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[freeciv-data] Re: [Freeciv-Dev] Re: Alternative nation dialog

[freeciv-data] Re: [Freeciv-Dev] Re: Alternative nation dialog

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To: freeciv-data@xxxxxxxxxxx
Subject: [freeciv-data] Re: [Freeciv-Dev] Re: Alternative nation dialog
From: Mark Metson <markm@xxxxxxxxxxxx>
Date: Fri, 1 Mar 2002 08:44:18 -0400 (AST)
Reply-to: freeciv-data@xxxxxxxxxxx

On Fri, 1 Mar 2002, Per I. Mathisen wrote:

> > Actually I dont like the whole "gold" concept very much. Like too many
> > games it arbitrarily assumes currency even before currency has been
> > developed.
> Yes, yes. It is ahistorical, but it is an abstraction, and this is after
> all just a game. I believe any attempt to change "gold" (or whatever it is
> called) into something more complex will make the game much too
> complicated. Simplicity is a virtue often forgotten.

So simply dont have it, at least until Currency is developed. Or possibly
better dont have it until "Capitalisation" improvement is developed. The
ability to magickally move resources around the globe is quite a super
power, for example in Steve Jackson's Illuminati game its only "The
Gnomes of Zurich" who can do that and it is their whole claim to being a
major world-class conspiracy. I think "cash" is part of what makes
smallpox viable. Without large cities it would take inordinate periods of
time to build new units, requiring planning way ahead of time and take a
long time to bring newly discovered techs to the battlefield. With "cash"
suddenly it all becomes possible despite having no large industrial
centres. The whole factory/powerstation/manufacturingplant sequence will
be much more viable and desirable if one cannot magickally cause things to
instantly appear in the absence of an industrial base.


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