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[Freeciv-Dev] Re: Cost of wonders
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To: Freeciv-dev <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: Cost of wonders
From: Andrew McGuinness <cogers@xxxxxxxxx>
Date: Thu, 3 Feb 2000 05:35:20 -0800 (PST)


--- Daniel Zinsli <s830+priv@xxxxxxxxx> wrote:
> Greg Wooledge <wooledge@xxxxxxxxxxx> writes:
> 
> > Elephants and Crusaders, anyone? :-)
> 
> ...
> 
> Seriously though, one of the things I would like to
> get implemented for
> the next dev-version is a svar "pedantic" (or
> something like that) that
> would make the game exactly equal to civ2 in terms
> of effects, wonders
> etc. (But with the totally superior interface of
> freeciv, offcourse :)
> 
> I also wonder why united nations has a totally
> different effect, and why
> hover dam (wonder) can only be built near mountains
> and river when civ2
> didn't require this?
> 
> I'd love to see some nice new wonders, techs, govs
> and such, in a
> seperate ruleset, I've gotten plenty of ideas lately
> :-)
> 

I agree with this strongly.

I keep thinking it would be good if the server options
that define game options (optional rules, etc.) could
be broken out into a ruleset-type config file.

The remaining server options (number of civilisations,
etc.) and the choice of "base" ruleset could then be
set up from a gui client screen, to make single-player
games easier to start up.

I would like to see fundamentalism, elephants, etc.
for compatibility, even if the default rulesets did
not include them.



=====
Andrew McGuinness                Luton, UK
andrew_mcguinness@xxxxxxxxxxx
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