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.. SPDX-License-Identifier: GPL-3.0-or-later | ||
.. SPDX-FileCopyrightText: James Robertson <[email protected]> | ||
.. Custom Interpretive Text Roles for longturn.net/Freeciv21 | ||
.. role:: unit | ||
.. role:: improvement | ||
.. role:: wonder | ||
.. role:: advance | ||
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Final Notes + Victory Declaration | ||
********************************* | ||
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Depending on how things have gone for you to this point, you might be ready to declare victory. This is one of | ||
the really great features of an :term:`LTT`/:term:`LTX` game; you do not actually have to kill off your | ||
enemies completely with total domination. You and your alliance can severely wound or cripple your enemy | ||
without actually destroying them to a point where your production capabilities greatly outweigh theirs and the | ||
game essentially is over at that point. | ||
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Victory declaration occurs on our Longturn Discord Server (https://discord.gg/98krqGm). Each game has a | ||
dedicated ``Ongoing Games`` channel. Opposing teams have 5 days (:math:`5\times24\text{h}`) to oppose. Notice | ||
that this is technically more than 5 typical turns (:math:`5\times23\text{h}`) and shorter than our newer | ||
turn change cycle of 25h. | ||
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We used to use an old Forum site (https://forum.longturn.net/), but have moved away from it in favor of | ||
Discord. | ||
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As a final conclusion – remember, :strong:`this is a game` and the Longturn Community values good | ||
sportsmanship as much as we do anything else. Have a good time, play to win, lose with grace, and make some | ||
friends. | ||
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See you next game! | ||
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Regards | ||
The Longturn Game Admins - Wieder_Fi, Louis94, Panch93, TriClad, Kryon, Corbeau, and Jwrober |
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.. SPDX-License-Identifier: GPL-3.0-or-later | ||
.. SPDX-FileCopyrightText: James Robertson <[email protected]> | ||
.. Custom Interpretive Text Roles for longturn.net/Freeciv21 | ||
.. role:: unit | ||
.. role:: improvement | ||
.. role:: wonder | ||
.. role:: advance | ||
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The Late-Game Strategy | ||
*********************** | ||
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The late game is generally considered any turn where most (if not all) of the players have progressed to the | ||
7th level of the technology tree (e.g. :advance:`Metallurgy`, :advance:`Steam Engine`, :advance:`Explosives`. | ||
and :advance:`Leadership`). This is where things can get really interesting. | ||
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Diplomacy | ||
========= | ||
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At this juncture of the game, if you have not determined who your friends are and who your enemies are, then | ||
you are in trouble. While there is no requirement to formally declare an in-game alliance, you should have | ||
already started discussions with other players about combined or shared plans. Most players that survive this | ||
long are good players and will also have developed alliance plans. | ||
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.. note:: | ||
Every Longturn game has different alliance victory rules and conditions, so make sure you are aligned with | ||
those rules before getting carried away. | ||
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City and Terrain Management | ||
=========================== | ||
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If your form of government is not Diplomacy or Federation and you do not have the mass majority of your cities | ||
celebrating, then you are behind. By the time you have learned all of the Level 6 technologies you should have | ||
many cities already celebrating. The Gold and Luxury output will greatly boost your gold per turn | ||
(:term:`GPT`) and bulbs per turn (:term:`BPT`) capacities. You can rush-buy buildings at this stage if you | ||
planned things right. Gold ends up being your production “super power” at this stage of the game. | ||
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Keep those :unit:`Workers` going. Get a :improvement:`Sewer System` in your cities so they can grow bigger | ||
than size 16. Once you learn :advance:`Explosives`, you can either use gold to upgrade the :unit:`Workers` to | ||
:unit:`Engineers` or allow :wonder:`Leonardo’s Workshop` to do it for you. Every tile should be grassland by | ||
now (or at least the majority of them). Use :unit:`Engineers` to cut down Mountains and Hills (ones without a | ||
special on them). Use the :unit:`Engineers` to get rid of Desert tiles (ones without a special on them). This | ||
is the time of the game where the majority of your cities should be at +20 food and growing every turn. | ||
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This is also a time in the game where pollution can cause Global Warming. In :term:`LTT` and :term:`LTX` | ||
games, Global Warming is very powerful and can wreak havoc on your growth plans. Keep tiles clear of pollution | ||
as best you can. | ||
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.. tip:: | ||
:unit:`Transports` can clean pollution from shallow and deep ocean tiles. Best to put them with a defender | ||
as they are sitting ducks to your enemies. | ||
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.. note:: | ||
Do not be surprised if you see other players ignoring their pollution. This is a known strategy to force | ||
Global Warming on everyone. You can certainly attempt to get them to clean up, but do not be surprised if | ||
they ignore you. | ||
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.. tip:: | ||
With :unit:`Engineers`, you can turn a city center tile from any type of terrain into Hills. The | ||
terraforming exercise is very expensive in worker points and will take many turns, even with a large number | ||
of :unit:`Engineers` working on the same task. However, the defense bonus will make your cities harder to | ||
capture and also will not be impacted by Global Warming’s effects as badly. It is advised to do this for | ||
