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May 2002: [Freeciv-Dev] Re: 100% Civ II Compliance - still a development goal? |
[Freeciv-Dev] Re: 100% Civ II Compliance - still a development goal?[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
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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