Here is the list of the changes:
https://github.com/longturn/games/commits/master/LT40
Here are some highlights:
- sumbarines can transport diplomats, spies and explorers
- all the governments have early units only they can build. nothing super big but about one step early in the tech tree
- empire size step is 1 for all governments and gov sizes vary between 25-35
- tech trading is possible with diplomats and spies
- partisans cost 40 and 1 popularion, can be added to a city meaning that you can evacuate city population as partisans instead of migrants/immigrants
- immigrats (cost 30) will replace migrants with railroad
- colonists (cost 50) will replace settlers with railroads
- cities can be built on mountains
- nationalism is added as a new government with max tax rate of 50
- space ship parts are less expensive
The ruleset for LT40 has been updated
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What would be the purpose for this?wieder wrote:- immigrats (cost 30) will replace migrants with railroad
- colonists (cost 50) will replace settlers with railroads
Last edited by Corbeau on Thu Aug 31, 2017 8:14 pm, edited 1 time in total.
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In the early game migrants have been one of the cheapest units but with musketeers that is changed. At that point the cheapest military unit moving on land is no longer the warrior. After some time all the other units cost at least 30 and that makes it tempting to build migrants in the far away cities and use them for training ships or air units. The alternative would have been making migrants considerably more expensive.
In the previous games it has been a tradition that all the small cities produce migrants and the map is filled with those. No need to build that many actual worker or engineer units also unbalanced the game.
Another trick people have been using is keeping cities at size 1 so that the enemy can't conquer them. With immigrants this is no longer that easy since size 1 city will have trouble producing 30 shields for an immigrant. 10 or even 15 shields for a migrant would be easy. Bying to 30 shields starts actually cost some serious gold if you have many cities.
This is why the new immigrant and colonist units will be more expensive and the player is able to decide when to switch to rails and to thise.
As a bonus the new units also have more moves and can do work considerably faster.
In the previous games it has been a tradition that all the small cities produce migrants and the map is filled with those. No need to build that many actual worker or engineer units also unbalanced the game.
Another trick people have been using is keeping cities at size 1 so that the enemy can't conquer them. With immigrants this is no longer that easy since size 1 city will have trouble producing 30 shields for an immigrant. 10 or even 15 shields for a migrant would be easy. Bying to 30 shields starts actually cost some serious gold if you have many cities.
This is why the new immigrant and colonist units will be more expensive and the player is able to decide when to switch to rails and to thise.
As a bonus the new units also have more moves and can do work considerably faster.