diff --git a/docs/Playing/LT-Guide/final-notes.rst b/docs/Playing/LT-Guide/final-notes.rst new file mode 100644 index 0000000000..ae3c8df888 --- /dev/null +++ b/docs/Playing/LT-Guide/final-notes.rst @@ -0,0 +1,34 @@ +.. SPDX-License-Identifier: GPL-3.0-or-later +.. SPDX-FileCopyrightText: James Robertson <jwrober@gmail.com> + +.. Custom Interpretive Text Roles for longturn.net/Freeciv21 +.. role:: unit +.. role:: improvement +.. role:: wonder +.. role:: advance + +Final Notes + Victory Declaration +********************************* + +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. + +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. + +We used to use an old Forum site (https://forum.longturn.net/), but have moved away from it in favor of +Discord. + +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. + +See you next game! + +Regards +The Longturn Game Admins - Wieder_Fi, Louis94, Panch93, TriClad, Kryon, Corbeau, and Jwrober diff --git a/docs/Playing/LT-Guide/first-turn.rst b/docs/Playing/LT-Guide/first-turn.rst index 029e1d2cdd..7540f535cf 100644 --- a/docs/Playing/LT-Guide/first-turn.rst +++ b/docs/Playing/LT-Guide/first-turn.rst @@ -11,8 +11,9 @@ The First Turn ************** The first turn (typically ``T1``) is an incredibly important turn for any Longturn game. With any Longturn -game, the first turn is always 3 days long (``3 * 24h``). There are many reasons for this, but a main one is -that the first turn can either set you up for success or doom you to demise. Yes, it is that important. +game, the first turn is always 3 days long (:math:`3\times24\text{h}`). There are many reasons for this, but +a main one is that the first turn can either set you up for success or doom you to demise. Yes, it is that +important. .. note:: If you have not played a game in some time or if this is a first time to play, be sure to explore the diff --git a/docs/Playing/LT-Guide/index.rst b/docs/Playing/LT-Guide/index.rst index d4b8e783f7..dfc514a6ad 100644 --- a/docs/Playing/LT-Guide/index.rst +++ b/docs/Playing/LT-Guide/index.rst @@ -12,4 +12,7 @@ online against other human players. intro.rst first-turn.rst twenty-turns.rst + mid-game.rst + late-game.rst + final-notes.rst :maxdepth: 2 diff --git a/docs/Playing/LT-Guide/late-game.rst b/docs/Playing/LT-Guide/late-game.rst new file mode 100644 index 0000000000..7c30ceb974 --- /dev/null +++ b/docs/Playing/LT-Guide/late-game.rst @@ -0,0 +1,78 @@ +.. SPDX-License-Identifier: GPL-3.0-or-later +.. SPDX-FileCopyrightText: James Robertson <jwrober@gmail.com> + +.. Custom Interpretive Text Roles for longturn.net/Freeciv21 +.. role:: unit +.. role:: improvement +.. role:: wonder +.. role:: advance + +The Late-Game Strategy +*********************** + + +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. + +Diplomacy +========= + +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. + +.. note:: + Every Longturn game has different alliance victory rules and conditions, so make sure you are aligned with + those rules before getting carried away. + +City and Terrain Management +=========================== + +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. + +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. + +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. + +.. 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. + +.. 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. + +.. 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. + +Research +======== + +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. diff --git a/docs/Playing/LT-Guide/mid-game.rst b/docs/Playing/LT-Guide/mid-game.rst new file mode 100644 index 0000000000..e145f8457e --- /dev/null +++ b/docs/Playing/LT-Guide/mid-game.rst @@ -0,0 +1,164 @@ +.. SPDX-License-Identifier: GPL-3.0-or-later +.. SPDX-FileCopyrightText: James Robertson <jwrober@gmail.com> + +.. Custom Interpretive Text Roles for longturn.net/Freeciv21 +.. role:: unit +.. role:: improvement +.. role:: wonder +.. role:: advance + +Turn 20+: Mid-Game Strategy +*************************** + +The Path to Democracy +===================== + +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. + +.. 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. + +You should research the following technologies (not necessarily in this order): + +* :advance:`Currency` --- Gives :improvement:`Marketplace` improvement, which increases the luxury and tax + output in a city by 50%. + +* :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. + +* :advance:`Seafaring` --- Gives :improvement:`Harbor` improvement, which gives one extra food resource on all + Ocean or Deep Ocean tiles (but not Lakes). + +* :advance:`Construction` --- Gives regular :improvement:`Aqueduct` for those cities not near fresh water to + get them bigger than size 8. + +* :advance:`Monotheism` --- Gives the :improvement:`Cathedral` improvement, which makes 3 unhappy citizens + content in a city. + +* :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. + +* :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. + +* :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. + +* :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%. + +* :advance:`Invention` --- Gives the two workshop wonders. If someone else gets :wonder:`Verrocchio’s Workshop` + you should still build the :wonder:`Leonardo’s Workshop`. + +* :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%! + +* :advance:`Democracy` --- Allows for the Democracy form of government. + +* :advance:`Gunpowder` --- For the :unit:`Musketeer` unit. Your second-level, really good defender. + :unit:`Warriors` and :unit:`Archers` can be upgraded to :unit:`Musketeers`. + +* :advance:`Sanitation` --- Gives the :improvement:`Sewer System` improvement. This allows your cities to get + bigger than size 16. + + +Getting your Cities to Celebrate +================================ + +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. + +.. 