3 player team allying with a 2 player team. The 3 player team is allowed to ally with a 2 player team so that in that particular case the number of winners can be 5. The winners need to announce the victory on the forum and if no one alive objects in 5 days the game will end. That's 5*24h. If the player objecting is RIP before the 5 days period is over, objecting doesn't count. This is the old school LT victory.

The game can also be ended by announcing an in-game score based victory. In this case the players are ranked with the in-game score. This can happen once the Atlantic Telegraph wonder is built and the players can see the scores. The scores need to be posted on the forum or on discord. Or delivered to the game admin with email, discord or other suitable way. There is full 5 days (5*24h) to object this and the game admin needs to approve this. This kind of ending is unusual and the approving is there just to make sure it's not somehow accidental or something like that. Common sense will be used and the game will not be artificially extended by disapproving this.

Space race victory will end the game and the players will be ranked with the in-game score. Please post the scores on the forum. There may be need for someone to /take one of the players for extracting the scores.

If everyone alive is surrendering or announcing to quit playing the game will be ended. Idling for more than 3 turns equals to that.

If someone doesn't play in T0 the nation of that player may be given away. If idle more than 3 turns the same may happen. Common sense will be used.

The game admin may remove idlers once they have idled for 3 turns in the start or a week after that. This can be made by delegating the players to someone who is not playing and is willing to disband all the units. Also if possible, someone not playing may make some of the moves for the idlers. The alternative is to use server command for removing the nation.

If someone becomes idle this player can be admin delegated to the allies. There should be some proof about this and 3rd party assigned for the task (who is not playing) may confirm it to the admin. If a well known player goes idle, it will take more than asking before the admin will delegate to someone who the idle player has been fighting with. Yes, I know this is tricky. Let's use common sense.

The game admins will interpret the rules of there is a problem. If there is trouble interpreting the rules we will ask that on the forum or on discord.

Killing every other nation is not needed but of course allowed.

You can't stay online 24/7. If you have been online for more than 6 hours on the same turn, any player can ask the admin to kick that player out for a short time. This kick time is the default 30 minutes. For this send logs to the admin (wieder), preferably on discord (longturn's discord, check the main page) or irc (#longturn, freenode). There will be no warning and only the admin needs to know who asked for kicking. Kicking will not be done one hour before or after the turn change.

You can play for someone else but control only 2 nations in one turn. You can control a 3rd nation for less than 4 turns if there is a really good reason for that. If the player you are moving for is not coming back the delegated nation may be given away to a new player after 10 days. Delegations for more than 30 days are not allowed and if there are no takers, prepare to leave that nation idle. Do not login the game the same turn even while stuff may happen and it's understandable that a returning player may not know when the tc was or if the move was already made. We want to avoid people making the tc moves for you if you can play for the rest of the turn.

If there is a game breaking bug the ruleset can be fixed and the game can resume (save, fix, load) with the fix applied. If it's just an annoyance or like a really powerful but cheap unit, a change is not made. Again, common sense. This is not done without something really serious happening. The game help can be fixed while the game is running but it may not be updated to the actual game since it requires a restart. This game is the first one with the LTT ruleset for 2.6 meaning it's more likely that there are game breaking bugs.

Examples: no changes: unit cost is 10x, unit cost is 0.5x, can't build building x, can't move unit x on a ship y, unit x is too powerful like 5x too much. unit x can't be build by nation y. SDI is not working as intended, wonder is not obsoleted as supposed. A new feature is stupid.

Examples: yes for a change: tech tree can't be advanced in a reasonable manner (tech x is not possible, tech y is 20x too expensive), space race victory is not possible, some unit or building is crashing the game, building critical units like settlers is not possible. caravans can build trade routes unbalancing the game. The fix may not be applied instantly and it may take few turns before it's done. Probably a random time is involved.

The in-game help is a pretty good one and 99% accurate. You can also ask me and the others here, on irc or on discord about the game.

Sinde this is a mixed team game there is a slight possibility that something goes wrong with the teams. That's why it's possible to actually split the teams by editing if the team players fight each other or act against each other. This should not be done lightly.

Possible issues with the rules will be discussed and common sense is applied. If that is needed, please suggest a fix to the rules for the next game.

