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[Freeciv-Dev] Re: (PR#3672) [sug] Sharing techout in Teamgamees
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[Freeciv-Dev] Re: (PR#3672) [sug] Sharing techout in Teamgamees

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Subject: [Freeciv-Dev] Re: (PR#3672) [sug] Sharing techout in Teamgamees
From: "ue80@xxxxxxxxxxxxxxxxxxxxx" <ue80@xxxxxxxxxxxxxxxxxxxxx>
Date: Sun, 9 Mar 2003 10:10:12 -0800
Reply-to: rt@xxxxxxxxxxxxxx

On Sun, Mar 09, 2003 at 08:06:20AM -0800, Per I. Mathisen wrote:
> 
> On Sun, 9 Mar 2003, Arnstein Lindgard wrote:
> > > This is a very interesting idea. Combined with tech lease, it could create
> > > some very interesting team set-ups, eg two researching players doing
> > > techpool leasing their techs to two war players.
> >
> > Leasing out knowledge, Per?:)
> 
> Technology is applied knowledge. It isn't just the dry bookly knowledge,
> it is experts, know-how, organizational systems, scientific paradigms and
> so on. To lease a technology to another nation means making the other
> nation capable of building the _products_ of the technology, instead of
> actually getting the knowledge behind the technology.
> 
> Think how the countries of the north outsource industrial production to
> countries in the south. If these developing nations do something that is
> unpopular with those who own the technology, then the factories and the
> experts who run them are pulled out, and the design-knowledge supplied
> from the north is stopped.
> 
> So when you lease a technology, you actually get a lot of experts who help
> you produce stuff - they don't teach anyone how to produce it, they order
> people around to do what is necessary to get things produced. When the
> lease is broken, the experts go home. Also the leasing out nation sends
> critical parts (eg computers and superconductors) along that can't be
> produced in the leasing nation, and without these production also stops.
> 
> Anyway, that's the in-game rationale for the feature.

Keep it simple ...
What do you do with the production of cruisers when leased tech steel is
withdrawn? Now its possible to do production of units when you don't
have the tech, but a captured city produced a unit where you didn't have
the tech (bug or feature?)

When withdraw a leased tech means that you can't produce something where
the leased tech was necessary for then you can't produce something in a
captured city where you would need some "future" tech.

> > Techs can simply be stolen, but industrial parts can be contracted
> > from allies.
> 
> That is what the tech lease idea is trying to capture.

Increses a leased tech the cost for a new tech or not? When yes i think
tech like writing, horseback riding, map making, navigation, magnetism,
railroad, electricity, steel ... would be leased in teams instead of
given. That would make the techtrade much faster and the suggestion of
pooling would be much worse.
 
> > It would be interesting if Freeciv could simulate the synergies of
> > globalisation, to give cooperative nations an advantage over aggressive
> > players who go it alone.

Think with giving money to your allies there is a little bit synergy,
people don't do trade routes because attacking the right time is the way
to win. But perhaps with we all play freeciv the wrong way and another
is better :-)

Thomas
-- 
Thomas Strub  ***  eMail ue80@xxxxxxxxxxxxxxxxxxxxx
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