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[Freeciv-Dev] Re: All cities have trade of 0 (PR#1070)
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[Freeciv-Dev] Re: All cities have trade of 0 (PR#1070)

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To: Alan Schmitt <alan.schmitt@xxxxxxxx>
Cc: Reinier Post <rp@xxxxxxxxxx>, Steve.Kay@xxxxxxxxxx, freeciv-dev@xxxxxxxxxxx, bugs@xxxxxxxxxxxxxxxxxxx
Subject: [Freeciv-Dev] Re: All cities have trade of 0 (PR#1070)
From: Raimar Falke <hawk@xxxxxxxxxxxxxxxxxxxxxxx>
Date: Fri, 23 Nov 2001 18:47:26 +0100
Reply-to: rf13@xxxxxxxxxxxxxxxxxxxxxx

On Wed, Nov 21, 2001 at 07:21:11AM +0100, Alan Schmitt wrote:
> * Reinier Post (rp@xxxxxxxxxx) wrote:
> > On Tue, Nov 20, 2001 at 01:31:00PM -0800, Steve.Kay@xxxxxxxxxx wrote:
> > > Full_Name: Steve Kay
> > > Version: 1.12.0
> > > Distribution: Windows binary
> > > Client: Gtk+
> > > OS: Windows 2K
> > > Submission from: (NULL) (128.244.67.232)
> > > 
> > > The AI destroyed my capital early, before I had Masonry. Therefore, I
> > > could not build a new palace. I was stuck in despotism. For some
> > > reason all of my cities I built had trade of zero. I was getting no 
> > > science or economy.
> > 
> > I recently observed an AI player in a game to which the exact same thing
> > had happened.  The whole island was filled with cities but onl
> > Alphabet had been researched.
> > 
> > > I was able to defeat the AI and take control of the island, but I could
> > > not progress from there.
> > 
> > Is this a a bug or a feature?  Can it happen in Civ I or II?
> > 
> > -- 
> > Reinier
> 
> Hi,
> 
> If I remember correctly, in civ II, when your capital is taken the
> palace is automatically relocated to one of your cities, for free.

I like this. This would not depend on Masonry since also your first
palace was build without it. I accept a patch which does this and make
it changeable by a server variable.

        Raimar

-- 
 email: rf13@xxxxxxxxxxxxxxxxx
 "Just because you put a flag on the moon doesn't make it yours, it just
  puts a hole in the moon."


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