Now I'm starting to have an idea of the gameplay in LT31, thank you all.
akfaew wrote:Various cavalry units get obsoleted by tanks, and thus there are no long range units to take far away cities in the end game. (tanks cannot take cities)
Good point. In the version of the ruleset that I sent to you some time ago I tried to fix some of those problems, did you reveive it (named civ2civ3_v2.3-4lt) ?
My main changes until now were:
- Doubled the empire size for all governments.
- Wheeled units (Big land) can conquer cities again. Given BadCityDefender to Armor. Mech inf can carry 1 Land unit.
- Warriors become obsolete by Musketeers instead of Pikemen. Barracks available without any techs again.
I plan to release this new version at same time that they release the incoming freeciv v2.4, but first I'm trying to adjust it with the latest coments from LT31.
mrsynical wrote:The lack of movement of caravans annoyed me (more so, as I was trying to find an exploit on trade routes). I don't see a reason for severely reducing the movement of caravans/freight, esp. if there are no trade routes.
You are right, the reason is that trade routes with foreign cities are enabled in original ruleset, but those movement restrictions could be removed for LT games.
wieder wrote:For those who don't know Kryon's strategy, it seemed to be focused on 2 key objectives. Build troops and only the most important improvements and grow by conquering players who develop their countries and do build those wonders and all the nice improvements.
One of the objectives of this ruleset was to try to encourage the construction of buildings and wonders in the cities, I'm sad to hear that it seems a better strategy to build the minimum. I'd thank suggestions to encourge the development of cities a bit more.
An idea would be to give the extra defensive bonus (and extra free upkeep) to cities with pop > 8 (aqueduct needed), instead of the current pop=8 where you do not even need aqueduct.
Another idea would be to force all governments to upkeep less units in a city than its population size. Currently this rule only affects to upkeep by gold (like Democracy), but not when upkeep is by shields (like Communism).
Kryon wrote:In communism corruption is small and there is no production waste but due to food waste it was impossible to maintain far cities
As I said when you started LT31, I think you should disable completely the waste of food by distance. I like it to make it hard to conquer the whole world against the AI, but it is not needed in LT where the only possible victory is to conquer the world.
- when bombarding units (bombers and stealth bombers) attack a stack that has spies, only spies get slightly injured. I'd expect the best defender to be injured and it's odd that spies are only slightly injured. it seems the spies somehow get the defense of the best defender in the stack.
- fighters and bombers have very weak attack. I understand fighters are useful against catching bombers/submarines but bombers need better attack to be useful.
This is how bombardment is supposed to work: when the bombarder attacks to a stack of units, every unit in the stack has a chance to receive damage (the chance is calculated same than any other attack, comparing attack and defense). helicopters cause a max of 1 damage per unit, bombers 2, and stealth bombers 3.
Bombarders are very weak (almost useless) against single enemy units, but they seem very powerful against cities or fortress where there are lots of units stacked, because one single attack can damage lots of units.
I was afraid that a stack of bombers could be overpowered because it allows to conquer cities without casualties, and maybe I reduced their attack too much. It could be increased if people agree, but first I want to be sure that you took advantage of the full power of current bombers.
- when a city's food storage reduces to 0 a supported unit dies even though the city has not lost population.
I didn't know it, I'll update the readme.
- I like that wheeled units can't climb mountains but it is annoying that they also can't attack mountains. Without wheeled units, it is very hard to kill rifleman landing on a coastal mountain especially after a fortress is built.
Good point. I'd also like to make possible the attack of wheeled units against mountains, and I think it will be possible to implement with the new "road" system of freeciv v2.5, but not for v2.4 yet.