The changes to the rules and winning conditions for LT34 *IMPORTANT*
Posted: Thu Jan 15, 2015 9:04 pm
To play LT34 you will need to use Freeciv 2.3 because the server is 2.3 and you can't connect with Freeciv 2.4, 2.2 or 2.5. Installing 2.3 doesn't prevent you from using some other version. At least not on Windows.
Once you have downloaded and installed 2.3 (I'm using 2.3.4 on Windows) you will need to click "Connect to Network Game" and there enter lt34.longturn.org as host and 5034 on the port.
Here you have the winning conditions and the changes to the rules. This is not a complete list of the rules. Please check the game help for details or browse the ruleset on github. The files there contain everything that has been configured.
As with every game, there may be some bugs or features we are not aware at the moment.
WINNING
For every 7 players there will be one more winner. Since LT34 has 42-48 players we can have 1-6 winners.
We are limiting the number of those players who are not winners but are not destroyed. The game can’t end with any winners if it's not ended with a space race victory and there are more than max allowed number of survivors alive.
However we can have have max 3 survivors if there is one winner less in the winning team.
- max 6 winners and max 1 player left alive
- or max 5 winners and max 3 players left alive
A winner can be replaced with a survivor meaning that there can be for example 3 winners and max 5 survivors in this case.
If the game is won without space race victory, a winning post must be made on the forum by one of the winners. The post must include who won and that a victory is claimed. The winners need to be allied in the end and the possible remaining alive players who are not in the winning alliance will need to make a post and accept the defeat. This is done with a reply to the winning post on the forum. The message will need to contain the following on the first line of the message: “I accept defeat on LT34 and will not claim victory.” The message may contain more lines. If all the remaining alive players who were not included in the winning post did not accept defeat, the game will continue.
If the game ends with a space race victory, there will be only one winner and everyone else remaining will become those who didn’t win but survived. This means that any alliance bigger than 1 player can’t claim the victory. The winner of the space race victory must make the winning post in one week after the ship has reached the target. However in the unlikely event with more than one space ships arriving on the same turn, we will have as many winners as there are space ships arriving at the same turn.
The game can end with a tie if all players have either accepted defeat or they agree to give up. Thos must be done on the forum. If the game can’t be continued because of some technical reason for 90 days, it will be a tie for everyone.
THE RULES
LT34 is based on LT33, based on LT32, based on LT31 based on civ2civ3 ruleset. This will include explanation of the most important server settings and a list of changes compared to the previous game.
The best way to understand the rules is to open the game and check the wonders and what building different things cost. Check the small wonders! Some of those are really important!
The server settings explained:
No barbarians
Islands map
40% of the map is land
There are no pole areas
the map has about 400 tiles / player and not all of those are on the starting island
The map is wrapped from x and y
The minimum distance between cities is 5 (needs 4 tiles between the cities, in any direction)
There is no rapture growth
restrict infra is enabled = all roads on enemy territory will be treated as there were no roads
Revolution will always take 2 turns
Space race is enabled and only the space race winner will win the game. The allies are not included
The start units: 4 settlers, 2 workers and one explorer
An unreachable unit does not protect the rest (for example airplane on the same tile with land units doesn't prevent the land units from being attacked)
Unhomed units are not slowly killed
Tech trading is not allowed between players
You can not steal techs
You can not get techs by conquering
The techs will became cheaper when someone else researches them (With 50 players *every* player researching a tech will make that tech 2% cheaper to the others)
An airport can receive an unlimited number of units but send only one
City improvements have a 10% chance of being destroyed if the city is captured
The diplomats have a 40% base chance of succeeding
25% of the gold given by one player to another will be lost on the way
Diplomacy is allowed between human players only. if an AI player is born there is no diplomacy.
