Difference between revisions of "Freeciv Longturn"

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(Ruleset)
Line 47: Line 47:
 
* Units in a fortress or city regain 50% of their health each turn.
 
* Units in a fortress or city regain 50% of their health each turn.
 
*: Default is 25%.
 
*: Default is 25%.
* All units have triple move points, which means that Settlers and Workers also work faster
+
* All units have triple move points, which means that Settlers, Workers and Engineers also work faster.
 
*: Makes the game less tedious and emphasises improvements.
 
*: Makes the game less tedious and emphasises improvements.
 
* All units have double vision distance.
 
* All units have double vision distance.
 +
* Veterans get a movement bonus of 1 point (square) per veteran level. Workers and Engineers can become veterans by performing useful work.
 +
*: Makes unit development more worthwhile.
 +
* New unit called Migrant. Works exactly the same as Settlers but can't found new cities, is cheaper, can still boost existing cities.
 +
* Caravans and Freight are not available.
 +
* Players can't meet for diplomacy unless both have an embassy.
 +
* Diplomats and Spies have a base diplomacy chance of 50%.
 +
*: Default is 80%. Espionage is too powerful at that level.
  
 
==Potential players==
 
==Potential players==

Revision as of 12:26, 19 January 2014

A Longturn game of Freeciv is proposed, starting some time in February 2014.

Freeciv

Open source multi-player clone of a Sid Meier's Civilization-style game.

It's packaged for many Linux distributions, and for Windows. It's also easy to compile on Linux. Anyone know about OS X support?

Longturn

A ruleset of Freeciv modified to suit one-turn-a-day play. You log in, do your move and then once everyone else has done their moves or a day has passed (whichever happens first) it is time for your move again. Therefore the game should take up relatively little of your time -- maybe only a couple of seconds per day to begin with -- however playing it out may take 3 to 12 months!

February?

You will need a little time to check your setup and become familiar with the game before we start.

Setup

Here's Andy's proposals for setup. All of it is up for discussion if you want.

Version

Andy suggests we use 2.3.x versions. 2.3.x was the stable branch of Freeciv for a long time. 2.4.x is the new stable branch but it was only released in November 2013 and few Linux distributions have it packaged. Major version of server and client need to line up, so if we used a 2.4.x server then everyone would have to use 2.4.x clients. Andy already has a version 2.3.4 (last released 2.3.x stable version) server running.

Ruleset

Assume the default rules with the following modifications:

  • A turn lasts a maximum of 23 hours 59 minutes.
  • If everyone clicks "Turn Done" then the turn can end early.
  • No space race -- it's a fight to the death.
  • The map wraps in both East-West and North-South directions.
    Default Freeciv would wrap E-W with non-wrapping polar regions.
    Something that wraps both E-W and N-S is actually a torus shape if you think about it, so it's recommended not to think about it.
  • No polar regions.
    Normally civ does have polar regions but it sucks if you're placed near one.
  • Map size of 2,000 times number of players (so 8,000 if four players), 40% land.
    Default size would be 4,000 with 30% land.
  • No huts or barbarians.
    Their random effects can be crippling in the early game.
  • Movement cost doubled for difficult terrain (normal terrain unaffected). So, mountains usually cost 3 move but will instead cost 6; plains still cost 1.
  • Cities must be placed with at least three clear tiles between them in every direction.
    Tries to prevent Smallpox/ICS.
  • Cities must be in rapture for 3 turns before they will start to grow.
    Default is 1 turn.
  • Increased cost of Marco Polo's Embassy from 200 to 500.
    Embassy with every human is too powerful in a big game with lots of people.
  • When switching governments, there will be a period of revolution lasting two turns.
    Default is random 1-6 turns, which can be too unfair.
  • Starting units are four Settlers, two Workers, and two Explorers.
  • Units start within a 3-square radius of each other.
    Default is 0 (all on same starting tile).
  • Units in a fortress or city regain 50% of their health each turn.
    Default is 25%.
  • All units have triple move points, which means that Settlers, Workers and Engineers also work faster.
    Makes the game less tedious and emphasises improvements.
  • All units have double vision distance.
  • Veterans get a movement bonus of 1 point (square) per veteran level. Workers and Engineers can become veterans by performing useful work.
    Makes unit development more worthwhile.
  • New unit called Migrant. Works exactly the same as Settlers but can't found new cities, is cheaper, can still boost existing cities.
  • Caravans and Freight are not available.
  • Players can't meet for diplomacy unless both have an embassy.
  • Diplomats and Spies have a base diplomacy chance of 50%.
    Default is 80%. Espionage is too powerful at that level.

Potential players

  • Andy
    • Played Civ II a lot -- 16+ years ago!
    • Played Freeciv a bit but regularly get beaten by Easy AI so can't be very good at it.
  • leica
  • moggers87
  • Popey