Complete.Org: Mailing Lists: Archives: freeciv-dev: October 1999:
[Freeciv-Dev] Re: Transitivity of Obsolescence (PR#40)
Home

[Freeciv-Dev] Re: Transitivity of Obsolescence (PR#40)

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: freeciv-dev@xxxxxxxxxxx
Cc: bugs@xxxxxxxxxxxxxxxxxxx
Subject: [Freeciv-Dev] Re: Transitivity of Obsolescence (PR#40)
From: Aasmund Midttun Godal <aasmundg@xxxxxxxxxx>
Date: Wed, 6 Oct 1999 06:36:13 -0700 (PDT)

This is a nearly academical problem. If someone gets technology way beyond
their current level they will probably loose anyways/or not be able to use
the technology at all (due to high cost of late units relative to
early etc.)

However the problem is a symptom of a larger problem:

The way science is handled is a bit unrealistic and since later changes in
the game has been toward removing tricks (like waking up units by using
the city dialog) I have a suggestion (albeit requiring major change of
code).

Current way:

Some technologies you have

1 You research

the rest you don't have

if you switch the tech you research, then you loose all the points.

cost is researchspeed * # of techs you already have - techlevel

at year 0, this is multiplied by 3

if you conquer technology (or steal it) the points you have collected are
moved to the next thing you research.

if you trade tech ( via diplomacy) you have to switch tech yourself,
thereby loosing the points you have.



My way

each tech requires a predefined number of points

the progress is independant in each tech (i.e. you could have 5 points in
horseback riding and 7 points in alphabet)

if you conquer a city you should get city-size number of points in each
tech he or she has that you don't have. 

if you "steal tech" you should get city-size/10 number of points in each
tech he or she has that you don't have until he or she gets a diplomat in
the town to do "counter-espionage" it will then be #of diplomats/5 of a
chance each to catch the other diplomat each time). this kind of
diplomacy/spying style could be applied to other spying things aswell such
as investigate city, etc. The opponent should not be told of the spy
being in the city. 

if you have democracy your country will disipate 1/10 of a point in each
science you have to all other players per turn.

The actual number in this suggestion are approximate suggestions only and
may require some tuning.

You can give away any number of points in any science you have points in
during a meeting.

If you switch the science you research, you keep the points you already
have in that science.

Finally, todays system works fine, but I think this system would be
interesting. I also think diplomats should only be visible if they are
alone (i.e. should not add a +).
 
-- 
--

Aasmund Midttun Godal

aasmund@xxxxxxxxx - http://www.godal.com/
+47 93 65 98 50 - Pb. 48 Blindern N-0313 Oslo



[Prev in Thread] Current Thread [Next in Thread]