your capital at least. | ||
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Research | ||
======== | ||
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What to research at this point in the game can vary widely depending on what your strategy is with your | ||
alliance. Different players in an alliance can research different paths to specialize. For example, one player | ||
can go for all the sea-going technologies (:advance:`Steam Engine`, :advance:`Railroad`, | ||
:advance:`Engineering`, :advance:`Steel`, :advance:`Combustion`, etc) and develop a very strong Navy. Another | ||
player can concentrate on air-based technologies (:advance:`Flight`, :advance:`Radio`, | ||
:advance:`Advanced Flight`, :advance:`Robotics`, :advance:`Combined Arms`, etc) to build out an Air Force and | ||
a third player can concentrate on a traditional land-based mechanized Army (:advance:`Leadership`, | ||
:advance:`Tactics`, :advance:`Amphibious Warfare`, :advance:`Labor Union`, :advance:`Robotics`, etc.). When it | ||
comes time to defeat your enemies you can work together to bring to force what is needed at the right time. | ||
There is no set prescription this late in the game, you will have to use your best judgment. |
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.. SPDX-License-Identifier: GPL-3.0-or-later | ||
.. SPDX-FileCopyrightText: James Robertson <[email protected]> | ||
.. Custom Interpretive Text Roles for longturn.net/Freeciv21 | ||
.. role:: unit | ||
.. role:: improvement | ||
.. role:: wonder | ||
.. role:: advance | ||
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Turn 20+: Mid-Game Strategy | ||
*************************** | ||
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The Path to Democracy | ||
===================== | ||
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While you are filling in the map with as many cities as you can, you are going to be developing your empire | ||
by terraforming tiles and adding infrastructure with :unit:`Workers` and at some point it will be necessary to | ||
add happiness buildings as well. Once you research :advance:`Monarchy` or :advance:`Republic` and take the two | ||
turns of Anarchy to change governments you will really see a change in output of all of your cities due to the | ||
elimination of the Despotism penalty. | ||
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.. note:: | ||
As a reminder, you can also get rid of the Despotism penalty with the :wonder:`Pyramids` Small Wonder if | ||
that fits your strategy better. However, at some point you **must** get to Democracy. | ||
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You should to research the following technologies (not necessarily in this order): | ||
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* :advance:`Currency` --- Gives :improvement:`Marketplace` improvement, which increases the luxury and tax | ||
output in a city by 50%. | ||
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* :advance:`Writing` --- Gives :improvement:`Library` improvement, which increases the science output in a | ||
city by 50%, or by 100% once the :wonder:`Great Library` Great Wonder has been built by any player. | ||
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* :advance:`Seafaring` --- Gives :improvement:`Harbor` improvement, which gives one extra food resource on all | ||
Ocean or Deep Ocean tiles (but not Lakes). | ||
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* :advance:`Construction` --- Gives regular :improvement:`Aqueduct` for those cities not near fresh water to | ||
get them bigger than size 8. | ||
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* :advance:`Monotheism` --- Gives the :improvement:`Cathedral` improvement, which makes 3 unhappy citizens | ||
content in a city. | ||
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* :advance:`Bridge Building` --- Allows your :unit:`Workers` to put roads everywhere, especially rivers. This | ||
is an important task for all of your :unit:`Workers`. You get an extra trade point for a road on a river | ||
tile. | ||
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* :advance:`Feudalism` --- For the :unit:`Pikemen` unit. Your first really good defender. With a | ||
:improvement:`Barracks` and the :wonder:`Sun Tzu’s War Academy` Small Wonder you can produce vv | ||
:unit:`Pikemen`. :unit:`Phalanx` can be upgraded to :unit:`Pikemen` as well. | ||
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* :advance:`University` --- Gives the :improvement:`University` improvement, which increases the science | ||
output in a city by an additional 50% (in addition to what the :improvement:`Library` is doing), or by | ||
100% once :wonder:`Isaac Newton's College` Great Wonder has been built by any player. | ||
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* :advance:`Banking` --- Gives the :improvement:`Bank` improvement, which increases the luxury and tax output | ||
in a city by an additional 30%. With both a :improvement:`Bank` and a :improvement:`Marketplace` in a city, | ||
the total bonus is 80%. | ||
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* :advance:`Invention` --- Gives the two workshop wonders. If someone else gets :wonder:`Verrocchio’s Workshop` | ||
you should still build the :wonder:`Leonardo’s Workshop`. | ||
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* :advance:`Economics` --- Gives the :improvement:`Mercantile Exchange` improvement and also allows for the | ||
Federation form of government. :improvement:`Mercantile Exchange` increases the luxury and tax output in a | ||
city by an additional 30%. With a :improvement:`Mercantile Exchange`, a :improvement:`Bank` and a | ||
:improvement:`Marketplace` in a city, the total bonus is 110%! | ||
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* :advance:`Democracy` --- Allows for the Democracy form of government. | ||
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* :advance:`Gunpowder` --- For the :unit:`Musketeer` unit. Your second-level, really good defender. | ||
:unit:`Warriors` and :unit:`Archers` can be upgraded to :unit:`Musketeers`. | ||
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* :advance:`Sanitation` --- Gives the :improvement:`Sewer System` improvement. This allows your cities to get | ||
bigger than size 16. | ||
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Getting your Cities to Celebrate | ||
