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The number of winners for LT40

Posted: Tue Aug 01, 2017 4:18 pm
by wieder
How would you feel if there was only one winner in the space race victory scenario? The rest of the players could be ranked according to the in-game scores.

Winning the space race scenario would basically only mean that you were the first one to do it.

Of course if the allied victory takes place, the max alliance size could be 30-50% of the players starting the game.

Posted: Tue Aug 29, 2017 8:58 am
by Corbeau
wieder wrote:How would you feel if there was only one winner in the space race victory scenario? The rest of the players could be ranked according to the in-game scores.
This is something that I've been proposing, like, forever :D

About allied victory, I'm against it as a whole, but others will probably disagree.

Posted: Tue Aug 29, 2017 9:29 am
by Lord_P
ONLY being able to win by space race with no team victory would be interesting actually.
A different type of game (Development/research focussed) with not much incentive for massive alliances and ultimately all survivors get a score.
If it takes 1000 turns for the remnants of a civilisation to build a space program after nuclear winter, so be it!

Posted: Tue Aug 29, 2017 1:17 pm
by Corbeau
And under such conditions allowing tech exchange suddenly makes much more sense. You can share it, sure, but you are basically feeding your competition.

Posted: Tue Aug 29, 2017 4:26 pm
by wieder
Corbeau, your suggestions are not forgotten. Stuff here usually just happens... slowly... :)

We could make LT40 a game where you can only win with the space race victory. I think there was one game like that in the past and it ended with mmm2 launching the rocket.

In the current ruleset there is a 25% chance to succeed taking a tech with a diplo/spy and also effectively a 5% chance for the original owner to lose it.

Posted: Tue Aug 29, 2017 4:44 pm
by Corbeau
I'll just add that allowing stealing tech without allowing tech trade is senseless.

And, with the Freeciv Web Longturn started, even with all of its malfunctions, I realised that I don't want to play a game that allows allied victory ever again. Simply, once you are in a stable alliance, there is no more diplomacy, and if you are outside of an alliance, you are just land-fodder for the other alliances because they just want to win and you are in the way.

However, being able to "win" individually and, even if you don't, coming out of it with some kind of score, is far more interesting.

Posted: Tue Aug 29, 2017 6:59 pm
by wieder
With tech trading you can given an unlimited amount of techs every turn. Without any actual cost even with root reqs and with upkeep and with negative bulbs removing a tech every turn. I have tested it and all it takes is an ally who is online often enough. You give the techs every turn and all is good until the next tc. After that you do it again. You may not believe it but all you need is an ally. There is also no setting to limit giving the number of techs.

With diplo/spy based trading you can still "trade" techs even with your allies. There is a cost for the trading and the number of diplos/spies you can build is the limit for trading techs. You also need to actually move your unit to make the trade. It's no longer possible to trade if you have absolutely no contact with someone. Using contactturns might do the trick but not really since using it would also allow trading without embassies. With diplo/spy trade it's still possible to use root reqs, upkeep and all that stuff.