Re: adding races later on (was: Re: [Freeciv-Dev] Cheap aifill bug)
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Reinier Post <rp@xxxxxxxxxx> writes:
> > This has some disadvantages. The chief one is placement. How is a
> > good spot determined? What if one particular player has already
> > explored the map where the new one is added? This existing player
> > then has a distinct advantage not only over the new player but over
> > other players as well. There are other potential problems as well.
>
> But Civ I already does it! I think the algorithm is to
I may be the only person here that has never played Civ I or Civ II
(Yes, FreeCiv was my first civ-type game), so forgive me if I don't
realize these things please :-)
> replace every deceased civilization with a new one until 1AD.
> (I don't now about Civ II.)
That, I suppose, could make sense -- but what if the civilization is
deceased because somebody else took over all of it? In this case,
there may not be any good place for a new civ.
> It's easy to keep record of all explored terrain and use it in the
> placement algorithm.
True, but what happens if there's no suitable unexplored location?
> Also, when it is possible to create new races while the game is running,
> it will be easy to add barbarians.
I'm not trying to say "don't do it", since it would certainly be a
server option. I'm just trying to point out some flaws with the
idea. Even so, I might want to use it on occasion myself.
John
--
John Goerzen Linux, Unix consulting & programming jgoerzen@xxxxxxxxxxxx |
Developer, Debian GNU/Linux (Free powerful OS upgrade) www.debian.org |
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