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[Freeciv-Dev] Re: (PR#5437) wishlist: new unit, the worker
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[Freeciv-Dev] Re: (PR#5437) wishlist: new unit, the worker

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To: per@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#5437) wishlist: new unit, the worker
From: "molv" <molv@xxxxxxxxxxxxx>
Date: Tue, 26 Aug 2003 20:17:41 -0700
Reply-to: rt@xxxxxxxxxxxxxx

I completelly agree. In fact, I always play with my own ruleset which separates 
settler from worker (but, because I'm very bad with graphics, I use the settler 
graphic for the worker. May be someone will draw a nice graphic for the worker?)


On 2003.08.26 19:00 Per I. Mathisen wrote:
 >
 >This has been debated before, so this is mostly to get the question up for
 >new debate and hopefully eventually a decision:
 >
 >We should add a worker unit to the default ruleset. This unit has less
 >build cost, no population cost and no food upkeep, but can improve
 >terrain. The engineer is changed likewise, and obsoletes the worker
 >instead of the Settler. When Automobile is researched, Settler movement is
 >increased to 2.
 >
 >The introduction of the worker should make largepox strategies easier,
 >since cities can be grown faster and better (irrigation & road) without
 >sacrificing increasingly expensive city size (increasing granary size)
 >and throttling city growth (settler food upkeep).
 >
 >The AI already supports this feature.
 >
 >  - Per
 >
 >PS The attached diff may not apply, but shows the suggested changes.
 >
 >
 >--- freeciv/data/default/units.ruleset        2003-05-05 15:23:17.000000000 
 >+0200
 >+++ rulesets/perrin/units.ruleset     2003-04-30 13:08:50.000000000 +0200
 >@@ -136,7 +136,7 @@
 > name          = _("Settlers")
 > move_type     = "Land"
 > tech_req      = "None"
 >-obsolete_by   = "Engineers"
 >+obsolete_by   = "None"
 > graphic       = "u.settlers"
 > graphic_alt   = "-"
 > sound_move    = "m_settlers"
 >@@ -157,22 +157,54 @@
 > uk_shield     = 1
 > uk_food       = 1
 > uk_gold       = 0
 >-flags         = "Settlers", "NonMil", "Airbase", "AddToCity", "Cities"
 >+flags         = "Settlers", "NonMil", "AddToCity", "Cities"
 > roles         = ""
 > helptext      = _("\
 >-Settlers are one of the key units in the game.  They can be used to\
 >- found new cities, irrigate land, build roads, railroads,\
 >- fortresses, airbases and mines, and clean up pollution and nuclear\
 >- fallout.  Upkeep for Settlers is in food\
 >- as well as production, and a Settler can die if its supporting city\
 >- runs out of food.\
 >+Settlers are one of the key units in the game, as they are used to\
 >+ found new cities. Upkeep for Settlers is in food as well as\
 >+ production, and a Settler can die if its supporting city\
 >+ runs out of food. They can also irrigate land, build roads,\
 >+ railroads and mines.\
 >+")
 >+
 >+[unit_worker]
 >+name          = _("Workers")
 >+move_type     = "Land"
 >+tech_req      = "Pottery"
 >+obsolete_by   = "Engineers"
 >+graphic       = "u.workers"
 >+graphic_alt   = "u.engineers" ; compatibility
 >+sound_move    = "m_workers"
 >+sound_move_alt = "m_generic"
 >+sound_fight   = "f_workers"
 >+sound_fight_alt = "f_generic"
 >+build_cost    = 30
 >+pop_cost      = 0
 >+attack        = 0
 >+defense       = 1  
 >+hitpoints     = 10
 >+firepower     = 1
 >+move_rate     = 1
 >+vision_range  = 1
 >+transport_cap = 0
 >+fuel          = 0
 >+uk_happy      = 0
 >+uk_shield     = 1
 >+uk_food       = 0
 >+uk_gold       = 0
 >+flags         = "Settlers", "NonMil", "Airbase"
 >+roles         = ""
 >+helptext      = _("\
 >+Workers are one of the key units in the game.  They can be used to\
 >+ irrigate land, build roads, railroads,\
 >+ fortresses, airbases and mines, and clean up pollution and nuclear\
 >+ fallout.\
 > \n\n\
 >-Settlers and Engineers may work together to decrease the amount of\
 >- time required for long projects.  If two or more Settlers and/or\
 >+Workers and Engineers may work together to decrease the amount of\
 >+ time required for long projects.  If two or more Workers and/or\
 >  Engineers are both working on the same task in the same square,\
 >  their efforts will be added together each turn until the task is\
 >  finished.  Be careful not to dedicate too many workers to one task,\
 >- though; excess effort can be wasted, and a group of Settlers and/or\
 >+ though; excess effort can be wasted, and a group of Workers and/or\
 >  Engineers is highly vulnerable to enemy attacks.\
 > ")
 > 
 >@@ -201,20 +233,20 @@
 > uk_shield     = 1
 >-uk_food       = 1
 >+uk_food       = 0
 > uk_gold       = 0
 >-flags         = "Settlers", "NonMil", "Transform", "Airbase", "AddToCity", 
 >"Cities"
 >+flags         = "Settlers", "NonMil", "Transform", "Airbase"
 > roles         = ""
 > helptext      = _("\
 >-Engineers are similar to Settlers, but they work twice as fast and\
 >+Engineers are similar to Workers, but they work twice as fast and\
 >  move twice as fast.  Engineers may also perform major terrain\
 >  transformations (for example, converting Tundra into Desert) which\
 >- are beyond the capabilities of Settlers.\
 >+ are beyond the capabilities of Workers.\
 > \n\n\
 >-TIP 1:  Upgrade Settlers to Engineers when possible, as Engineers\
 >- require the same resources as ordinary Settlers.\
 >+TIP 1:  Upgrade Workers to Engineers when possible, as Engineers\
 >+ require the same resources as ordinary Workers.\
 > \n\n\
 > TIP 2:  If you manage to build Leonardo's Workshop, research\
 >  Explosives before the Workshop becomes obsolete.  This way,\
 >- your Settler units will be upgraded for free.\
 >+ your Worker units will be upgraded for free.\
 > ")
 > 
 > [unit_warriors]
 >



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