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[Freeciv-Dev] Re: Diplomacy

[Freeciv-Dev] Re: Diplomacy

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To: Freeciv Developers ML <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: Diplomacy
From: "Per I. Mathisen" <per@xxxxxxxxxxx>
Date: Wed, 19 Feb 2003 18:12:03 +0000 (GMT)

On Mon, 17 Feb 2003, Mike Kaufman wrote:
> having given this a moment's thought, this code (diplomacy in general)
> should be written as an effect (i.e. if there is a gateway tech
> to be able to do diplomacy) then there should be a single place where
> an effect is checked for to be able to do diplomacy. This makes it easy to
> remove entirely diplomacy from the game (via ruleset)

On 17 Feb 2003, Davide Pagnin wrote:
> Anyway, the example isn't important, but I think that 1 turn for making
> contacts isn't enough, at least I think that this time should be
> configurable. (Say 0 for forever, and any number for a fixed amount of
> turns, the default can be 20 as in Civ2 or less, if you prefer).
> We can stretch this to a limit (for a compromise) and require money
> (instead of a diplomat) for building the embassy (and the knowledge of
> writing, of course). The required money should be 30 (diplomat) x 4 =
> 120 coins. (the buy cost for a unit seems a little bit different and
> suggests 30 x 3.5, we can discuss this either as a side effect)
> Instead of paying 120, you can sacrifice a diplomat.
> If you have a spy. you need to sacrifice a move action.
> For the second requirement (the known cities), if no cities are already
> known, you need to pick and give the knowledge of that city.
> > [me:] That is a big job, though, requiring GUI-changes to a whole lot of
> > clients. So while I agree with your proposal, I'm not going to implement
> > it, and I sure don't want to wait forever for someone to do so.
> If we agree on what is needed to be implement, we can ask client
> maintainer to help in implement those function, and the whole work will
> be accomplishedin little time.


I don't have time to implement all of this. The result is that nothing
will be done.

  - Per

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