LT50 will be 2.5, based on LT49, here are the proposed changes
Posted: Thu Dec 12, 2019 2:07 am
Unfortunately something new and something else is needed for the upcoming 2.6 game. This is why LT50 will be a 2.5 one and the signups for 2.6 one will be opened before LT50 is started. The planned date for 2.6 game is "very soon" meaning that it's planned to be a 2019 game or January 2nd one.
LT50 with 2.5 will be launched this week. The first turn is extended 3*23h. If you don't want to play, sign off from the game page,
Feel free to comment on the changes. Here is a quick list. Not yet implemented. Let's figure out what of these would make sense:
The first one is placed like this to see if people read this stuff
- tech leakage (making the techs more cheap after the other have researched it) has been at 100% - this will be tuned down to 60%
- partisans off (made sense for a 2 team game)
- celebration bonus will be back for communism
- fundamentalism will get -35% sci penalty instead of -25%
- monarchy will have more free units at city size 12 (was 16)
- federation will have a sci bonus of 30% (was 5%)
- cavalry will be obsoleted by mech inf
- nukes will cost 200 (was 160)
- crusaders have attack of 3
- grass to hills conversion will be 2x expensive
- an extra +3 prod bonus for the palace in despotism
- tribalism will be the start gov
- math will allow building the pyramids
- migrants will have higher upkeep
- migrants will cost 15
- the workers can't be captured (let's try this to fight the idler problem)
- settlers can't be bribed (again, fighting the idler issue and also makes sense)
- howitzers will have 8 moves (was 7)
- the trireme will have 8 moves
- trireme will be obsoleted by the barge
- the barge will be available with engineering, will have 9 moves, transport capacity of 3, cost of 45, has attack of 1, defense of 2 and 10HP
- the Round Caravel unit is unique, has fuel for 5 turns out of port, cost of 60, attack of 3, defense 2, 12 HP and 9 moves. it can transport 1 unit and it can attack on non native tiles (can kill units on land tiles)
- caravels can caarry siege units
- aegis cruiser can carry 2 missiles (after all, the req tech is rocketry...)
- carrier will be able to carry 4 units (8)
- carrier will cost 120 (200)
- carrier will have the defense of 10 (18)
- carrier will have a vision of 96 (72)
- fusion missiles will have fuel of 3 (2)
- fusion bomber will have vision of 144 (72)
- the great wall will cost 200 and will be obsoleted with gunpowder. the defense bonus is 25% (was 50%). it also only works on the same continent
- the palace will give the city a slightly bigger city working radius
- the atlantic telegraph company will cost 50
- the hoover damn will cost 200 and will give 2 shields to every city the players has on the same continent. Will be obsoleted by environmentalism
- partisans will have defense of 7 instead of 5
- crusaders become availabnle with invention
- funda will have max tax rate of 50%
- crusaders will be obsoleted by fanatics
- alpines will have 2 moves (was 3)
- with fighters losing all the moves when attacking, they could have one or two more moves?
- stealing techs is now with a 12% chance
not sure about this but might make sense for making the nuclear war more strategic:
- subs would no longer move nukes
- a new unit nuclear submarine (unique) will be able to move 1 nuke, would become available after the regular sub (nuclear??)
- battleships and carriers would be able to move nukes (cruiser?) -> the sub chains are gone but can be replaced with more visible ship chains
- SDI will have a 90% chance of defending against the nukes
- SDI + palace will give 100% defense against nukes
and how about making the remote colonies actually important and give them strategical value:
- submarines could have fuel of 6-8 meaning they would need to refuel somewhere
- subs will have 12 moves (15)
- subs will carry 4 missiles (8)
- subs will have less vision
- there will be two types of subs, only the later one can carry missiles and it can carry 4 missiles. comes with nuclear power and the old subs can't be upgraded
LT50 with 2.5 will be launched this week. The first turn is extended 3*23h. If you don't want to play, sign off from the game page,
Feel free to comment on the changes. Here is a quick list. Not yet implemented. Let's figure out what of these would make sense:
The first one is placed like this to see if people read this stuff
- tech leakage (making the techs more cheap after the other have researched it) has been at 100% - this will be tuned down to 60%
- partisans off (made sense for a 2 team game)
- celebration bonus will be back for communism
- fundamentalism will get -35% sci penalty instead of -25%
- monarchy will have more free units at city size 12 (was 16)
- federation will have a sci bonus of 30% (was 5%)
- cavalry will be obsoleted by mech inf
- nukes will cost 200 (was 160)
- crusaders have attack of 3
- grass to hills conversion will be 2x expensive
- an extra +3 prod bonus for the palace in despotism
- tribalism will be the start gov
- math will allow building the pyramids
- migrants will have higher upkeep
- migrants will cost 15
- the workers can't be captured (let's try this to fight the idler problem)
- settlers can't be bribed (again, fighting the idler issue and also makes sense)
- howitzers will have 8 moves (was 7)
- the trireme will have 8 moves
- trireme will be obsoleted by the barge
- the barge will be available with engineering, will have 9 moves, transport capacity of 3, cost of 45, has attack of 1, defense of 2 and 10HP
- the Round Caravel unit is unique, has fuel for 5 turns out of port, cost of 60, attack of 3, defense 2, 12 HP and 9 moves. it can transport 1 unit and it can attack on non native tiles (can kill units on land tiles)
- caravels can caarry siege units
- aegis cruiser can carry 2 missiles (after all, the req tech is rocketry...)
- carrier will be able to carry 4 units (8)
- carrier will cost 120 (200)
- carrier will have the defense of 10 (18)
- carrier will have a vision of 96 (72)
- fusion missiles will have fuel of 3 (2)
- fusion bomber will have vision of 144 (72)
- the great wall will cost 200 and will be obsoleted with gunpowder. the defense bonus is 25% (was 50%). it also only works on the same continent
- the palace will give the city a slightly bigger city working radius
- the atlantic telegraph company will cost 50
- the hoover damn will cost 200 and will give 2 shields to every city the players has on the same continent. Will be obsoleted by environmentalism
- partisans will have defense of 7 instead of 5
- crusaders become availabnle with invention
- funda will have max tax rate of 50%
- crusaders will be obsoleted by fanatics
- alpines will have 2 moves (was 3)
- with fighters losing all the moves when attacking, they could have one or two more moves?
- stealing techs is now with a 12% chance
not sure about this but might make sense for making the nuclear war more strategic:
- subs would no longer move nukes
- a new unit nuclear submarine (unique) will be able to move 1 nuke, would become available after the regular sub (nuclear??)
- battleships and carriers would be able to move nukes (cruiser?) -> the sub chains are gone but can be replaced with more visible ship chains
- SDI will have a 90% chance of defending against the nukes
- SDI + palace will give 100% defense against nukes
and how about making the remote colonies actually important and give them strategical value:
- submarines could have fuel of 6-8 meaning they would need to refuel somewhere
- subs will have 12 moves (15)
- subs will carry 4 missiles (8)
- subs will have less vision
- there will be two types of subs, only the later one can carry missiles and it can carry 4 missiles. comes with nuclear power and the old subs can't be upgraded