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. + + +You need to eventually get the following buildings inside your largest cities: + +* :improvement:`Temple` → :improvement:`Cathedral` +* :improvement:`City Walls` +* :improvement:`Courthouse` +* :improvement:`Library` → :improvement:`University` +* :improvement:`Marketplace` → :improvement:`Bank` → :improvement:`Mercantile Exchange` + +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. + +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: + +* Ensure you have :improvement:`Temple`, :improvement:`City Walls`, :improvement:`Courthouse`, + :improvement:`Marketplace`, and a :improvement:`Bank` inside the city. + +* Even better if you can get :improvement:`Mercantile Exchange` in there as well. + +* :improvement:`Amphitheater` and/or :improvement:`Cathedral` help with the happiness aspect as well and are + needed for cities larger than size 16. + +* Change the global Lux value to 30%. + +* 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. + +* 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. + +.. 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. + + +Mid-Game Military +================= + +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. + +A few thoughts about aggression at this stage of the game: + +* 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. + + .. note:: + In Monarchy, Despotism, and Tribal you can declare war at will. + +* 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! + +* 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. + +* 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. + +* 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. diff --git a/docs/Playing/LT-Guide/twenty-turns.rst b/docs/Playing/LT-Guide/twenty-turns.rst index d1ab9b370e..09fbce7759 100644 --- a/docs/Playing/LT-Guide/twenty-turns.rst +++ b/docs/Playing/LT-Guide/twenty-turns.rst @@ -48,9 +48,12 @@ you should not overstay your welcome. There is also nothing wrong with placing a shared border, on a tile inside your border, to act as a sentry. .. note:: - As opposed to typical single-player :term:`AI` games, “peace” is the default state between nations in - :term:`LTT`/:term:`LTX` rulesets. When you meet a player and establish a contact embassy, you will - automatically go into Armistice with that player and in 16 turns will be in Peace diplomatic status. + As opposed to typical single-player :term:`AI` games, “Armistice” is the default state between nations in + :term:`LTT` and "War" for :term:`LTX` rulesets. When you meet a player and establish a contact embassy, you + will automatically go into Armistice or War with that player. + + This setting comes from the ``initial_diplomatic_state`` setting in the :file:`game.ruleset` ruleset file + and is not shown in game help. Deciding on an Initial Strategy @@ -332,9 +335,14 @@ This table provides some information on the important wonders before the :advanc | | | | | Veteran 2 (175%) right away | | | | | | after production. | +-------+-----------------+------------------------------+--------------------------------+---------------------------------+ -| 5 | King Richard's | :advance:`Chivalry` | notes... | notes... | -| | Crusade | / | | | -| | | :advance:`Navigation` | | | +| 5 | King Richard's | :advance:`Chivalry` | Reduces the unhappiness caused | The primary benefit of this | +| | Crusade | / | by aggressively deployed | wonder is the reduction of gold | +| | | :advance:`Navigation` | military units owned by the | upkeep for military units. With | +| | | | city by 1. Under governments | Monarchy, unit upkeep is in | +| | | | where unit upkeep is paid in | Gold. This wonder helps your | +| | | | gold, it gives two free gold | treasury greatly. | +| | | | per city towards upkeep every | | +| | | | turn. | | +-------+-----------------+------------------------------+--------------------------------+---------------------------------+ | 5 | Leonardo's | :advance:`Invention` | Upgrades two obsolete units | At about this stage of the | | | Workshop | / | per game turn. | game, most players will have a | diff --git a/docs/glossary.rst b/docs/glossary.rst index 14d26a492f..456b962857 100644 --- a/docs/glossary.rst +++ b/docs/glossary.rst @@ -22,6 +22,11 @@ community discussions. Freeciv21 comes with a pre-programmed artificial intelligence that you can play against in single-player games. + BPT + Bulbs Per Turn + + This is the rate of science output by your nation. + FC Freeciv @@ -62,6 +67,11 @@ community discussions. The amount of damage an attacking unit can inflict on a defending unit within a single round of combat. + GPT + Gold Per Turn + + This is the direct output of your nation's economy. + Goto Units that are out of :term:`MP` can be given advanced orders to take an action at the start of the next turn. There are many possibilities. See :menuselection:`Unit --> Goto and ...` for some ideas.