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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
Subject: [Freeciv-Dev] Re: 100% Civ II Compliance - still a development goal?
From: Greg Wooledge <greg@xxxxxxxxxxxx>
Date: Sun, 12 May 2002 16:14:04 -0400

Davide Pagnin (nightmare@xxxxxxxxxx) wrote:

> Civ II 100% compliance Manifesto
> --------------------------------

> Different implementation of effects :
> 
> - Luxury is capped to double city size in civ II
>   (already submitted as a freeciv bug)
> - Specialists are taken from more happy citizen in civ II
>   (already submitted as a freeciv bug)
> - food cost of settlers in communist government is 2 under civ II
>   (civ II ruleset of freeciv state that this cost is 1...)
> - Players made move in a phased fashion in civ II 
>   (this eliminates the "feature" problem of goto moves)
> - effects of unhappiness versus number of cities are different in civ II
>   (freeciv have a threshold effect compared to the smoothness of civ II)

- Fundamentalist government effects (immune to unhappiness, buildings
  which normally give unhappiness give gold instead, Spy/Diplomat black
  ops don't give a "reputation" penalty, 10 units supported per city
  without upkeep, Fundamentalist unit never requires upkeep, 50% science).

-- 
Greg Wooledge                  |   "Truth belongs to everybody."
greg@xxxxxxxxxxxx              |    - The Red Hot Chili Peppers
http://wooledge.org/~greg/     |

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