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[Freeciv-Dev] (PR#2464) patch: restrict techs by nation
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[Freeciv-Dev] (PR#2464) patch: restrict techs by nation

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To: per@xxxxxxxxxxx
Cc: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] (PR#2464) patch: restrict techs by nation
From: "Raimar Falke via RT" <rt@xxxxxxxxxxxxxx>
Date: Thu, 12 Dec 2002 03:57:50 -0800
Reply-to: rt@xxxxxxxxxxxxxx

[rfalke - Wed Dec  4 23:24:11 2002]:

> On Wed, Dec 04, 2002 at 02:52:49PM -0800, Per I. Mathisen via RT
> wrote:
> >
> > On Wed, 4 Dec 2002, Jason Short via RT wrote:
> > > > req1 gives an inheritance of "All", while req2 gives an
> inheritance of
> > > > "Sauron", and neither is automatically correct, so you must say
> explicitly
> > > > what the resulting nation allowances should be.
> > >
> > > When researching techs, the logic here is clear: only those who
> have
> > > both Normal Navigation AND Sauronification can research Sauron's
> super
> > > navigation. So it is clear only Sauron can research this tech.
> >
> > Yes. In this sense (only) the information is duplicated.
> >
> > > Should this same logic apply when trading techs?
> >
> > Not just trading: You can steal it (diplomat or spy), conquer it
> (city)
> > and find it (hut) as well.
> >
> > You can obtain a tech that you cannot research by many means
> already.
> 
> But all these have to be fixed IMHO. You started with trading techs in
> your first patch. We also have to switch the production of a conquered
> city.

Is it true that we all agree that nation A shouldn't get a tech which 
has nation B as a requirement by any means?

If so do you (Per) agree that we can use the normal requirement tree 
to reduce the number of specified nation-sets?




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