[Freeciv-Dev] Re: (PR#6006) Civ3: Map generator for strategic and luxury
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undisclosed-recipients: ; |
Subject: |
[Freeciv-Dev] Re: (PR#6006) Civ3: Map generator for strategic and luxury resources |
From: |
"Marko Lindqvist" <marko.lindqvist@xxxxxxxxxxx> |
Date: |
Mon, 8 Sep 2003 10:29:01 -0700 |
Reply-to: |
rt@xxxxxxxxxxxxxx |
Per I. Mathisen wrote:
> Please stuff all things relevant to Civ3-like resources into this ticket.
Single square with given resource is enough for whole nation.
Extra resources can be tradet.
Strategic resources are required in order to build some units.
Each different luxury resource increases city happiness by one if no
marketplace is present. With marketplace first 2 resources produce one
happiness each, third and fourth resource produce 2 happiness, fifth and
sixth produce 3. (Somebody please correct me if I remembered wrong)
In order to be used, resource must be connected to city. Implementing
this would require trade network code to be present.
In order to connect resource to city, one may build colony (part of
trade network code really)
Each strategic resource type is visible only after relevant technology
is discovered.
>
> Instead of just explaining the diff between Freeciv and Civ3, I suggest
> making a suggestion for how to implement such things in Freeciv (as
> specific server options or rules-changes).
>
Resources I would implement as addition to terrain.ruleset. Each
terrain type could contain one luxury and one strategic resource. I
don't know if this is completely civ3 compatible (does it have more than
one luxury/strategic resource for some terrain type), but it should be
close enough for anybody. If there is no resources given, everything
should work just like now.
- Caz
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