Quick list of LT40 ruleset changes
Posted: Wed Nov 08, 2017 5:11 pm
Here is the link to the ruleset changes on GIT. It's human readable.
https://github.com/longturn/games/commits/master/LT40
Not everything is listed here, just the more important stuff. This includes LT36, LT37, LT38 and LT40 changes. The base LT changed made for civ2civ3 are not listed. Mostly cost, 3x moves and small wonder related. This is to give idea about what kind of game to expect. May include some errors but you get the idea.
- revolution takes 1 turn
- chance to receive techs is 50%
- no conventional tech trading, stealing / trading with diplomats and spies
- only marines can attack from ships
- nationalism as new government. kind of updated tribalism but with trade bonus and with max 50% tax/lux/sci rates. no incite/bribe
- nationalism has upkeep of 3 gold for units
- can build cities on mountains
- gov specific early units
- despotism: knights
- republic: caravel
- federation: marines
- nationalism: fighters and armor
- monarchy: spy
- communism: destroyer
- democracy: helicopter
- space ship parts less expensive
- cannons have 3 moves, artillery 4
- partisans cost 40, cost 1 population, no home city
- migrants cost 15
- immigrants (cost 30) obsolete migrants with railroad
- colonists (cost 50) obsolete settlers with railroad
- fanatics and crusaders can't be bribed
- partisans can be added to a city
- submarines can move diplomats, spies and explorers
- new empire sizes and +1 unhappy for each additional city
- magellan's give +2 moves + 10% promotion chance bonus
- triremes have 7 moves
- nuclear power gives +1 move to sea units
- fusion power gives +3 moves to sea units
- granary sizes: granary_food_ini = 16, 18, 20, 22, 24, 30, 40, 50
- new building resource agency increases city work area to 4 tiles away
- cities get 50% defense bonus at size 9 + double free units : *** EDIT *** You get the bonus at size 9. Not at size 8!
- cities get another 50% defense bonus at size 20
- city trading is DISABLED *EDIT*
- no unlimited flights to destination city
- House of Peasants small wonder with trade to increase city working area in early game
- electricity gives cities more vision
- lighthouse gives more vision to a city, gives +3 moves for triremes, makes new triremes veteran
- malbork castle small wonder gives city 3 entertainers output + 1 lux
- flagship frigate. Unique unit, can have only one of this kind. more expensive and powerful
- underground tunnels small wonder 100% defense against all attacking units
- harbor gives +1 food and harbor improvement with electricity another +1 food
- drafted musketeers, cost 20 take 1 population
- drafted riflemen, cost 25, cost one population
- spy costs 80, has 7 moves
- warriors obsoleted by pikemen
- science cost 120%
- freight defense 2, HP 20
- settlers can't be added to a city
- start units: 5 settlers, 6 workers, 2 explorers
- new missile unit similar to those in the 50's
- added anti-aircraft riflemen, very expensive but good at defending against air attacks
- only Battleship and Carrier can move nukes
- Nuclear Defense System small wonder with flight, 95% defense chance
- barracks can produce veteran siege units
- siege units have adjusted attack values for the veteran levels
- catapult attack 4, catapult gets double firepower when attacking cities
- cannon attack 6, gets double firepower when attacking cities
- King Richard's no longer reduces unit costs
- everyone gets techs once n number of players have it
- Battleships can't become veterans, do not slow down when damaged
- cruise missiles get bonus when attacking battleships or carriers
- missiles have virtually no vision, need to get vision from some other unit
- fighters can stay on air for one turn change
- bombers can carry missiles
- workers, migrants, colonists and settlers can pillage improvements
- amphitheater upkeep 1
- atlantic telegraph company small wonder cost 120, gives embassy with everyone
- gold transfer tax 10%
- cruise missiles have 15 moves
- added anti aircraft missile able to attack air units
- can't bribe air units, except helicopters
- pyramids cost 160
- added trade bonus for fundamentalism
- removed mausoleum of mausolos
- removed statue of zeus
- monarchy has less production wasted compared to republic
- coastal defense available with gunpowder
- barracks I cost 60, barrack II 45 and barrack II 30
- fanatics available with conscription, cost no population can only be built with fundamentalism
- sun tsu cost 150, gives another v level with barracks
- fortress gives better vision
- mountains give better vision
- great library gives +10 sci to the city
- isaac newton gives 12 sci to the city
- coastal defenses are visible to outside the city
- airport is visible to outside the city
- partisans no longer appear when cities are conquered
- veteran_move_bonus = 0, 3, 6, 9, 12, 15, 18, 21, 24, 27 (divide with 9 to get the actual moves)
- veteran_raise_chance = 50, 45, 40, 35, 30, 25, 20, 15, 10, 0
- battleships cost 280
- submarine costs 40, has 12 moves
- nuclear missile costs 300
- mass transit costs 50
- better vision for advanced mounted units
- better vision for caravel
- workers are capturable
- Leonardo upgrades 2 units / turn but takes away one veteran level for each upgraded unit
- magellan's costs 200
- palace and 2nd palace give 4 less unhappy from military units
- no trade with caravans
- under despotism, 20 units can bring martial law
- no tech upkeep
- better veteran bonus system for diplomats and spies
- crusaders can only be build with fundamentalism
- tribalism has 4 free units
- +5% science bonus for federation
- isaac newton costs 400
- amphitheatre costs 50
- no inciting cities for fundamentalism
- +1 food to hill/desert cities
- no pollution on ocean
- courthouse cost 45
- 2nd palace administrative center, cost 150
- Michelangelo costs 600
- added fusion units: fighter, armor, bomber and battleship
https://github.com/longturn/games/commits/master/LT40
Not everything is listed here, just the more important stuff. This includes LT36, LT37, LT38 and LT40 changes. The base LT changed made for civ2civ3 are not listed. Mostly cost, 3x moves and small wonder related. This is to give idea about what kind of game to expect. May include some errors but you get the idea.
