[Freeciv-Dev] Re:aqueducts, spies-zoc
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There was a (random) bad effect to not having aqueduct/granary
in Civ1: the city would not be immune against desasters(fire/famine)
I think that´s the right way to fix it, and whoever programs the desasters
will get a nice chance to add witty comments as to why the desasters happened
:-)
I´d like to second Andrew Donkins patch (IG_ZOC units don´t cancel enemy ZOC
anymore).
I know it worked like that in civ(mps) , but it´s obviously a bug -
you can completelt fool computer players with it, and I guess it is even worse
with lots of railroads.
Appendix: desasters events
desaster protection effect
famine granary food gone
fire aqueduct one building destroyed
pirates barracks food stolen production halted
earthquake temple? one building destroyed(temple if possible)
volcano ?? citizens flee in terror
corruption courthouse 100%corruption; seems to affect cities with already high
corruption
scandal scandal=corruption??
flood city walls minus oe pop drowns
revolt palace, happy citizens city defects to the enemy owning the city with
the highest trade(score?)
suggestions for funny desasters
blackout ?? light goes out, no production city pop+1; prerequisite:
Electricity
--
Peter Schaefer mailto:schaefer@xxxxxxxxxxxxxxxxxxxxxxxxxxx
X-Url: http://wwwhoppe.math.uni-augsburg.de/~schaefer/
coz' hackers LOVE irix
- [Freeciv-Dev] Re:aqueducts, spies-zoc,
Peter Schaefer <=
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