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[Freeciv-Dev] Re: Civ 2 style luxury cap (PR#1437)
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[Freeciv-Dev] Re: Civ 2 style luxury cap (PR#1437)

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To: freeciv-dev@xxxxxxxxxxx
Cc: bugs@xxxxxxxxxxxxxxxxxxx
Subject: [Freeciv-Dev] Re: Civ 2 style luxury cap (PR#1437)
From: "Per I. Mathisen" <Per.Inge.Mathisen@xxxxxxxxxxx>
Date: Mon, 6 May 2002 10:25:37 -0700 (PDT)

On Mon, 6 May 2002, Reinier Post wrote:
> > The totality of my argument is that Civ 2 did it this way.

I'm all for 100% civ2 compatibility, for the civ2 ruleset, but only as
long the freeciv default rules don't get screwed by it. This is in the
"getting screwed" category.

> The usual way in Freeciv is to introduce a server/ruleset
> variable "luxurycap".  (Even if Civ II behaviour was actually desirable,
> it's a good idea to make arbitrary cutoff points configurable.)

This is a possibility. I don't like the continuing inflation of the number
of options nobody will be ever bothered to use, though.

> There"s another ugly hack in the code called the "civstyle" variable.
> If doing a whole new variable just for this change seems overkill to you
> you can use this one.

This is not an option, since both civ2 and freeciv default rules use
civstyle 2.

Yours,
Per

"There are 10 types of people in the world. Those who understand binary
and those who don't."




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