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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: "Per I. Mathisen" <Per.Inge.Mathisen@xxxxxxxxxxx>
Cc: freeciv-dev@xxxxxxxxxxx, bugs@xxxxxxxxxxxxxxxxxxx
Subject: [Freeciv-Dev] Re: Civ 2 style luxury cap (PR#1437)
From: Raimar Falke <hawk@xxxxxxxxxxxxxxxxxxxxxxx>
Date: Mon, 6 May 2002 20:03:26 +0200
Reply-to: rf13@xxxxxxxxxxxxxxxxxxxxxx

On Mon, May 06, 2002 at 10:25:37AM -0700, Per I. Mathisen wrote:
> 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.

I agree that there a lot of options. The alternative is a setting in
game.ruleset.

> > 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.

Ben says that civstyle will be removed in gen-impr.

        Raimar

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