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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: "Per I. Mathisen" <Per.Inge.Mathisen@xxxxxxxxxxx>, freeciv-dev@xxxxxxxxxxx
Cc: Davide Pagnin <nightmare@xxxxxxxxxx>
Subject: [Freeciv-Dev] Re: 100% Civ II Compliance - still a development goal?
From: Raahul Kumar <raahul_da_man@xxxxxxxxx>
Date: Sun, 12 May 2002 20:06:45 -0700 (PDT)

--- "Per I. Mathisen" <Per.Inge.Mathisen@xxxxxxxxxxx> wrote:
> 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.

What unfinished implementation? And I don't see how to make it optional.
You don't want me to use civstyle, do you? I really hate/loathe this
feature. It must be turned off by default! Even in the Civ 2 ruleset.

> > - The Concept of waste (corruption applied on production)
> 
> Raahul is working on this.

Not working. There is a waste implementation. There is no GUI however.
I'm reading up on my GTK, so this could be anything from 2-12 days away.

> > - trade style based on supply/demand
> 
> Can someone post the algorithm used?

The Civ 2 trade supply system was awful. The Civ 3 style is far better.


<snip>

I will fix the behaviour of Great Wall and Eiffel Tower. That will only
be possible after AI diplomacy is in. This is dependent on Per.

> > - Different behaviour of some improvement (Nuclear Plant:No meltdown)
> 
> I've never seen civ2 meltdown. What does it do?

I don't either. Meltdown only happens before you discover fusion.
I'll implement meltdown after impr-gen is in CVS.
 

> > - Lack of some improvement (Solar plant)
> 
> Why it this not available in civ2 ruleset? Patch for fixing this wanted.

I don't know. What is the effect of Solar Plant? There is no slow global 
warming effect in Freeciv. I can implement Solar Plant, just without all
of the effects.
 
> > Different implementation of effects :
> >
> > - Luxury is capped to double city size in civ II
> >   (already submitted as a freeciv bug)
> 
> This should be optional.

I'll be sending this in a bit later.

> > - 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?

Ross is right. The AI part is difficult. Worker loop etc are taking me some
time. There is probably no chance of getting this in before stable is released.
 
> > - 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?

I'd like to know it myself. This would balance out the luxury cap effect
Per. With less unhappiness, that cap patch would not be so overpowering.
 
Aloha,
RK.

She wasted time wishing for things instead of working out how to make them
happen.
{Witches Abroad, 1991, Terry Pratchett}


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