[Freeciv-Dev] Re: (PR#5122) Building requirement for techs
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On Sun, 17 Aug 2003, remi.bonnet@xxxxxxxxxxx wrote:
> >I do not understand the usefulness of bldg_req_penalty. Please explain.
>
> Smallpox can build one improvement to get access to one tech. This
> option avoid this. (I want the Middle-Earth modpack be a Largpox game).
> This is also more realistic that cities that have never see water (don't
> have an harbour) get a penalty for researching navigation (The same
> happens for Ring Making and Forges)
I don't like it. It is a rather complex mechanic with a difficult to
explain and understand effect on the game. There are many other ways to
combat smallpox.
If something like this was to be implemented, it should be as a general
effect, anyway. This way you would make a building effect dependent on
researching a specific tech.
BTW, you can achieve somewhat the same effect that you wanted to achieve
above by making a science-increasing building that requires an adjacent
ocean tile.
- Per
- [Freeciv-Dev] Re: (PR#5122) Building requirement for techs,
Per I. Mathisen <=
[Freeciv-Dev] Re: (PR#5122) Building requirement for techs, Michael Mielke, 2003/08/17
[Freeciv-Dev] Re: (PR#5122) Building requirement for techs, Gregory Berkolaiko, 2003/08/18
[Freeciv-Dev] Re: (PR#5122) Building requirement for techs, Per I. Mathisen, 2003/08/18
[Freeciv-Dev] Re: (PR#5122) Building requirement for techs, Gregory Berkolaiko, 2003/08/18
[Freeciv-Dev] Re: (PR#5122) Building requirement for techs, Michael Mielke, 2003/08/18
[Freeciv-Dev] Re: (PR#5122) Building requirement for techs, Morgan Jones, 2003/08/18
[Freeciv-Dev] Re: (PR#5122) Building requirement for techs, John Wheeler, 2003/08/19
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