Complete.Org: Mailing Lists: Archives: freeciv: June 1999:
Re: [Freeciv] Re: FreeCiv FAQ question suggestion
Home

Re: [Freeciv] Re: FreeCiv FAQ question suggestion

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: LucFrench@xxxxxxx
Cc: brunel@xxxxxxxxxxxxxxxxxxxx, freeciv@xxxxxxxxxxx, rp@xxxxxxxxxx
Subject: Re: [Freeciv] Re: FreeCiv FAQ question suggestion
From: Tony Stuckey <stuckey@xxxxxxxxxxxxxxxxx>
Date: Wed, 30 Jun 1999 13:09:21 -0500

On Wed, Jun 30, 1999 at 11:35:03AM -0400, LucFrench@xxxxxxx wrote:
> Thanks. A link to http://www.freeciv.org/manual/game-21.html (Differences 
> between Civ2 and FreeCiv) would be nice. And now, for the meat of this email:

        That list would take pages. :)
        Besides what is listed at that URL, you have several other
differences:
        Freeciv is a semi-real-time game.  Civ1 and Civ2 are explicitly
turn-based.  I have never played CivNet or CivIIGold to know how they
handle the "end-of-turn rush" that Freeciv has.
        Civ1 and Civ2 had a much more intricate concept of races.  The font
and pictures for diplomacy dialogs differed by race.  The leader titles,
the AI attributes, and various other things were tied to race.
        Races were grouped into color sets, and exterminating a race would
cause a same-color race to be restarted in a new starting space.
        Freeciv allows up to 14 players.  Civ1 and Civ2 allowed only 7.
This does change the dynamics of some things.  Getting ahead in tech allows
you many more trading opportunities.  The lessened relative power makes
winning by exterminating all other races harder.
        Civ1 and Civ2 had the Throne Room/Castle.
        Civ1 and Civ2 had movies for Wonders of the World.
        Civ1 and Civ2 had random events.  "Earthquake near Rome.  Citizens
demand CITY WALLS!".  Style stuff, but it would often do things like
scuttling the current build, or reducing city population by one.  Buildings
protected you from certain events.
        Civ1 and Civ2 Caravan trade was different.  In Civ1, you would get
a message "Spice Caravan from Trebizond arrives in Belgrade, 75 gold!", in
Civ2, there was a more developed "want/produce" system for city trade
goods.  Still more flavor stuff, but it was amusing.
        There are still rules that are different/wrong.  Civ2 documents
AEGIS versus missile defense as 5x, Freeciv does 2x.  Communism in Civ2 has
no corruption, Freeciv does moderate corruption like Civ1 did.

        This is just what I came up with in 10 minutes of thinking.  I'm
sure that there are other differences.  Getting these added to the FAQ
would make it nearly complete, though.

> >> I'd be especially interested in knowing what the capacities of the "rule" 
> >> files are; can you achieve Civ2-like Scenarios with events that happen if 
> a 
> >> city is captured, on a particular turn, etc.?
> >  
> >  The main difficulty here is that amonst us lot of people hasn't played
> >  civ2. If you have some time, read the freeciv manual.
> 
> Will do. But what I mean by Civ 2 style scenarios is a programmable set of 
> events; for example, if a particular city is captured, then the guy capturing 
> it gets an extra tech. Or, on a particular turn, you (the scenario designer) 
> can cause a particular region to collapse beneath the sea. (They implemented 
> an Atlantis scenario this way.) If you want, I can rummage through Usenet to 
> find a post I made for the FreeMoM guy about this.

        I don't beleive that Freeciv has anything like this.
        The only special city is the seat of government, and that only
because the Palace is used for Civil War and Corruption.
-- 
Anthony J. Stuckey                              stuckey@xxxxxxxxxxxxxxxxx
"When I was young, the sky was filled with stars.
 I watched them burn out one by one."  -Warren Zevon

[Prev in Thread] Current Thread [Next in Thread]