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[freeciv-data] Re: RFC future techs/units/improvements

[freeciv-data] Re: RFC future techs/units/improvements

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To: freeciv-data@xxxxxxxxxxx
Subject: [freeciv-data] Re: RFC future techs/units/improvements
From: Thomas Strub <ue80@xxxxxxxxxxxxxxxxxxxxx>
Date: Thu, 28 Aug 2003 10:14:10 +0200
Reply-to: freeciv-data@xxxxxxxxxxx

On Wed, Aug 27, 2003 at 08:35:07PM -0400, Miguel Farah wrote:
>  Miguel Farah [27/08/2003 09:38] dijo/said:
> > Paul Zastoupil [26/08/2003 16:29] dijo/said:
> >>One thing I liked about playing CTP was all the future techs and
> >>associated improvements and units.
> >>
> >>While Freeciv has a few techs that might be considered "future" as well
> >>as a future wonder, I think it would be cool to include some more.
> >>
> >>I know that many multiplayer games never make it much past steam engine,
> >>but lots of people (in fact most of them) play singleplayer.
> >>
> >>So this is a request for comments on adding future stuff :)
> >>
> >>Please respond with ideas of future techs, units, improvements and
> >>wonders that could be included into Freeciv's rulsets.
> >
> >Quite a while ago, I designed a "Future Modpack" incorporating loads of
> >new technologies. I didn't do much with it, due to lack of time (and
> >programming skills, and ...) and the fact that some of them were TOO
> >much.
> >
> >Anyway, this is the design spec I have:
> >[.....]
> Digging into the draft files, I found this interesting tidbit that I
> forgot about yesterday:
> new government: megaenterprise (ruled by a CEO)
> increased production, science and trade; increased unhappiness;
> units easily bribed; conquered cities may defect.

I like that idea.
Perhaps it could be a good counterpart to fundamentalism.


Thomas Strub  ***  eMail ue80@xxxxxxxxxxxxxxxxxxxxx
jb: people are stupid, they don't want to learn.

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