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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: Ed Cogburn <ecogburn@xxxxxxxxxxxxxx>
Date: Tue, 31 Aug 1999 23:13:22 +0000

Jeff Mallatt wrote:
> 
> At 1999/08/31 13:30 , Jules Bean wrote:
> >Claus Leth Gregersen wrote:
> >> (*** Borders ***)
> >I'd like to see borders, actually.  It would be nice, even if it was
> >mainly cosmetic sugar.
> 
> The latest CVS versions (since the 24th) have included in the Demographics
> Report your empire's Population, Land Area and Settled Area.  You don't get
> a map, however, just numbers; they are recomputed at turn boundaries.
> 
> jjm


        In Alpha Centauri, borders aren't cosmetic sugar, they have a
real effect on the game.  Right now, in freeciv, we are in a
constant state of war with other players, so a border has no
useful effect.  In the future though, with the ability to have
treaties with other players (especially AI), borders keep the AI
from running about and 'hanging around' in your territory.
        In civ1/2, you had the problem where an AI unit was sitting on a
useful nearby square preventing your city from using that square
even though you are at peace with the player who controls that
unit.  At least in civ2, you could 'ask' the AI to remove its
units, but this is determined by whether the square is in use by a
city.  Borders take care of those isolated squares which are
between cities, but aren't being used by a city.  In civ2, AI
units could hang out in these small 'gaps' in your empire, forcing
you to worry about their presence.


-- 
Ed C.

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