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Subject: [Freeciv-Dev] Re: [Freeciv] Re: elephant
From: David Pfitzner <dwp@xxxxxxxxxxxxxx>
Date: Thu, 10 Aug 2000 17:08:25 +1000 (EST)

On Mon, 7 Aug 2000 David Pfitzner wrote:

> "Michael Kiermaier" <michael.kiermaier@xxxxxxx> wrote:
> 
> > missing the civ2 elephant in freeciv i had a look into
> > data/civ2/units.ruleset and found:
> > 
> > [unit_elelphants]
> > ...
> > tech_req = "Never"
> > 
> > why is this not set to "Polytheism"?
> 
> I think this is an oversight.  Elephants (also Crusaders) were
> once left out (long ago, pre-rulesets) apparently because they 
> were considered to unbalance the game, but I see no reason not 
> to turn them on in the civ2 ruleset.  Fanatics too, but 
> Fundamentalism is not implemented properly in Freeciv.  I guess 
> we could turn them on too anyway, and they just won't be as 
> useful.  (Have to also turn on Fundamentalism in techs.ruleset
> for civ2.)

Here is a patch which adds Elephants, Crusaders, and Fanatics
units to Civ2 ruleset; added Fundamentalism tech for Fanatics, 
but still left out Fundamentalism government, using tech_req 
"Never".  I think this should work ok and not mess anything up.

-- David

Attachment: civ2_units.diff.gz
Description: GNU Zip compressed data


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