Science is 20% cheaper compared to a standard game
Trade routes are completely disabled, you can use caravans pretty much only to build wonders and small wonders
There are no AI units in the beginning but if someone faces a civil war, one will be born
The turns are 23 hours
The unitwaittime is 10 hours meaning that if you moved 5 hours before the turn change you can move that particular unit again only 5 hours after the turn change
Changes
World wonders
A.Smith's Trading co. will cost 700 instead of 300
Darwin's voyage will cost 1500 instead of 300
Great library will cost 400 instead of 600
Isaac Newton's college will cost 600 instead of 800
Manhattan Project will cost 1500 instead of 6000
Changed the cost of Shakespere's Theatre from 600 to 300
Small wonders
Copernicus costing 100 instead of 300
Mausoleum of Mausolos costing 180 instead of 300 and obsoleted by combustion instead of explosives
Statue of Zeus costing 150 instead of 250
Pyramids costing 100 instead of 200
Colossus will cost 80 instead of 200
Hanging gardens will cost 90 instead of 300
J.S. Bach's Cathedral will cost 300 instead of 600
Marco Polo will cost 800 instead of 1000
Temple of Artemis will cost 90 instead of 200
Added Magellan's expedition: Changed cost from 400 to 800.
Added Lighthouse: changed the cost from 200 to 100.
City improvements
Coastal defense costing 40 instead of 60
Mfg. Plant costing 180 instead of 220
Port facilities will become available with electricity
SDI defense will cost 240 instead of 140
University will cost 100 instead of 120
City walls now have an upkeep of 1 and also prevent losing population if a land unit kills a defening unit
The city improvements now have a 10% probability of being destroyed if the city is conquered. This used to be 20%.
Units
Units
Elephants will cost 25 to build instead of 30
Crusaders will cost 30 to build instead of 40
Cannons will have the same 100% bonus against cities as there is with artillery and howizers
Fighter will cost 50 instead of 60
Bomber will cost 90 instead of 100
Trireme will cost 30 instead of 40
Frigates will cost 50 instead of 60
Destroyers will cost 70 instead of 80
Battleship will have a defense of 18 and attack of 18
Submarines will have a defense of 4 instead of 5
Carriers will have a defense of 18 instead of 9
Cruise missiles will have a move rate of 9 instead of 18 and they will cost 40 instead of 50
cruise missiles have 18 moves after the invention of advanced flight
Spies will have an upkeep of 1 (gold/shield) but no upkeep for diplomats
The base chance for diplos and spies to succeed is now 40% instead of 50%
Restrictinfra is enabled meaning that you can't use roads on enemy territory
Using the allied airports is allowed and the receiving end can receive an unlimited number of units
Catapults, cannons, artilleries and howizers are no longer capturable. This had very little effect on LT33 anyway
Catapult has an attack value of 5 and is now a citybuster just like any other siege unit. They will get 100% boost when attacking
The siege units (cataputls, cannons etc...) can't be built as veterans. This is how it was in LT33 but no change here.
The siege units (from catapults to howizers) can now move without roads on desert, grassland, hills, plains, and tundra. Was not possible on LT33
Changed the defense value of a cruiser from 6 to 8 and the attack value from 6 to 4. Help updated: The Cruiser is a strong defensive boat unit
Space race
Space race is enabled possibly for the first time on LT
Space component will cost 1600 instead of 160
Space module will cost 3200 instead of 320
Space structural will cost 1000 instead of 100
Scientific
; 2 - Technology cost is reduced depending on the number of all players
; (human, AI and barbarians) which already know the tech.
Tech trading is disabled by setting the receiver to always lose the transferred tech
tech trading is disabled
Not sure if this is enough in order to prevent all player2player transfer of techs. Still investigating.
Other
Restored the original terraforming and terrain alteration options for the workers
Pre-forts no longer change the ownership of the tile
City walls. Help updated about not losing population when a defending unit dies
terraforming ocean to land will cost 24 instead of 36
Production and trade improvements (markets, banks, factories, etc) giving +50% bonus instead of just 25%
Tired attack is ON. Meaning that if you have 2/3 moves left when attacking you get only 2/3 of the attack power your unit normally has
workers gain experience at a considerably slower rate: veteran_work_raise_chance = 8, 5, 5, 5, 4, 4, 3, 3, 2, 0 meaning that a green one has 8% change of getting a promotion, a v worker has a 5% chance and so on
You can do terraforming with Engineers (explosives) meaning that you can turn ocean into land, the other way around or make several other changes to the terrain with the engineers
You can capture workers, settlers and migrant. If the help says that the current unit can capture a capturable unit, you will gain the control of the capturable unit instead of destroying it
Building fanatics no longer takes population. Fanatics is a reasonably powerful unit that can be only built by a fundamental nation
Good luck and stuff!![Smile :)](./images/smilies/icon_e_smile.gif)
Once you have downloaded and installed 2.3 (I'm using 2.3.4 on Windows) you will need to click "Connect to Network Game" and there enter lt34.longturn.org as host and 5034 on the port.
