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Re: [Freeciv-Dev] A few ideas.
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Re: [Freeciv-Dev] A few ideas.

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To: <freeciv-dev@xxxxxxxxxxx>
Subject: Re: [Freeciv-Dev] A few ideas.
From: Falk Hueffner <falk.hueffner@xxxxxxxxxxxxxxxxxxxxxxxx>
Date: 31 Aug 1999 16:05:38 +0200

"Claus Leth Gregersen" <leth@xxxxxxxxxxx> writes:

> Borders:
> 
> Alpha Centauri got one nice feature and that is borders around your empire.
> It's like 6-7 squares radius away from your closest city.
> The reason there is borders is that when you have a treaty with another
> nation, you're not allowed
> to cross the border with units, without cancelling the treaty (except when
> you're in an alliance).

I like this idea very much. Would make a peace treaty move valuable
(I'm currently working again on my pacts patch...)

> Tech-handicap:
> 
> In civ 2 you are punished on your researchspeed if you have more techs than
> the other players.
> Earlier i thought this as a crappy excuse to help the AI against good
> players.
> Now i changed my mind and think it would be a nice feature for game balance,
> But i would rather prefer to reverse the effect, and make it cheaper to
> research tech that has already been invented by someone else.

Not really hard; Goswin Brederlow
<goswin.brederlow@xxxxxxxxxxxxxxxxxxxxxxxx> made a similar patch that
calculates tech cost independend of a player's knowledge only
dependend on the number of prerequisites (cost is cost of
prerequisites plus a constant); the amount is reduced by a quarter if
any player knows this tech, and by another quarter when the year of
this tech has arrived.

I can put this patch on a web site if anybody is interested.

        Falk

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