[Freeciv-Dev] [patch] divorce government == tech
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> > b) divorce the governments=techs association, leave techs.ruleset
> > unchanged, and let governments.ruleset specify a technology that is
> > required before you can select that government type (i.e., treat
> > governments as something you can "do" with a technology, just like
> > buildings and units).
>
> b) Seems the obvious way to go to me. Governments are separate
> things from techs, it just happens that for some of them you need
> to research a given tech first, in which case specify that tech
> in the ruleset file. (Or, at the moment, hardwire the tech id
> in the government struct, which is equivalent to the current
> situation.)
I agree with the above, and here is a short patch
that makes it so. The patch builds on the previous
"struct government" patch. Each government has
a list of required techs, does it make sense to
have complementrary techs also? If so it would
be fairly simple to implement that also.
Sune Kirkeby
freeciv-gov_tech.diff
Description: Text document
- [Freeciv-Dev] [patch] divorce government == tech,
Sune Kirkeby <=
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