LT42: Ending, winning and other game settings
Posted: Sun Nov 04, 2018 3:36 pm
LT42 will be different from all previous LT games in one technical aspect: it will not end automatically upon victory of a player or an alliance. Instead, there is a number of endgame conditions. Once those conditions are met, game formally ends and score is calculated. After that, players who wish to do so may continue playing in a "sandbox/informal" game, to test out the new ruleset or, simply, to have fun. Game will be physically terminated at a later point that is to be decided between remaining players and admins.
ENDGAME CONDITIONS
LT42 will end formally and score will be calculated when endgame conditions are met. Conditions are related to the Demographics reports and will need to be detected by the players themselves. Once any player publicly declares that a certain condition is met, the game ends on that particular turn and score is calculated. This needs to be declared publicly in the in-game chat. (Alternatively, a player is free to buy an ad in New York Times or a major daily newspaper in his country. The main point is that noticing that a condition is met and muttering it to himself will not be enough. It needs to be publicly declared.)
Modifications to the ruleset have been introduced in order to make endgame conditions detectable.
1. Marco Polo wonder (giving embassy with all players) will be available with Banking. The cost of the wonder is 100 shields.
2. After discovering Electricity, a player will automatically have embassy with everybody, without the need to build Marco Polo.
This will enable players to monitor technologies of all other player and also see which player is No. 1 in some demographic categories.
The official game will end when any of the conditions below are met. N will be the number of active (non-idle) players on Turn 10 of the game.
- A spaceship is built and arrives at its destination.
- One player discovers Future Tech sqrt(N).
- Sqrt(N) players discover Future Tech 1.
- One or more players control 1/sqrt(N) of overall land area on the map.
For this, at the start of the game an overall landmass will be determined from the server settings. It may happen that the number is not completely accurate, but the error should be negligible and the number determined will be used.
If a player conquers enough land before others have built Marco Polo, he has no one to blame but himself. The game continues until at least a few other players can confirm this, either by building Marco Polo or establishing embassies manually, using Diplomats.
- (Just as a failsafe), current year is reached, whichever that is.
VICTORY CONDITIONS
There aren't any. When the game formally ends, in-game score determines who rocked, who rolled and who was rickrolled. Score is individual. There is no alliance victory. You are fighting for your place on the ranking table.
It is quite possible (although not extremely likely) that the player who triggered endgame conditions will not have the best score and thus will not be the "winner".
RULES OF ENGAGEMENT
Naturally, a single player is not allowed to have more accounts in order to control more nations. All transgressors will be amputated from the game. Anesthetics will not be used. Screaming will be ignored.
Delegation is allowed up to a limit. Common sense will be used and all players must publicly announce delegations that may last more than a few days. Weekend is fine, don't spam with every detail. One week should be made public.
A player may control more nations through delegation for a very short time. You can have more short-term delegations (as long as they are not from the same nation, obviously), but only one long-term (more than a week). Again, common sense will be used. If there is a good reason why you should take more than one long-term delegation, ask and it will be discussed. "My friend has lost interest and I'd like to keep his nation alive" may be a good reason for the nation to be delegated, but not necessarily for it to be delegated to you.
In all other cases, common sense will be used. When in doubt, apply more common sense.
IDLER MANAGEMENT AND OTHER TECHNICALITIES
First turn will last 3 times the normal length of the turn (3 * 23 hours), to allow all players who signed in to receive the information that the game has stared, to join in, have a look around, make sure everything is functioning.
Nations belonging to players declared idle will be available for replacement. Player will be considered idle if:
- he didn't join during the first 3 * 23 hour turn
OR
- hasn't logged in for 7 days after playing for at least 1 turn
Replacement candidates, please contact Wieder on this forum or on one of the LongTurn Discord servers.
ENDGAME CONDITIONS
LT42 will end formally and score will be calculated when endgame conditions are met. Conditions are related to the Demographics reports and will need to be detected by the players themselves. Once any player publicly declares that a certain condition is met, the game ends on that particular turn and score is calculated. This needs to be declared publicly in the in-game chat. (Alternatively, a player is free to buy an ad in New York Times or a major daily newspaper in his country. The main point is that noticing that a condition is met and muttering it to himself will not be enough. It needs to be publicly declared.)
Modifications to the ruleset have been introduced in order to make endgame conditions detectable.
1. Marco Polo wonder (giving embassy with all players) will be available with Banking. The cost of the wonder is 100 shields.
2. After discovering Electricity, a player will automatically have embassy with everybody, without the need to build Marco Polo.
This will enable players to monitor technologies of all other player and also see which player is No. 1 in some demographic categories.
The official game will end when any of the conditions below are met. N will be the number of active (non-idle) players on Turn 10 of the game.
- A spaceship is built and arrives at its destination.
- One player discovers Future Tech sqrt(N).
- Sqrt(N) players discover Future Tech 1.
- One or more players control 1/sqrt(N) of overall land area on the map.
For this, at the start of the game an overall landmass will be determined from the server settings. It may happen that the number is not completely accurate, but the error should be negligible and the number determined will be used.
If a player conquers enough land before others have built Marco Polo, he has no one to blame but himself. The game continues until at least a few other players can confirm this, either by building Marco Polo or establishing embassies manually, using Diplomats.
- (Just as a failsafe), current year is reached, whichever that is.
VICTORY CONDITIONS
There aren't any. When the game formally ends, in-game score determines who rocked, who rolled and who was rickrolled. Score is individual. There is no alliance victory. You are fighting for your place on the ranking table.
It is quite possible (although not extremely likely) that the player who triggered endgame conditions will not have the best score and thus will not be the "winner".
RULES OF ENGAGEMENT
Naturally, a single player is not allowed to have more accounts in order to control more nations. All transgressors will be amputated from the game. Anesthetics will not be used. Screaming will be ignored.
Delegation is allowed up to a limit. Common sense will be used and all players must publicly announce delegations that may last more than a few days. Weekend is fine, don't spam with every detail. One week should be made public.
A player may control more nations through delegation for a very short time. You can have more short-term delegations (as long as they are not from the same nation, obviously), but only one long-term (more than a week). Again, common sense will be used. If there is a good reason why you should take more than one long-term delegation, ask and it will be discussed. "My friend has lost interest and I'd like to keep his nation alive" may be a good reason for the nation to be delegated, but not necessarily for it to be delegated to you.
In all other cases, common sense will be used. When in doubt, apply more common sense.
IDLER MANAGEMENT AND OTHER TECHNICALITIES
First turn will last 3 times the normal length of the turn (3 * 23 hours), to allow all players who signed in to receive the information that the game has stared, to join in, have a look around, make sure everything is functioning.
Nations belonging to players declared idle will be available for replacement. Player will be considered idle if:
- he didn't join during the first 3 * 23 hour turn
OR
- hasn't logged in for 7 days after playing for at least 1 turn
Replacement candidates, please contact Wieder on this forum or on one of the LongTurn Discord servers.