Here you have the winning conditions and the changes to the rules. This is not a complete list of the rules. Please check the game help for details or browse the ruleset on github. The files there contain everything that has been configured.
As with every game, there may be some bugs or features we are not aware at the moment.
WINNING
For every 7 players there will be one more winner. Since LT34 has 42-48 players we can have 1-6 winners.
We are limiting the number of those players who are not winners but are not destroyed. The game can’t end with any winners if it's not ended with a space race victory and there are more than max allowed number of survivors alive.
However we can have have max 3 survivors if there is one winner less in the winning team.
- max 6 winners and max 1 player left alive
- or max 5 winners and max 3 players left alive
A winner can be replaced with a survivor meaning that there can be for example 3 winners and max 5 survivors in this case.
If the game is won without space race victory, a winning post must be made on the forum by one of the winners. The post must include who won and that a victory is claimed. The winners need to be allied in the end and the possible remaining alive players who are not in the winning alliance will need to make a post and accept the defeat. This is done with a reply to the winning post on the forum. The message will need to contain the following on the first line of the message: “I accept defeat on LT34 and will not claim victory.” The message may contain more lines. If all the remaining alive players who were not included in the winning post did not accept defeat, the game will continue.
If the game ends with a space race victory, there will be only one winner and everyone else remaining will become those who didn’t win but survived. This means that any alliance bigger than 1 player can’t claim the victory. The winner of the space race victory must make the winning post in one week after the ship has reached the target. However in the unlikely event with more than one space ships arriving on the same turn, we will have as many winners as there are space ships arriving at the same turn.
The game can end with a tie if all players have either accepted defeat or they agree to give up. Thos must be done on the forum. If the game can’t be continued because of some technical reason for 90 days, it will be a tie for everyone.
THE RULES
LT34 is based on LT33, based on LT32, based on LT31 based on civ2civ3 ruleset. This will include explanation of the most important server settings and a list of changes compared to the previous game.
The best way to understand the rules is to open the game and check the wonders and what building different things cost. Check the small wonders! Some of those are really important!
The server settings explained:
No barbarians
Islands map
40% of the map is land
There are no pole areas
the map has about 400 tiles / player and not all of those are on the starting island
The map is wrapped from x and y
The minimum distance between cities is 5 (needs 4 tiles between the cities, in any direction)
There is no rapture growth
restrict infra is enabled = all roads on enemy territory will be treated as there were no roads
Revolution will always take 2 turns
Space race is enabled and only the space race winner will win the game. The allies are not included
The start units: 4 settlers, 2 workers and one explorer
An unreachable unit does not protect the rest (for example airplane on the same tile with land units doesn't prevent the land units from being attacked)
Unhomed units are not slowly killed
Tech trading is not allowed between players
You can not steal techs
You can not get techs by conquering
The techs will became cheaper when someone else researches them (With 50 players *every* player researching a tech will make that tech 2% cheaper to the others)
An airport can receive an unlimited number of units but send only one
City improvements have a 10% chance of being destroyed if the city is captured
The diplomats have a 40% base chance of succeeding
25% of the gold given by one player to another will be lost on the way
Diplomacy is allowed between human players only. if an AI player is born there is no diplomacy.
Science is 20% cheaper compared to a standard game
Trade routes are completely disabled, you can use caravans pretty much only to build wonders and small wonders
There are no AI units in the beginning but if someone faces a civil war, one will be born
The turns are 23 hours
The unitwaittime is 10 hours meaning that if you moved 5 hours before the turn change you can move that particular unit again only 5 hours after the turn change
Changes
World wonders
A.Smith's Trading co. will cost 700 instead of 300
Darwin's voyage will cost 1500 instead of 300
Great library will cost 400 instead of 600
Isaac Newton's college will cost 600 instead of 800
Manhattan Project will cost 1500 instead of 6000
Changed the cost of Shakespere's Theatre from 600 to 300
Small wonders
Copernicus costing 100 instead of 300
Mausoleum of Mausolos costing 180 instead of 300 and obsoleted by combustion instead of explosives
Statue of Zeus costing 150 instead of 250
Pyramids costing 100 instead of 200
Colossus will cost 80 instead of 200
Hanging gardens will cost 90 instead of 300
J.S. Bach's Cathedral will cost 300 instead of 600
Marco Polo will cost 800 instead of 1000
Temple of Artemis will cost 90 instead of 200
Added Magellan's expedition: Changed cost from 400 to 800.
