@corbeau yeah I managed to achieve what I wanted, but it's still kinda lame. and implementation has bugs, and also does not take certain things into account (trust me I studied the source quite a bit as I was having problems, just haven't yet filled bug reports), at very least it does not take tech cost reduction from tech leacage into account, well maybe in a way one could consider it makes some sense, but I do not agree with that. I would say this should be moved to lua scripting so that one could have much better controll of it. But this is all for devs, not you guys.
Not sure about idling players, I could replace tham I guess, auth db structure is simplle enough to be edited by hand and if need be save files could be edited too to reasing nicks to players. But I would prefer a game to be of more dedicated players that I know somethat
, for example I trust that corbeau won't abondon game, and evan too
If newbies come it's harder to do. Also game will run on pi, so I do not want big game anyways. Apprantly davide had some problems with resources on real servers, or at leasts thats what I understood from him some times. But it sounds weird cause pi seems to run games pretty fine, at least <100 turns. Game with 11 bots and no problems so far. But we can invite some players, though I would like to cap number of players at 10, 15 tops. Speaking of replacement, I would also be willing to recruit new players in cases someone gets civil war and new nation is created.
As for players, if you can (i.e. they paly on LT), you can contact nimrod and monamipierrot, they should not bailout mid game afaik
When I have at least 90% of settings I wan't I'll make ruleset avaibale for download ehter here or maybe on github. Likely I'll even write my reasons of having settings the way I set them.
Well you can mention that players that are not intending to idle, are welcome, in more distincly flavoured game. With tech upkeep at the core (tech costs are constant, research speed limited by upkeep costs), and in somethat resource limited land (specials very low, not yet decided there 10-25), probably somethat extreemish terrain.
As for arrakis, not yet sure, that requires a bit more work (thoguh I have old rulesets somewhere) to deserve such a name. With default terrain.ruleset you can't get all that much desert. And what I intended to be arrakis game had significnatly more alterations. It was ~90% land was "serious desert", normal output 0/0/0 (or 0/1/0). Irigation and road brought it to 2/0/1 (2/1/1 maybe) iirc. However irrigation was so much more limited, in fun ways
you could only irigate near lake, or shallow ocean, but shores were mostly deep ocean (maybe from swamp too, at least in some versions), you could not irigate from other irigation only. So you had vast barren lands with some suitable habitable location near lakes and shores, which have to be prepared for settling before as cities do not auto irrigate, and even if they did city growth would be 0 from one square. It is still a concept that I really like and might do some time in a future, but not this time/now. (in a same way I managed to creat supper water world going way below games allowed minimum land amount, creating trully water world, that might also be interesting, with some special adjustments to not throw production totally off, though again this is for some other time)
This time will be less extreem, maybe as much desert as possible with regullar generation (driest and hottest settings, thoguh this generates lots of plains and those are insanely favorable terrain in early game), maybe something like arboreal world where it is mostly tundra and forrest, it nicely combines with large mountain ranges, this is very nice imo, since food is scare at first, but you can work the land to be awesome plains if you want, or wet and hot, jungle book. I'll try to name it by the thursday:) will have to look at some maps in edit mode. So one tentative names is jungle book
, another probably "conquering the wastes", and for forrests+mountains dunno arboreal expedition?