[Freeciv-Dev] Re: New modes
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I think all of the effects of all governments should be generalised,
personally, but I haven't the time to code it and don't *expect* anyone else
to.
However, this would be good for future expandability, as the governments
currently in existence would not be appropriate for each and every mod
anyone will produce. And in many mods, governments like fundamentalism, or
worse, may be very much appropriate. So generalise things like
NO_UNHAPPINESS, HAPPY_TO_GOLD, a pair that are SOME_NO_UPKEEP for govs and
NO_UPKEEP_GOV for units. &so on &so forth.
My 2p
SamBC
> -----Original Message-----
> From: Marko Lindqvist [mailto:caz@xxxxxxxxxxxxxxxx]
> Sent: 22 June 2000 16:08
> To: Sam BC
> Subject: RE: [Freeciv-Dev] New modes
>
>
> On Thu, 22 Jun 2000, Sam BC wrote:
>
> > I believe there are still some fairly major gaps in CivII
> compatibility, and
> > perhaps we ought to focus on that for just a little while
> longer and call it
> > Freeciv v2.0.0. *Then* focus on greater expandability. The
> roadmap is still
> > there.
>
> Roadmap 2.0.0, Civ2 Matters not yet met:
>
> - Components of a city happiness
> - Senate
> - Waste
>
> - Leonardo's Workshop (?)
>
> Not mentioned, but should be done: Fundamentalism.
>
>
> Besides, it doesn't hurt to at least think future modes when
> implementing these last civ2 parts. Especially fundamentalism can be done
> as just flag with lots of effects, or as generalization at
> governments.ruleset that helps future modes also.
>
>
> Caz
>
> --
>
>
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