And now for something completely different
Posted: Mon Jan 22, 2018 1:38 pm
Hello everybody.
Wieder was kind enough to let me make the introductory post, so here it is.
After finally finishing the (first version of) a ruleset that I've been thinking about for a while now, I would like to try it out in the only way I believe Civilization is worth playing - slow and thought-through, multiplayer, diplomatic overkill.
Now, I am perfectly aware that probably not everybody will share my enthusiasm with some aspects and this is why I suggested that this subforum be opened so much in advance. The LT42 game is roughly planned to start at the beginning of April which should be enough to test and discuss or completely reject this new ruleset. If you are against it, do not hesitate to voice your opinion. There is no point in having a game with too few players.
I am "hosting" the ruleset and the "documentation" on the Freeciv forum, namely here so, if it's not too much trouble, please discuss technicalities there so that everything is in one place. If it *is* a problem, by all means discuss it here, better than to keep quiet
One thing that should go hand-in-hand with that ruleset are the server settings and game code tweaks so I'll list them here.
High priority:
1. No direct tech trade
2. Source code tweak - Diplomats can steal technology from any city, not just once per city
3. citymindist = 1
Explanation: with such drastic changes in city radius (sqrt() ranging from 1 to ~25) a maximum liberty at placing cities should be allowed. Also, huge cities spread apart don't stimulate skirmishes and reduce the desire for war because stakes are high and defences are huge. But with a spread of villages that can't all be defended equally easy, war *should* be more dynamic.
Abuse should be covered with ruleset features:
- fort doesn't change tile ownership
- Migrants are more expensive with tech progress
- Settlers don't add to city
- smallpoxing is discouraged with Settler costing 2 population and tech upkeep based on number of cities
4. Science box at least 150 (to stimulate early wars)
5. Contact and diplomacy possible without diplomats: alliances made more easy, more map exchange, more knowledge of the outside world, more involvement in the game.
6. Techleak, restrictinfra...
---------------------
About other matters, I would prefer if LT42 wasn't an "alliance victory" based. I believe it strongly dictates how people play and this ruleset was made with steady progress, growth and expansion in mind. If there is an alliance block established early in the game, it may defy the purpose of some changes.
Naturally, in the end, it will al depend on how people feel about it. So, again, speak your minds.
Wieder was kind enough to let me make the introductory post, so here it is.
After finally finishing the (first version of) a ruleset that I've been thinking about for a while now, I would like to try it out in the only way I believe Civilization is worth playing - slow and thought-through, multiplayer, diplomatic overkill.
Now, I am perfectly aware that probably not everybody will share my enthusiasm with some aspects and this is why I suggested that this subforum be opened so much in advance. The LT42 game is roughly planned to start at the beginning of April which should be enough to test and discuss or completely reject this new ruleset. If you are against it, do not hesitate to voice your opinion. There is no point in having a game with too few players.
I am "hosting" the ruleset and the "documentation" on the Freeciv forum, namely here so, if it's not too much trouble, please discuss technicalities there so that everything is in one place. If it *is* a problem, by all means discuss it here, better than to keep quiet
One thing that should go hand-in-hand with that ruleset are the server settings and game code tweaks so I'll list them here.
High priority:
1. No direct tech trade
2. Source code tweak - Diplomats can steal technology from any city, not just once per city
3. citymindist = 1
Explanation: with such drastic changes in city radius (sqrt() ranging from 1 to ~25) a maximum liberty at placing cities should be allowed. Also, huge cities spread apart don't stimulate skirmishes and reduce the desire for war because stakes are high and defences are huge. But with a spread of villages that can't all be defended equally easy, war *should* be more dynamic.
Abuse should be covered with ruleset features:
- fort doesn't change tile ownership
- Migrants are more expensive with tech progress
- Settlers don't add to city
- smallpoxing is discouraged with Settler costing 2 population and tech upkeep based on number of cities
4. Science box at least 150 (to stimulate early wars)
5. Contact and diplomacy possible without diplomats: alliances made more easy, more map exchange, more knowledge of the outside world, more involvement in the game.
6. Techleak, restrictinfra...
---------------------
About other matters, I would prefer if LT42 wasn't an "alliance victory" based. I believe it strongly dictates how people play and this ruleset was made with steady progress, growth and expansion in mind. If there is an alliance block established early in the game, it may defy the purpose of some changes.
Naturally, in the end, it will al depend on how people feel about it. So, again, speak your minds.