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Re: [Freeciv-Dev] How much is missing to make C:CTP clone
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Re: [Freeciv-Dev] How much is missing to make C:CTP clone

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To: Artur Biesiadowski <abies@xxxxxxxxx>
Cc: Jules Bean <jules@xxxxxxxxxxxxxxx>, Freeciv Dev <freeciv-dev@xxxxxxxxxxxx>
Subject: Re: [Freeciv-Dev] How much is missing to make C:CTP clone
From: Martin Willemoes Hansen <mwh@xxxxxxxxxxxx>
Date: Fri, 06 Aug 1999 12:18:14 +0000

> TRADE
> 
> Every special resource is worth the same - 10gp (CTP uses greater
> numbers than civ1/2). This is simple. But if you happen to have more
> than one special resource of same type in town you began to monopolize
> the market - second one is worth 20gp (third 30gp etc). Of course it is
> very unlikely that you will have more than 2 of same resourceces in city
> radius. And here comes the caravans. Thanks to them you can create a
> trade route, transporting resource from one city to another. This way
> you can have for example 4 x tabacoo in one city - 100gp of income
> instead of 40.
> Of course it is a bit unrealistic - more common the resource more easy
> is to create a 'monopoly' - but the general idea adds a lot to game -
> for example you might want to conquer specific city for resources that
> are there - not because they are good alone, but because you have a big
> market for them...
> Next thing is trade bewteen nations - you can advertize good from your
> city for sale. You can seel it for example for 20gp per turn, but
> somebody else will gain anyway - mutual benefit. Or it can be forced as
> part of peace deal. Etc, etc.
> Trade routes are represented by lines - actually crossing land and sea.
> If military unit happens to be on such line it can pirate it - breaking
> route (and thus wasting a caravan). So you have to watch if you trade
> routes do not come through enemy territory - a lot of realism feel here
> (plus suicide units jumping in your territory to sabotage supply lines
> and then die..)
> Generally I feel that such trade adds a lot to gameplay - with only
> mistake being the fact that sparse resources are not valuable. But it
> can be ignored, or we could just make server to create even number of
> each resource.

Sounds realy neat.

> STACKS
> 
> Up to 9 units per field. You can move them at once. No problem until
> combat occurs. In civ combat is resolved single unit versus single unit
> (and if defenders is not in city (not fortified?) entire defending stack
> is destroyed). In CTP combat screen appears and combat goes as follows:
> Units are put in 3 ranks. There has to be at least two units in rank I
> think. First rank fights with first rank of enemy - no surprise here.
> But in addition to attack/defence units have ranged attack attribute. If
> unit with ranged attacks happens to be in second(also third?) rank it
> shoots BEFORE combat - resolved as normal attack but without possibility
> of being hurt in process.
> So for example you can make a stack of two pikemans and two muskeeters,
> where musketeers shot from second line and the pikeman fights with
> surviving units.
> This adds a new dimension to units - now you can compose armies. For
> example few muskeeters backed up by cannons. Or phalanx with archers in
> second row.
> 
> Side effect of this is that defence is a lot easier in CTP, especially
> at early stages of game. If you will put few phalanx and few archers
> fortified behind city walls, NOTHING will come through them. This makes
> use of special units like clerics/speedy desks a lot more appealing.
> 
> I don't remeber if civ2 had a bombard - in any case few units in CTP has
> a ability to bombard. They attacks a near field without risk of being
> hurt (unless there are bombard-capable units there). This allows sieging
> city with cannons for few turns and attacking only then (again quite
> realistic).
> 
> BTW there is one major mistake in CTP I think - RoboticWalker comes too
> early. It is best allaround unit available and comes only one step after
> artillery. Due to that there is almost no conventional warfare in CTP -
> I mean tanks backed up by artillery (and possibly machine
> gunners/fashists). But anyway it is a lot better than civ2 - creating
> stacks really requires more thinking than packing best units in civ2.
> And it allows defending critical points instead of spreading forces to
> minimize cost of lossing entire stack during defence.

Very cool.
 
> STEALTH UNITS
> 
> I'm not sure if you really know what this means in CTP - they are not
> only invisible but allow for quite another kind of warfare. For example:
> - cleric (theocracy only) - can convert city (it gives some gold to you
> each turn), or induce unhappines
> - slaver - can capture settlers or citizens from cities and put them
> into yours as slaves (1/2 food and no salary)
> - abolitionist - can free slaves and transport them back to your city
> (not the city from they were captured from :)
> - speedy desk - can block production for one turn in city
> - somebody (ecoranger?) - can disease the city, reducing happines;
> disease has a chance of spreading through trade routes (I REALLY love
> this idea)

New units is nice for a change .. tho I love the realisme in the first
two subjects.

-- 
Best regards

Martin Willemoes Hansen

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