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[Freeciv-Dev] Re: (PR#2507) incite cost patch
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[Freeciv-Dev] Re: (PR#2507) incite cost patch

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To: per@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#2507) incite cost patch
From: "Ben Webb via RT" <rt@xxxxxxxxxxxxxx>
Date: Mon, 9 Dec 2002 08:15:53 -0800
Reply-to: rt@xxxxxxxxxxxxxx

On Mon, Dec 09, 2002 at 08:09:04AM -0800, Raimar Falke via RT wrote:
> On Mon, Dec 09, 2002 at 07:53:16AM -0800, Mike Kaufman via RT wrote:
> > what is a capital other than simply a "Capital_City" effect? and do you
> > propose to create an option for unique effects?

No. There's no reason why it couldn't be done, but I don't have the time
or inclination to do it myself. In the case of Capital_City, building an
improvement which confers that effect destroys others that cause the
same effect, so it is effectively unique.

> I'm sure this list isn't complete. Usage of capital:
>  1) to calculate a distance (bribing, corruption, waste, ...)
>  2) loosing the spaceship
> 
> For the first case the nearest palace would do the job. I'm not sure
> how you define the semantics for the second case if you allow multiple
> capitals.

3) Would civil war be triggered on the capture of one capital, or of all
capitals, or what? It isn't _that_ simple.

        Ben
-- 
ben@xxxxxxxxxxxxxxxxxxxxxx           http://bellatrix.pcl.ox.ac.uk/~ben/
"Excellent!" I [Dr Watson] cried. "Elementary," said he [Holmes].
        - Sir Arthur Conan Doyle



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