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[Freeciv-Dev] Re: Some ideas + one patch
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To: Jules Bean <jmlb2@xxxxxxxxxxxxxxxx>
Cc: Tony Stuckey <stuckey@xxxxxxxxxxxxxxxxx>, Daniel Zinsli <s830+priv@xxxxxxxxx>, Freeciv-dev <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: Some ideas + one patch
From: Tomasz Wegrzanowski <maniek@xxxxxxxx>
Date: Thu, 3 Feb 2000 00:50:44 +0100

On Wed, Feb 02, 2000 at 10:21:00PM +0000, Jules Bean wrote:
> I don't understand your objections at all. The Senate will work perfectly
> well against human opponents just as against AI opponents. The Senate will
> prevent you from moving your units onto improved land or attacking any
> power you are at peace with, and it will force you to make peace whenever
> possible.

How to do it w/o ending with 4 different Senates :
- ai's Senate for other ais
- ai's Senate for humans
- human's Senate for ais
- human's Senate for other humans
(IIRC ai in mpciv1 ignored own Senate, did it differ in mpciv2 ?)

- with strong and equal Senate, players will
  exploit every ai with Republic/Democracy.
- with strong and inequal Senate, ai will exploit
  players with Republic/Democracy.
- with weak and equal Senate, players will know ways around,
  ai won't
- with weak and inequal Senate, this will be more to annoy than
  to make any changes in gameplay

Oh, and we will have to provide a lot of diplomatics.
There are only 2 possibilities as experience shown :
- ai will be cruely exploited by players via diplomacy (col, mom)
- 90% of diplomacy options will be unused (mom)

I might be wrong, only implementations I saw (civ1, civ2, col, mom),
are completely unsuitable for multiplayer game.

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