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[Freeciv-Dev] Re: 100% Civ II Compliance - still a development goal?
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[Freeciv-Dev] Re: 100% Civ II Compliance - still a development goal?

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To: <freeciv-dev@xxxxxxxxxxx>
Cc: Davide Pagnin <nightmare@xxxxxxxxxx>
Subject: [Freeciv-Dev] Re: 100% Civ II Compliance - still a development goal?
From: "Per I. Mathisen" <Per.Inge.Mathisen@xxxxxxxxxxx>
Date: Sun, 12 May 2002 21:33:26 +0200 (MEST)

On Sun, 12 May 2002, Davide Pagnin wrote:
> It is stated in the Roadmap for 2.0.0 the Freeciv want to reach
> complete Civ II compliance, thus it is a very strange behaviour the
> reluctance of many on the list to have civ II features go into the
> CVS.

IMHO, it is perfectly ok to achieve 100% civ2 compliance for the civ2
ruleset, _if_ that does not mean we have to put in all sorts of braindead
stuff in freeciv default ruleset.

Also, some of what you may have interpreted as reluctance, may be sheer
confusion as to what really is proper civ2 behaviour. For myself, it has
been many years since I last played civ2, and my memory is short.

> Civ II 100% compliance Manifesto
> --------------------------------
>
> Which civ II features lacks in freeciv:
>
> - The Senate for republic and democracy

Patch to 1) make this totally optional, and 2) complete the unfinished
implementation for this currently in cvs, is welcome.

> - The Concept of waste (corruption applied on production)

Raahul is working on this.

> - trade style based on supply/demand

Can someone post the algorithm used?

> - Military kill/loss ratio display

Is this possible with compound units? FreecivAC folks, please speak up.

> - Different behaviour of some wonders (Leonardo, United Nation, Great
> Wall)

Please write patch to fix these for civ2 ruleset, as this should be
possible using impr. gen. (though you won't see the effects of it until
the rest of impr. gen. is in cvs).

> - Different behaviour of some improvement (Nuclear Plant:No meltdown)

I've never seen civ2 meltdown. What does it do?

> - Lack of some wonders (Eiffel Tower)

Requires diplomacy.

> - Lack of some improvement (Solar plant)

Why it this not available in civ2 ruleset? Patch for fixing this wanted.

> Different implementation of effects :
>
> - Luxury is capped to double city size in civ II
>   (already submitted as a freeciv bug)

This should be optional.

> - Specialists are taken from more happy citizen in civ II
>   (already submitted as a freeciv bug)

Raahul, can you look at Ross' post and check whether the stuff he mentions
needs fixing?

> - food cost of settlers in communist government is 2 under civ II
>   (civ II ruleset of freeciv state that this cost is 1...)

Not anymore! I fixed this today.

> - Players made move in a phased fashion in civ II
>   (this eliminates the "feature" problem of goto moves)

I'll take care of this.

> - effects of unhappiness versus number of cities are different in civ II
>   (freeciv have a threshold effect compared to the smoothness of civ II)

Do you know civ2's algorithm?

Yours,
Per

"As Israeli forces pursued militants, civilians
continued getting in the way and dying as a
result." -- New York Times, April 21



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