- revolution takes 1 turn
- chance to receive techs is 50%
- no conventional tech trading, stealing / trading with diplomats and spies
- only marines can attack from ships
- nationalism as new government. kind of updated tribalism but with trade bonus and with max 50% tax/lux/sci rates. no incite/bribe
- nationalism has upkeep of 3 gold for units
- can build cities on mountains
- gov specific early units
- despotism: knights
- republic: caravel
- federation: marines
- nationalism: fighters and armor
- monarchy: spy
- communism: destroyer
- democracy: helicopter
- space ship parts less expensive
- cannons have 3 moves, artillery 4
- partisans cost 40, cost 1 population, no home city
- migrants cost 15
- immigrants (cost 30) obsolete migrants with railroad
- colonists (cost 50) obsolete settlers with railroad
- fanatics and crusaders can't be bribed
- partisans can be added to a city
- submarines can move diplomats, spies and explorers
- new empire sizes and +1 unhappy for each additional city
- magellan's give +2 moves + 10% promotion chance bonus
- triremes have 7 moves
- nuclear power gives +1 move to sea units
- fusion power gives +3 moves to sea units
- granary sizes: granary_food_ini = 16, 18, 20, 22, 24, 30, 40, 50
- new building resource agency increases city work area to 4 tiles away
- cities get 50% defense bonus at size 9 + double free units : *** EDIT *** You get the bonus at size 9. Not at size 8!
- cities get another 50% defense bonus at size 20
- city trading is DISABLED *EDIT*
- no unlimited flights to destination city
- House of Peasants small wonder with trade to increase city working area in early game
- electricity gives cities more vision
- lighthouse gives more vision to a city, gives +3 moves for triremes, makes new triremes veteran
- malbork castle small wonder gives city 3 entertainers output + 1 lux
- flagship frigate. Unique unit, can have only one of this kind. more expensive and powerful
- underground tunnels small wonder 100% defense against all attacking units
- harbor gives +1 food and harbor improvement with electricity another +1 food
- drafted musketeers, cost 20 take 1 population
- drafted riflemen, cost 25, cost one population
- spy costs 80, has 7 moves
- warriors obsoleted by pikemen
- science cost 120%
- freight defense 2, HP 20
- settlers can't be added to a city
- start units: 5 settlers, 6 workers, 2 explorers
- new missile unit similar to those in the 50's
- added anti-aircraft riflemen, very expensive but good at defending against air attacks
- only Battleship and Carrier can move nukes
- Nuclear Defense System small wonder with flight, 95% defense chance
- barracks can produce veteran siege units
- siege units have adjusted attack values for the veteran levels
- catapult attack 4, catapult gets double firepower when attacking cities
- cannon attack 6, gets double firepower when attacking cities
- King Richard's no longer reduces unit costs
- everyone gets techs once n number of players have it
- Battleships can't become veterans, do not slow down when damaged
- cruise missiles get bonus when attacking battleships or carriers
- missiles have virtually no vision, need to get vision from some other unit
- fighters can stay on air for one turn change
- bombers can carry missiles
- workers, migrants, colonists and settlers can pillage improvements
- amphitheater upkeep 1
- atlantic telegraph company small wonder cost 120, gives embassy with everyone
- gold transfer tax 10%
- cruise missiles have 15 moves
- added anti aircraft missile able to attack air units
- can't bribe air units, except helicopters
- pyramids cost 160
- added trade bonus for fundamentalism
- removed mausoleum of mausolos
- removed statue of zeus
- monarchy has less production wasted compared to republic
- coastal defense available with gunpowder
- barracks I cost 60, barrack II 45 and barrack II 30
- fanatics available with conscription, cost no population can only be built with fundamentalism
- sun tsu cost 150, gives another v level with barracks
- fortress gives better vision
- mountains give better vision
- great library gives +10 sci to the city
- isaac newton gives 12 sci to the city
- coastal defenses are visible to outside the city
- airport is visible to outside the city
- partisans no longer appear when cities are conquered
- veteran_move_bonus = 0, 3, 6, 9, 12, 15, 18, 21, 24, 27 (divide with 9 to get the actual moves)
- veteran_raise_chance = 50, 45, 40, 35, 30, 25, 20, 15, 10, 0
- battleships cost 280
- submarine costs 40, has 12 moves
- nuclear missile costs 300
- mass transit costs 50
- better vision for advanced mounted units
- better vision for caravel
- workers are capturable
- Leonardo upgrades 2 units / turn but takes away one veteran level for each upgraded unit
- magellan's costs 200
- palace and 2nd palace give 4 less unhappy from military units
- no trade with caravans
- under despotism, 20 units can bring martial law
- no tech upkeep
- better veteran bonus system for diplomats and spies
- crusaders can only be build with fundamentalism
- tribalism has 4 free units
- +5% science bonus for federation
- isaac newton costs 400
- amphitheatre costs 50
- no inciting cities for fundamentalism
- +1 food to hill/desert cities
- no pollution on ocean
- courthouse cost 45
- 2nd palace administrative center, cost 150
- Michelangelo costs 600
- added fusion units: fighter, armor, bomber and battleship