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[freeciv-data] (PR#4647) Manual update
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Cc: "mailto:brandon"@rhodesmill.org, freeciv-data@xxxxxxxxxxx
Subject: [freeciv-data] (PR#4647) Manual update
From: "Kristopher Wieland" <kwieland@xxxxxxxxxxxxxx>
Date: Mon, 28 Jul 2003 10:53:00 -0700
Reply-to: freeciv-data@xxxxxxxxxxx

One of the things I noticed playing the game vs manual was that in order for 
the 
supermarket to have any effect, you must irrigate twice.  In the manual it 
talks about 
that having no effect (being different then civ2).

I'll have to look into the others, I just found out about freeciv.

Kristopher

[brandon@xxxxxxxxxxxxxx - Sun Jul 27 09:41:37 2003]:

> "Kristopher Wieland" <kwieland@xxxxxxxxxxxxxx> writes:
> 
> > Is the Game manual being updated for v 1.14?
> 
> Well look at that, they came out with a new version!  I will indeed
> update the manual to reflect the changes.  Here are the relevant
> changes I see listed in the `WHAT'S CHANGED' document; do you know of
> any others I should investigate as I update the manual?
> 
>    It looks like specialists are no longer taken from the pool of
>    least-happy citizens.  I will have to play the new version a bit to
>    learn exactly how this might invalidate statements in the manual.
> 
>    Players no longer start with any technologies by default.
> 
>    I will have to figure out exactly what they mean by `angry citizens
>    are enabled by default'.
> 
>    They are including not only a civ1 and civ2 ruleset, but also a
>    `history' ruleset.  I had probably better provide an appendix for
>    each ruleset that shows the units, and maybe even buildings and
>    terrains, that each ruleset allows.  This is a longer-term goal,
>    though.




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