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[Freeciv-Dev] [patch] divorce government == tech
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To: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] [patch] divorce government == tech
From: Sune Kirkeby <sune@xxxxxxxxxxxxx>
Date: Sun, 6 Jun 1999 13:32:27 +0200

> > 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

Attachment: freeciv-gov_tech.diff
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