Re: [Freeciv-Dev] patch: solar plant...
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Daniel Sjolie wrote:
> Implementation of solar plant...
>
> Eliminates pollution generated from production in a city. It also
> increases the shield production of a Factory or Mfg. Plant in the
> city. Together with a Hydro/Power/Nuclear plant this means a 200%
> production bonus.
This doesn't make a lot of sense to me: shouldn't Solar Plant
just be an "electricity provider" of the same sort as
Hydro/Power/Nuclear? Why would it give even more production?
And I'm not sure it should eliminate _all_ pollution?
If it does, that makes Mass Transit and Recycling a bit
useless, doesn't it?
Are these rules based on Civ2? If so maybe this could be
activated in a separate civ2/buildings.ruleset, rather
than putting it straight into 'default'.
-- David
- [Freeciv-Dev] patch: solar plant..., Daniel Sjolie, 1999/07/20
- Re: [Freeciv-Dev] patch: solar plant..., Daniel Sjolie, 1999/07/20
- Re: [Freeciv-Dev] patch: solar plant...,
David Pfitzner <=
- Re: [Freeciv-Dev] patch: solar plant..., Daniel Sjolie, 1999/07/20
- Re: [Freeciv-Dev] patch: solar plant..., Daniel Sjolie, 1999/07/20
- Re: [Freeciv-Dev] patch: solar plant..., Martin Willemoes Hansen, 1999/07/20
- Re: [Freeciv-Dev] patch: solar plant..., Daniel Sjolie, 1999/07/20
- Re: [Freeciv-Dev] patch: solar plant..., Greg Wooledge, 1999/07/20
- Re: [Freeciv-Dev] patch: solar plant..., David Pfitzner, 1999/07/20
- Re: [Freeciv-Dev] patch: solar plant..., David Pfitzner, 1999/07/20
- Re: [Freeciv-Dev] patch: solar plant..., Stephen Hodge, 1999/07/21
- Re: [Freeciv-Dev] patch: solar plant..., Daniel Sjolie, 1999/07/21
- Re: [Freeciv-Dev] patch: solar plant..., Daniel Sjolie, 1999/07/22
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