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[Freeciv-Dev] Re: [FreeCiv-Cvs] rfalke: Add a new server variable "savep
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[Freeciv-Dev] Re: [FreeCiv-Cvs] rfalke: Add a new server variable "savep

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To: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: [FreeCiv-Cvs] rfalke: Add a new server variable "savepalace" which...
From: Reinier Post <rp@xxxxxxxxxx>
Date: Tue, 11 Dec 2001 23:20:05 +0100

On Tue, Dec 11, 2001 at 09:24:00PM +0100, Raimar Falke wrote:
> On Tue, Dec 11, 2001 at 08:47:33PM +0100, Reinier Post wrote:
> > On Tue, Dec 11, 2001 at 08:51:01AM -0800, freeciv@xxxxxxxxxxxxxxxxxxx wrote:
> > > This is an automated notification of a change to freeciv cvs, 
> > 
> > [...]
> > 
> > > Add a new server variable "savepalace" which will rebuild a new palace
> > > for free (like the palace in the initial capital) in a randomly
> > > chosen city if the player lost his capital.
> > 
> > Very nice!
> > 
> > This makes me wonder: what if a game didn't start out with a Palace?
> 
> Is this possible now?

No, but it seems logical to make the initial set of buldings and units
configurable.  You can sell the Palace in the first turn.
 
> > There would be no research.  But what if a game started with a weaker
> > Palace, or if it had a 'researcher' unit type that could give science?
> > This would slow down the speed of research initially, making other
> > tech routes and perhaps strategies more interesting.  Once you discover
> > Masonry and build a Palace, everything is back to normal, but that is
> > a serious investment to make.
> 
> This is an idea and not the current situation?!

It's only an idea.  In the current situation the Palace is mandatory:
without it you have no way of generating technology ever again, except by
capturing enemy cities.

>       Raimar

-- 
Reinier


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