[Freeciv-Dev] Re: Forking code. (Re: (PR#5122) Building requirementfor t
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I would think that the right way to do materials would be to make
explicite the current model of slow fundraising and quick construction.
It goes well with the theory that turns are several years long. As
experienced players know, you don't actually work on building a
particular item; you gather either military shields or civilian shields
and build what you want when you have enough.
So have the city dialog show the buildup of available materials, with a
switch for whether you're gathering civilian or military shields
(everything else uneffected? effected the same way? whatever). You
can buy however many shields you want at the current rate (maybe if you
have a commodities exchange in the city you can buy other things too?).
Caravans can carry any material, including shields.
The actual materials, including how much comes from which terrain and
what technologies enable them, will be set by rulesets -- the current
system will be implementable as a ruleset.
I can see wanting a stable base to code on while you're starting work,
but nothing here requires a real fork -- just a short term development
branch.
--Daniel Speyer
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