[Freeciv-Dev] Re: Materials in Freeciv
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Geoffrey Dunn (geoffrey@xxxxxxxxxxxxx) wrote:
> On Sat, 12 Aug 2000 03:57:07 -0300 Martin Olveyra <bj0v@xxxxxxxxxxxxxxxxxx>
> wrote:
> > On Fri, 11 Aug 2000, Greg Wooledge wrote:
> > > Another HOMM3 feature for resource management is the Marketplace city
> > > improvement. It allows you to trade one type of resource for another,
> > > at a considerable loss of value.
> > I prefer CPU make this work instead of the player (transparently for the
> > player, as I said before); other way, the game will be very heavy for the
> > player.
> I get the feeling you're talking about two different things here. I
> think Greg is talking about a single city being able to exchange a large
> quantity of one resource for a small amount of another.
Right. The actual HOMM3 implementation is a bit more complex, though
(the more Marketplaces you have, the better the ratio you get).
> You, Martin, are
> talking about a city trading resources with another city to meet it's
> needs, so that in effect the resources are in a global pool. Am I on the
> right track?
It should be noted that in HOMM3 (which I was talking about originally)
there already *is* a global pool. I could see arguments both ways,
though, for a Freeciv enhancement. It would depend on how common the
resources are. (In HOMM3 you will typically have only one mercury mine
for each 1-3 cities, depending on the map. Wood and ore are more common,
though.)
Oh, well... maybe I should keep my mouth (fingers?) shut, since I'm not
doing any work on this.
--
Greg Wooledge | "Truth belongs to everybody."
wooledge@xxxxxxxxxxx | Red Hot Chili Peppers
http://www.kellnet.com/wooledge/ |
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