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[Freeciv-Dev] Re: (PR#5122) Building requirement for techs
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[Freeciv-Dev] Re: (PR#5122) Building requirement for techs

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To: remi.bonnet@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#5122) Building requirement for techs
From: "Michael Mielke" <michael@xxxxxxxxx>
Date: Thu, 21 Aug 2003 07:20:02 -0700
Reply-to: rt@xxxxxxxxxxxxxx

On Wed, 20 Aug 2003, John Wheeler wrote:

> 
> --- Michael Mielke <michael@xxxxxxxxx> wrote:
> > 
> > > Do consider, only 18% of people responding to the
> > > recent poll (
> > > http://www.freeciv.org/poll.phtml?num=112 ) did
> > not
> > > want a more detailed game. 
> > 
> > Would you mind defining detailed?  From my
> > understanding detailed can mean 
> > almost anything unless more greatly defined.
> 
> Well, I can't speak for the others answering the poll,
> but I'd like to see
> 1.) Extended trading (like Colonization, Serf City, or
> Railroad Tycoon)
> 2.) Important persons (like Railroad Tycoon or
> Colonization)
> 3.) More varied AI through scripting.
> 
> I realize, each of these is a major project, but hey,
> AI diplomacy was a major project, too, and I'm pretty
> happy with it.
> 
> ++JohnWheeler

Hey now, we're not playing railroads here.. Just a civilization.  And 
varieties of civilizations can have different impacts on them.

-- 
Michael Mielke <michael@xxxxxxxxx>
http://www.mielke.cc/~michael/




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