Good luck with LT58 and have fun!

#24 LT57 » LT57 has started » 2020-11-26 22:56:48

wieder
Replies: 0

Port 5057

Good luck everyone!

#25 LT57 » The winning conditions and the ruleset for LT57 » 2020-11-26 22:56:08

wieder
Replies: 1

Here you have the rules and winning conditions for LT57:

Here is the ruleset:

https://github.com/longturn/games/commits/master/LT57

New rule regarding delegations:

Idlers can be replaced by new players. However because of balancing issues, the other team can object and prevent the replacement player from joining the game. In this case the team is however allowed to exceed the delegation limits if the alternative would be having an idling nation.

Winning conditions, several possibilities to win or end the game:

Team victory. The winners need to announce the victory on the forum and if no one alive objects in 5 days the game will end. That's 5*24h. Player with a delegation can object.

The game can also be ended by for claiming an in-game score based victory. In this case the players are ranked with the in-game score. There are full 7 days (7*24h) to object this and the game admin needs to approve the score based ending of the game. This kind of ending is unusual and the approving is there just to make sure it's not somehow accidental or something like that. Common sense will be used and the game will not be artificially extended by disapproving this. If needed the game admin will /take nations for getting the score. Preferably someone from both teams would publish the scores.

Space race victory will end the game and the players will be ranked with the in-game score. In addition to this the team launching and getting the space ship to the distant planet acquires the space race victory. The team succeeding with the space race victory gets 500 extra points for each player in the team. This simulates a situation where the people left on the old world have a ranking and the players on the new shiny planet are winners of the space race. Please post the scores on the forum or the admin may need to /take nations in order to do that.

The game will end if only one team is alive.

If everyone alive is surrendering or announcing to quit playing the game will be ended. Idling for more than 3 turns equals to that.

If someone doesn't play in T0 the nation of that player may be given or delegated to some other player. If idle more than 3 turns the same may happen. Common sense will be used. Since this is a team game the team can ask for admin to delegate the players even before T0 has ended. This is for making sure that every nation can be played.

Since this is a team game, any team member may be delegated to another team member if someone is idler (not online) for full turn. That means actual turn, not 23 hours. In this case ask for admin to delegate. It's not guaranteed that the admin is there to delegate so please have the delegations set up beforehand.

All players can have a delegation set up for all the time. If someone goes idle, a pre-defined player can take over.

One player should only control one nation + one delegated nation at once. However with the permission of the admin one player can control more nations for a short time. Short time is less than a week. If this is exceeded there must a a really really really good reason for that and the admin will decide if the reason is good enough. It should really be a good one. New players joining the game after start can have 0 + 1 nations delegated while those playing from the start can have 1 + 1.

Since this is an islands game it's not very likely that anyone would be able to RTS or exploit playing more nations in the early turns. So, let's say it's ok for the team members to move for those players who have not moved in the first 23 hours in the first turn. The teams can decide if they should move right after that time or if they move just before T0 ends. The delegation limits can be exceeded in T0 meaning that one player can move more nations than in the later turns.

You can only delegate for players in the same team. All the other delegations will be set by the admin or with the permission of the admin. See the chance to object delegating idlers to new players.

There may be administrative actions if a player plays against his/her team or tries to do similar stuff. In this case the account of this player may be disabled and/or the nation of that player may be given away. It's even possible (while unlikely) to remove a player from a team. Let's play fair game, have fun and this is not necessary.

The game admin will interpret the rules of there is a problem. If there is trouble interpreting the rules we will ask that on the forum/discord/in-game chat.

If there is a game breaking bug the ruleset can be fixed. If it's just an annoyance or like a really powerful but cheap unit, a change is not made. Again, common sense. This is not done without something really serious happening. The game help can be fixed while the game is running but it may not be updated to the actual game since it requires a restart.

The github comments are documenting the changes made to the ruleset and the in-game help is a pretty good one. Just remember that it's possible that there are errors even while we have tried to fix the in-game help texts. You can also ask me and the others here, on irc or on discord about the game.

If there is a real issue of players not playing the game, the admin can allow the players to exceed the delegation limits. This is to keep the game fair.

Good luck with LT57 and have fun!

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