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[Freeciv-Dev] Re: Civ II compatibility issues : anarchy time
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[Freeciv-Dev] Re: Civ II compatibility issues : anarchy time

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To: Freeciv Developers ML <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: Civ II compatibility issues : anarchy time
From: Christian Knoke <chrisk@xxxxxxxx>
Date: Mon, 17 Jun 2002 11:34:30 +0200

On Mon, Jun 17, 2002 at 03:08:11AM +0200, Davide Pagnin wrote:
> On Sat, 2002-06-15 at 11:58, Reinier Post wrote:
> >On Fri, 2002-06-14 at 01:01, Davide Pagnin wrote:
> > >   Hi all!
> > > 
> > > Another civ II compatibility issue!
> > > 
> > > This time we talk about bulbs and science during anarchy.
> > > 
> > > AFAIK, during anarchy, the only way to collect bulbs to get reseach
> > > done,
> > > was to create new trade routes with caravans.
> > > 
> > > Instead, in freeciv, I noticed that scientist (and perhaps taxmen??)
> > > works even in anarchy time.
> > 
> > Are you sure? Science and tax stand still for me after I revolt.
> 
> Pretty sure. Are you sure that you have any scientist or taxman?
> In any case, I can post a savegame with a large empire with big cities
> that can sustain 3 or more scientist, and during anarchy every turn
> 80 bulbs per turn are collected (not many, but...)

You get science from scientists employed in the cities, even under
anarchy, I suppose. But not trade is convertet into taxes or science 
(at least in Freeciv).

Christian

-- 
Christian Knoke     * * *      http://www.enter.de/~c.knoke/
* * * * * * * * *  Ceterum censeo Microsoft esse dividendum.


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