================================ | ||
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While you are researching the list given above, you need to work to get all the happiness and luxury buildings | ||
constructed in your cities as it makes sense. | ||
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.. note:: | ||
Cities size 3 or smaller cannot celebrate. Also at this small size you get very little effect from all the | ||
happiness and lux buildings anyway, so it makes sense that small cities will not celebrate. | ||
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You need to eventually get the following buildings inside your largest cities: | ||
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* :improvement:`Temple` → :improvement:`Cathedral` | ||
* :improvement:`City Walls` | ||
* :improvement:`Courthouse` | ||
* :improvement:`Library` → :improvement:`University` | ||
* :improvement:`Marketplace` → :improvement:`Bank` → :improvement:`Mercantile Exchange` | ||
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You must have :improvement:`Temples` in all of your cities at a minimum before you switch to Republic or | ||
Democracy or you will have disorder on your hands all over. Ideally you would have :improvement:`Temple`, | ||
:improvement:`City Walls`, :improvement:`Courthouse`, and :improvement:`Marketplace`, along with all the Small | ||
Wonders that enhance them before you switch to Republic or Democracy. | ||
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With all this in place, you will want to now get your largest cities (ideally all of them, but it is not | ||
always possible to do that) to celebrate. To accomplish this is a multi-part process: | ||
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* Ensure you have :improvement:`Temple`, :improvement:`City Walls`, :improvement:`Courthouse`, | ||
:improvement:`Marketplace`, and a :improvement:`Bank` inside the city. | ||
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* Even better if you can get :improvement:`Mercantile Exchange` in there as well. | ||
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* :improvement:`Amphitheater` and/or :improvement:`Cathedral` help with the happiness aspect as well and are | ||
needed for cities larger than size 16. | ||
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* Change the global Lux value to 30%. | ||
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* Manipulate the citizens in your cities and convert them to Entertainers (yes this will stall growth). As you | ||
add Entertainers the content citizens will turn happy and if you have enough Lux and Happiness available the | ||
city will go to “happy” in the city dialog (right panel). You need half of the citizens to be happy for the | ||
citizens to celebrate. | ||
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* The citizens will go from happy to celebrating at :term:`TC`. You will see the effects in your gold and | ||
science output when this happens. | ||
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.. tip:: | ||
You might have to go to 40% global Lux to get the cities to celebrate initially. Once they are celebrating | ||
you can adjust the global Lux value down and still keep them celebrating. You can use the | ||
:ref:`Cities view <game-manual-cities-view>` to monitor the situation. Be sure to have the “state” column | ||
enabled to see the status. | ||
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Mid-Game Military | ||
================= | ||
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This is the point in the game where some fighting often happens. You are going to be bumping up against your | ||
neighbors, they might have more land than you at this point. Just like with the notes about military | ||
aggression for the early game, any involvement in military conflict is taking away from growth. As with all | ||
things “Longturn”, there are tradeoffs. | ||
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A few thoughts about aggression at this stage of the game: | ||
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* You cannot declare war on a player you are at peace with if you are in Republic, Democracy, or Federation. | ||
You have to go into Anarchy and then declare war, which will kill 2 turns of any progress. | ||
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.. note:: | ||
In Monarchy, Despotism, and Tribal you can declare war at will. | ||
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* If you are going to go into a hot war with a neighbor, make sure they are smaller than you. If they are | ||
bigger you have no chance as they can out produce you. Get some help with an ally if it is really necessary | ||
to invade. Also, if your neighbor is further along in the technology tree than you are, they could easily | ||
have more advanced defending and attacking units than you do. You really have no chance in this scenario as | ||
you cannot out produce them and it will take more units than you can produce in a reasonable amount of time | ||
to kill more advanced defenders. Wisdom over Valor! | ||
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* As a general rule of thumb, at this point in the game you still do not have a ton of production capacity | ||
and it still takes awhile to construct units (or gold to buy them, which could be scarce). If you are going | ||
to go to war, it is advisable that every city is involved. Every city should be producing units (attackers | ||
and defenders). If you do not go all “in”, you risk your opponent doing the same in retaliation and taking | ||
you out of the game as a result. | ||
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* Be sure to have your own defenses set up very well. There is an old saying --- a good defense is the best | ||
offense. This is a team sports phrase, but it works very well in Longturn games. | ||
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* Also recall from earlier, cities without :improvement:`City Walls` will lose a citizen for every unit killed | ||
inside the city, plus one more when you enter the city. Use a :unit:`Diplomat` to investigate cities before | ||
you go in and attack. If you think you are going to get some beautiful, large city as a result, you may be | ||
surprised to see ruins instead. At this stage of the game, only ships do not kill citizens for the coastal | ||
cities. |