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Re: [Freeciv-Dev] [patch] divorce government == tech
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Re: [Freeciv-Dev] [patch] divorce government == tech

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To: David Pfitzner <dwp@xxxxxxxxxxxxxx>
Subject: Re: [Freeciv-Dev] [patch] divorce government == tech
From: Sune Kirkeby <sune@xxxxxxxxxxxxx>
Date: Tue, 8 Jun 1999 08:54:38 +0200

On Tue, Jun 08, 1999 at 11:59:49AM +1000, David Pfitzner wrote:
> Greg Wooledge wrote:
> > David Pfitzner (dwp@xxxxxxxxxxxxxx) wrote:
> > 
> > > Hmm, I wonder if it is worthwhile to have the added complexity
> > > of multiple required techs for governments?
> 
> > One could imagine several possibilities with units -- e.g., in order
> > to build the "F-14" unit (which has a higher attack rating than the
> > "Fighter"), you must possess knowledge of both Flight and Rocketry.
> > Or to build the "Nuclear Submarine" (which has a higher movement rate
> > than the ordinary Submarine) you need both Combustion and Nuclear Fission.

This is possible right now, each unit can have up to two required
techs (there at least is two fields in units.ruleset).

> 
> True enough, but I agree with what others have said, that it
> would be better to achieve results like these by adjusting the 
> tech tree, and if necessary adding features to the tech tree such 
> as variable tech costs.  
> 
> This may not give _quite_ the same effects (and eg may not exactly
> duplicate the Civ2 nuke behaviour), but in one go you would get the 
> same flexibility for all of governments, buildings and units, and 
> anything else which has a tech requirement.
> 

Having thought it over I agree with the "one is enough" sentiment.
The next gov patch will only allow one required tech.

Sune Kirkeby

> Regards,
> -- David

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