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[Freeciv-Dev] Re: (PR#6029) Civ3: Nationality
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[Freeciv-Dev] Re: (PR#6029) Civ3: Nationality

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Subject: [Freeciv-Dev] Re: (PR#6029) Civ3: Nationality
From: "Marko Lindqvist" <marko.lindqvist@xxxxxxxxxxx>
Date: Tue, 9 Sep 2003 09:32:45 -0700
Reply-to: rt@xxxxxxxxxxxxxx

  Details on civ3 nationality:

  Citizens with nationality of previous city owning civilization become 
resistors when city is captured. Resistors do produce nothing and even 
prevent city from buying anything. Stationing military units to city 
converts resistors to normal citizens over period of several turns. 
Culture (#6032), luxuries and government affect how fast resistors are 
converted.
  I'd make conversion rate to depend just number of military units in 
the city, rest is just unnecessary details.

  Slowly over time, citizens assimilate (change nationality) to 
civilization controlling city. Most dominant factor in assimilation 
speed is cultural difference between new and old nationality.
  I don't like linking culture and nationality together. It should be 
possible to take one without other, either as separate server variables 
or ruleset changes. Well, if there is culture for neither old nor new 
nationality, their cultural difference is zero and default assimilation 
speed is used.

  When at war, citizens with nationality of your enemy are very unhappy.
  How much unhappiness we should cause by this? One content->unhappy or 
happy->content conversion per such citizen sounds too harsh. I need to 
look at angry citizen code.

  Also units have nationality. Units that AddToCity (Settlers, Workers), 
retain their nationality when converted to citizens. Unit nationality 
makes sense only if one can capture units (#5944) or can trade them.
  This would be rather trivial to implement. Just store nationality 
information to unit struct when unit is first created and never change 
it. Well, some consideration should go into how client shows unit 
nationality.


  - Caz





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