[Freeciv-Dev] Re: (PR#5122) Building requirement for techs
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On Sun, 17 Aug 2003, Per I. Mathisen wrote:
> 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.
I fully support Per's concerns about speed and AI compatibility.
Forgetting the above concerns, I would prefer to see buildings as
prerequisites for units rather then techs.
G.
[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 <=
[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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