[Freeciv-Dev] Re: (PR#4539) rules against smallpox (tutorials/nopox page
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----- Original Message -----
From: "Jason Short" <jshort@xxxxxxxxxxxxxx>
To: <rt-guest@xxxxxxxxxxxxxx>
Cc: <cskecskes@xxxxxxxxxx>
Sent: Friday, July 11, 2003 9:51 PM
Subject: Re: [Freeciv-Dev] (PR#4539) rules against smallpox (tutorials/nopox
page)
> --On Friday, July 11, 2003 12:20:14 -0700 Guest <rt-guest@xxxxxxxxxxxxxx>
> wrote:
> > I have read Mike Jing's letter
> > (on the tutorials/nopox.html page)
> > and I think it is quite sad that he sees the smallpox
> > strategy as an incurable problem of FreeCiv.
> See the 'citymindist' server variable. But it defaults to 0.
> See the 'notradesize' and 'fulltradesize' server variables. But they
> default to 0 and 1.
> jason
You are right, I should have checked the server variables
before writing. But the fact that these variables are set to
ineffective values probably indicates that this kind of
solutions are not liked by the majority of the (human) players.
Therefore I tried to find another solution to the ICS
problem and I think I have found a "historically correct" one.
If you look at the "real world history" then you can see the
followings:
- some European powers and Turkey have colonized the larger
part of the Earth in the 16-18th centuries
- in spite of it now there are many independent countries
instead of a few great empires
- if the colonizers moved into (relatively) empty spaces
("built their own cities" in Civ terms) then the colonists
(when they become more numerous and recognized how far
are they from their mother country) developed a new
national identity and when this new identity matured
enough they declared their independence
- if the colonizers conquered an underdeveloped country
then the inhabitants did not loose their original
national/ethnic identity and when they become more
advanced ("get enough technologies" in Civ terms)
they declared their independence
The concept of "civil war" is implemented in FreeCiv
therefore it wouldn't be very difficult (I hope) to
implement the following rules, too:
- when a city is conquered then the conquerors will
be the rulers of it but it's original affiliation
will be remembered (and the units created in this
city will inherit it)
- a Player is not eliminated from the game if all of it's
cities are conquered, only when all of it's cities
are destroyed
- if there are enough (3 ... 5?) conquered cities with
the same "national identity" and they have already
spent enough time under "colonial rule" (5 ... 10
turns at least) then they may declare their
independence (the cities are joining the empire
of their original owner or this original owner
will be an active Player again)
- if an empire is big enough ("civilwarsize" variable)
and it has a lump of cities (3 ... 5?) not too far
from each other but far enough from it's capital
(at least 10 tiles?) then they may declare their
independence with a new "national identity"
(new AI Player)
- the probability of such a revolt is increasing by
larger city sizes and by longer time spent under
"colonial rule"
Of course, "historical correctness" is not everything,
the result should be a playable game. But the above rules
might be better than the "forced unhappiness" rules
described on the tutorials/nopox.html page.
Best regards
Mr. Csaba Kecskes
cskecskes@xxxxxxxxxx
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