Added Lighthouse: changed the cost from 200 to 100.
City improvements
Coastal defense costing 40 instead of 60
Mfg. Plant costing 180 instead of 220
Port facilities will become available with electricity
SDI defense will cost 240 instead of 140
University will cost 100 instead of 120
City walls now have an upkeep of 1 and also prevent losing population if a land unit kills a defening unit
The city improvements now have a 10% probability of being destroyed if the city is conquered. This used to be 20%.
Units
Units
Elephants will cost 25 to build instead of 30
Crusaders will cost 30 to build instead of 40
Cannons will have the same 100% bonus against cities as there is with artillery and howizers
Fighter will cost 50 instead of 60
Bomber will cost 90 instead of 100
Trireme will cost 30 instead of 40
Frigates will cost 50 instead of 60
Destroyers will cost 70 instead of 80
Battleship will have a defense of 18 and attack of 18
Submarines will have a defense of 4 instead of 5
Carriers will have a defense of 18 instead of 9
Cruise missiles will have a move rate of 9 instead of 18 and they will cost 40 instead of 50
cruise missiles have 18 moves after the invention of advanced flight
Spies will have an upkeep of 1 (gold/shield) but no upkeep for diplomats
The base chance for diplos and spies to succeed is now 40% instead of 50%
Restrictinfra is enabled meaning that you can't use roads on enemy territory
Using the allied airports is allowed and the receiving end can receive an unlimited number of units
Catapults, cannons, artilleries and howizers are no longer capturable. This had very little effect on LT33 anyway
Catapult has an attack value of 5 and is now a citybuster just like any other siege unit. They will get 100% boost when attacking
The siege units (cataputls, cannons etc...) can't be built as veterans. This is how it was in LT33 but no change here.
The siege units (from catapults to howizers) can now move without roads on desert, grassland, hills, plains, and tundra. Was not possible on LT33
Changed the defense value of a cruiser from 6 to 8 and the attack value from 6 to 4. Help updated: The Cruiser is a strong defensive boat unit
Space race
Space race is enabled possibly for the first time on LT
Space component will cost 1600 instead of 160
Space module will cost 3200 instead of 320
Space structural will cost 1000 instead of 100
Scientific
; 2 - Technology cost is reduced depending on the number of all players
; (human, AI and barbarians) which already know the tech.
Tech trading is disabled by setting the receiver to always lose the transferred tech
tech trading is disabled
Not sure if this is enough in order to prevent all player2player transfer of techs. Still investigating.
Other
Restored the original terraforming and terrain alteration options for the workers
Pre-forts no longer change the ownership of the tile
City walls. Help updated about not losing population when a defending unit dies
terraforming ocean to land will cost 24 instead of 36
Production and trade improvements (markets, banks, factories, etc) giving +50% bonus instead of just 25%
Tired attack is ON. Meaning that if you have 2/3 moves left when attacking you get only 2/3 of the attack power your unit normally has
workers gain experience at a considerably slower rate: veteran_work_raise_chance = 8, 5, 5, 5, 4, 4, 3, 3, 2, 0 meaning that a green one has 8% change of getting a promotion, a v worker has a 5% chance and so on
You can do terraforming with Engineers (explosives) meaning that you can turn ocean into land, the other way around or make several other changes to the terrain with the engineers
You can capture workers, settlers and migrant. If the help says that the current unit can capture a capturable unit, you will gain the control of the capturable unit instead of destroying it
Building fanatics no longer takes population. Fanatics is a reasonably powerful unit that can be only built by a fundamental nation
Good luck and stuff!
![Smile :)](./images/smilies/icon_e_smile.gif)