I forgot to remove the killunhomed from there. Sorry about that. It was a quick summary but stuff like that shouldn't happen.
The trade routes are gone because no one figured out how to make them balanced enough with the big maps. Some games have been won with mass producing caravans only and that makes games boring.
The current state of the settings for LT34
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Are you saying that you are implementing a rule in order to make players play in a certain way? Did I understand this correctly?edrim wrote:It is because you should never let your cities open, if you let your city open a nerby player can place a unit outside your empty city vision and get it in next turn. This is not a bug, this is feature,HanduMan wrote:If it is intended that the city radius should grow along with city size then there should be effects for growing both working radius and vision radius. And in such manner that working radius should never be wider than vision. The other way round it wouldn't be a problem.
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We just didnt change a city vision once we changed it to units, thats all, no big secret and special implementaion. It was worked good in past and i dont think it is a time to change it.Corbeau wrote:Are you saying that you are implementing a rule in order to make players play in a certain way? Did I understand this correctly?edrim wrote:It is because you should never let your cities open, if you let your city open a nerby player can place a unit outside your empty city vision and get it in next turn. This is not a bug, this is feature,HanduMan wrote:If it is intended that the city radius should grow along with city size then there should be effects for growing both working radius and vision radius. And in such manner that working radius should never be wider than vision. The other way round it wouldn't be a problem.
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I have never thought about the vision thing as something that is supposed to make people play in some way. Then again we have lots of rules encouraging some specific ways of playing and that looks reasonable to me.
In this game we have settings encouraging or even making the players to research their own techs. In LT33 it was possible to simply fight and let the others the develop all the techs. What should we think about forcing people to play that way and actually research instead of just trading the techs?
You didn't say it was a bad thing but what do you think about doing something like that. I mean encouraging some ways of playing or even forcing to do something.
In this game we have settings encouraging or even making the players to research their own techs. In LT33 it was possible to simply fight and let the others the develop all the techs. What should we think about forcing people to play that way and actually research instead of just trading the techs?
You didn't say it was a bad thing but what do you think about doing something like that. I mean encouraging some ways of playing or even forcing to do something.
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I am absolutely opposed to it for a simple reason: ways of playing that maybe tried to get rooted out may turn out to have some other benefits that will never be discovered if they are not tried. I'd always support the principle to give incentives for as diversified ways of playing as possible.wieder wrote:You didn't say it was a bad thing but what do you think about doing something like that. I mean encouraging some ways of playing or even forcing to do something.
My previous question was aimed at the way Edrim replied: "People should never have their cities open, therefore we will make it possible for other people to conquer empty cities more easily." No.
So, as for vision, it should *always* be bigger than one-turn range, unless it's completely impossible (roads and rivers effect, also ships). Anything else simply doesn't make sense.
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"So, as for vision, it should *always* be bigger than one-turn range, unless it's completely impossible (roads and rivers effect, also ships). Anything else simply doesn't make sense."
I see it like this. The cities have a smaller vision because they don't have the resources to see and guard all that area. They need some units to give them the vision.
It also adds some strategic value. In the early game you can risk and leave your city empty, but you may also lose the access to some valuable resource. This has been a very good idea in my opinion because there is a choice. Do you need to see that tile or not?
I see it like this. The cities have a smaller vision because they don't have the resources to see and guard all that area. They need some units to give them the vision.
It also adds some strategic value. In the early game you can risk and leave your city empty, but you may also lose the access to some valuable resource. This has been a very good idea in my opinion because there is a choice. Do you need to see that tile or not?