Complete.Org: Mailing Lists: Archives: freeciv-dev: March 2002:
[Freeciv-Dev] Re: patch: ai passive diplomacy 6 (PR#1277)
Home

[Freeciv-Dev] Re: patch: ai passive diplomacy 6 (PR#1277)

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: patch: ai passive diplomacy 6 (PR#1277)
From: "Per I. Mathisen" <Per.Inge.Mathisen@xxxxxxxxxxx>
Date: Wed, 27 Mar 2002 20:33:03 +0100 (MET)

On Wed, 27 Mar 2002, Gregory Berkolaiko wrote:
> The only issue I have with this is a more fundamental question: "Is your
> ally's good good for you?".  In other words, if you waste 5 units killing
> defenders in a city and then your ally actually marches in, is it good for
> you?
>
> When the alliances are as solid as rock (in passive diplomacy), the answer
> is yes.  But if alliances break from time to time, you should still have
> some reservations...

In my teams lite patch I have introduced allied victory. This is only
logical, I think, and users have requested it in the past. It is
nonsensical and annoying that once you have finished off all your enemies,
you have to break your alliances and finish off each other afterwards to
make the game come to a conclusion.

Since inclusion of the teams lite patch does not seem to be on the agenda
until after the release, I can rip out that part which introduces allied
victory and post it as a separate patch, if there is interest for this. It
is but one page of code and shouldn't be very controversial.

Yours,
Per

"Capitalism is the extraordinary belief that the nastiest of men,
for the nastiest of reasons, will somehow work for the benefit of
us all." -- John Maynard Keynes



[Prev in Thread] Current Thread [Next in Thread]