[Freeciv-Dev] Re: Fanatism patch.
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On Wed, May 24, 2000 at 03:28:25PM +0200, Vincent Dubois wrote:
> I made a pacth for adding fanatism government. It does the
> following :
>
> - add gvt flags :
> G_SCIENCE_HALVED : overall science is halved under fanatism
> G_NO_UNHAPPY, : no unhappy citizen
> G_CONVERT_TITHES_TO_MONEY, : temple, colosseum and cathedral
> generate "tithes" (gold)
> G_HAS_FANATICS, : fanatics may be build, and have no upkeep
>
> - add unit flag :
> F_FANATIC : unit is a fanatic unit, and may only be build unter
> government with G_HAS_FANATICS flag.
When enabling this government in the Civ2 ruleset, all of these
are needed. For the FreeCiv ruleset, I propose removing
G_CONVERT_TITHES_TO_MONEY, and making G_NO_UNHAPPY into doubled martial
law, as Communism gets.
> - re-insert crusaders, elephants, for they are in tech path
> for fanatism
Okay.
> I hope it will note unbalance the game too much. Please note :
> - This patch generate less tithes civ2 actually does.
> - Fundamentalism may help already big empire to finish opposent
> quickly.
> - Science penalty may be set higher to balance the game.
> (1/4 or even 1/8 ??)
The science penalty isn't the big issue with Fundamentalism.
> - No change has been made to IA. Don't know if IA player
> could take advantage of this gvt ...
> - Fanatic is not made default units. Could someone help ??
The AI chooses the next unit build based upon raw unit power.
Fanatics are not a particularly good unit compared to Riflemen, Alpine
Troops, Mech Infantry, or Howitzers. The AI will therefore choose those
units over Fanatics.
You'll probably need to change
ai/advmilitary.c:unit_desirability().
--
Anthony J. Stuckey stuckey@xxxxxxxxxxxxxxxxx
"And they said work hard, and die suddenly, because it's fun."
-Robyn Hitchcock.
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