[Freeciv-Dev] Re: [PATCH] Unit movement
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At 2001/01/14 20:53 , ccrayne@xxxxxxxxxxx wrote:
>2. Start of game
> Set the research goal to "The Republic",
> Set the tech goal to the first unresearched prerequisite technology.
> Build task lists for each initial unit
> Explorer
> Find seacoast
> Explore seacoast
> Explore interior
> Harvest Huts
> Patrol
> 1st Settler
> Build Initial City
> Set initial production
> 2nd Settler
> Find next city location
> Build next city
> Set initial production
Just a reminder that the initial number of Explorers and Settlers in a game
are server parameters. You may not have exactly one and two, respectively.
Also, there's a parameter which scatters the initial units over an area,
rather than stacking them. In this case, you can found several cities in
the initial turn.
jjm
- [Freeciv-Dev] Re: [PATCH] Unit movement, (continued)
- [Freeciv-Dev] Re: [PATCH] Unit movement, ccrayne, 2001/01/15
- [Freeciv-Dev] Re: [PATCH] Unit movement, Raimar Falke, 2001/01/15
- [Freeciv-Dev] Re: [PATCH] Unit movement, Gerhard Killesreiter, 2001/01/16
- [Freeciv-Dev] Re: [PATCH] Unit movement, Raimar Falke, 2001/01/16
- [Freeciv-Dev] Re: [PATCH] Unit movement, Reinier Post, 2001/01/16
- [Freeciv-Dev] Re: [PATCH] Unit movement, Raimar Falke, 2001/01/16
- [Freeciv-Dev] Re: [PATCH] Unit movement,
Jeff Mallatt <=
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