LT35 is currently in the early pre-game and the ruleset is not yet finished.
The game could start around very late May or in early June. The idea would be to start it around the time when LT34 enters the end game. This is of course hard to predict, but assuming that it goes like in the previous games, it could start roughly at that time. We should know more in about a month and could start the signups possibly in early May.
The ruleset is most likely based on LT34 and it will be tweaked and fixed for LT35. I don't see too many changes, but fixes and some good ideas were listed on LT34 forum.
http://forum.longturn.org/viewtopic.php?id=490
The setup for LT35? There was this idea about a two team game, with continent(s), random starting locations, without pooled research, no tech trading and no stealing. This is however not decided yet so if someone has a better idea without too much trouble for setting up the teams, we can do that. Picking the players LT32 way is probably not going to happen for LT35. While lots of players like the way teams were set up, the process took lots of time and the picking game was possibly too important and became a game of it's own. In any case, it might be a good idea to try something else.
The Freeciv version for LT35 is going to be 2.3 since 2.5 is not yet properly tested for Longturn and testing the ruleset for it would take a reasonable amount of time.
Preparations for LT35, a team game
- maho
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- mrsynical
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We have done a 2 team game at least once previously with single landmass (with no wrapping of the map). Need to be careful that half of the team is not stuck in the "middle/back" doing nothing but science and sim-city, and some of the team are just stuck on the front line defending/attacking. I think it was quite boring for those in the middle/back.
Islands might be a good idea. Say, have 5-6 islands, with 3-4 people from teach team on an island. Presumable, some islands will try and quickly destroy each other. Some islands will reach defensive stale-mate, and then decide to try and help support a neighboring island instead.
Look forward to see how it turns out.
Islands might be a good idea. Say, have 5-6 islands, with 3-4 people from teach team on an island. Presumable, some islands will try and quickly destroy each other. Some islands will reach defensive stale-mate, and then decide to try and help support a neighboring island instead.
Look forward to see how it turns out.
- chill
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With respect to tech, I would prefer to significantly reduce the tech leakage where techs become less expensive according to the number of players who have researched it. Doing that effectively punishes those who have invested in tech infrastructure. This deleterious effect seems to be more pronounced in the larger games with more players.
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What kind of value would you like to see? It seems that currently the few most advanced nations are not really helping anyone else that much because only very few players have the more advanced techs like sanitation or even explosives. I'm not sure what kind of techs you have and this is of course a secret at this time. Maybe you could write down some examples and post them at a later time?
What it comes to researching in LT34, it seems that a good way for doing that has been growing the economy first and only then purchasing libraries with the gold. The tech leakage has been able to prevent small players from being killed, but the effect for that seems to be fading away with some players becoming too advanced compared to the middle class
How about lowering the tech leakage to 80% and maybe making some early techs just slightly cheaper?
What it comes to researching in LT34, it seems that a good way for doing that has been growing the economy first and only then purchasing libraries with the gold. The tech leakage has been able to prevent small players from being killed, but the effect for that seems to be fading away with some players becoming too advanced compared to the middle class
How about lowering the tech leakage to 80% and maybe making some early techs just slightly cheaper?
- el_perdedor
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how about no borders, makes war more interesting, but... well with citymindist it makes no sense.
i would like islands. single, but with teamies or enemies its okay. how about 2 from each team on island. makes it interesting from the begining and game takes longer as u cant develop right.
no tech traiding. well i dont like it, everyone on his own.
yep that.
i would like islands. single, but with teamies or enemies its okay. how about 2 from each team on island. makes it interesting from the begining and game takes longer as u cant develop right.
no tech traiding. well i dont like it, everyone on his own.
yep that.
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-el perdedor!!!
12. July 2014 12:20 am
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-el perdedor!!!
12. July 2014 12:20 am