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[Freeciv-Dev] Re: (PR#6159) Colonization: Professions
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[Freeciv-Dev] Re: (PR#6159) Colonization: Professions

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To: jdwheeler42@xxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#6159) Colonization: Professions
From: "rwetmore@xxxxxxxxxxxx" <rwetmore@xxxxxxxxxxxx>
Date: Sun, 14 Sep 2003 06:27:48 -0700
Reply-to: rt@xxxxxxxxxxxxxx

I liked this aspect of Colonization.

If developed as a sort of "veteran" status for workers with a persistence
per worker in much the same way as Civ III nationalities do (one would
now have an option to pick which citizen was used to create a mobile
worker to move expertise between cities), this would be an intriguing
way to implement resource strategies, i.e. enhancing the personality or
direction of emphasis in resource management.

Good idea, and not necessarily that tricky to implement since the main
control is just a flag/characteristic on workers, including city workers
(which need to be individualized vs dealt with as the current abstract
collective, i.e. current worker variables and stats become functional
properties of a list of individualized city workers).


Developing the city worker concept along these lines might be a good
way to mange effects like disease and disease transmission as well,
since disease equals a reduction of efficiency, and/or possibility of
death, cure or transmission to others by infected workers or at high
risk sites.

Very good idea.

Cheers,
RossW
=====

John Wheeler wrote:
> One possibility to add detail to the game (not in the near future) is to
> have specialization or professions for city workers.  The main game
> effect would be to change the effectiveness of working city squares. 
> Some examples:
> 
> "Profession", (effects), [effective terrain]
> 
> "Slave", (-50% food, -50% shields, -50% trade) [all]
> "Lumberjack", (+50% shields) [forests]
> "Farmer", (+50% food) [plains, grasslands]
> "Miner", (+50% shields) [mined mountains, mined hills, mined deserts]
> "Fisherman", (+50% food) [ocean]
> "Oil driller" (+1 shield) [ocean, oil, mined deserts]
> 




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