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To: <bj0v@xxxxxxxxxxxxxxxxxx>, "Freeciv Development Mailing List" <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: Materials in Freeciv
From: "SamBC" <sambc@xxxxxxxxxxxxxxxxxxx>
Date: Sat, 12 Aug 2000 22:41:14 +0100
Reply-to: <sambc@xxxxxxxxxxxxxxxxxxx>

I'll reply at the top, as it isn't 'point-by-point'...

This seems a good idea, but better would be rulesets/modpacks specifying the
number/type of resources and their sources, so rather than a square having
'4 food, 3 resources, 1 trade' it would have '4 food, 2 wood, 1 ore, 1
trade'. Then units/improvements would have similar construction
requirements, so rather than 40 resources you might need 30 wood + 10 ore.

This has the advantage of allowing good-ol' Civ-style play with only
'shields', nothing else. Then you can make modpacks for utterly different
gaming styles (at the option of the maintainers, freeciv mode could use the
new system)

Just my £0.02 worth


SamBC

> -----Original Message-----
> From: freeciv-dev-bounce@xxxxxxxxxxx
> [mailto:freeciv-dev-bounce@xxxxxxxxxxx]On Behalf Of Martin Olveyra
> Sent: 11 August 2000 20:57
> To: freeciv-dev@xxxxxxxxxxx
> Subject: [Freeciv-Dev] Materials in Freeciv
>
>
> I am doing modifications over freeciv 1.11.4, which consists in adding
> diverse classes of materials, instead of basing production in what is
> called "shield". I want to know what do you think, alternative
> ideas and if you
> agree to implement them in the distribution.
>
> The reason is to add the concept of strategic tiles, which are
> very important
> to conserve or conquer because of the importance in city
> production. This must
> be also done by reducing the number of specials in the map, and
> increasing the
> production of each of them.
>
> Another feature that must be implemented in this case is a
> distributed based
> material managing. That means, any material surplus of a city can
> be "absorbed"
> by another cities to complete their respective
> productions. This is very important due to the relative scarcity
> of specials.
>
> Maintaining a good degree of abstraction, to avoid players boring, I will
> implement the above changes in the following way:
>
> 1- Four kind of materials were added --oil, iron, stone, coal-- which
> can represent abstractly a bigger amount of real materials. For example,
> oil can be extracted from seals, whales or mineral oil. Coal material is
> the production of forests tiles (wood) and coal specials tiles,
> etc. The code
> can easily be modified to add or remove materials.
>                                         (This part is actually done)
>
> 2- The term "shield" is conserved and reserved for the
> combination of this four
> kind of materials: 1 oil + 1 iron + 1 stone + 1coal = 4 shields.
> 1 oil + 1 iron
> + 1 coal = 0 shields. So there must be available at least 'n'
> surplus of each
> kind of materials to produce 4*n shields, needed to build
> units,buildings, etc.
> This reflects astractly the reality that, for example, if you want to melt
> iron, you must burn coal.
>                                 (This part is under development)
>
> 3- The distribution of materials must be done transparently. The
> cities will
> have a surplus of certain materials with respect to other
> materials, because of
> the rule described in (2). That unused surplus goes to each
> material stock or
> is absorbed by other cities, in a rate determined by the travel
> time between
> cities, which in turn is derived from distance and class of
> connections between
> them. Also, I plan to add the feature that with this interchange of
> materials, extra trade bonus results in the involucred cities.
> (Perhaps this
> can substitute the actual mechanism in which suffice the presence
> of rail/roads,
> coasts and rivers).
>
> 4- Client city dialog must be updated in order to show all this info.
>
> 5- Finally, some changes must be done to terrain.ruleset
>
>
>




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