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[Freeciv-Dev] (PR#7392) suggested new default veteran rules
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[Freeciv-Dev] (PR#7392) suggested new default veteran rules

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Subject: [Freeciv-Dev] (PR#7392) suggested new default veteran rules
From: "Per I. Mathisen" <per@xxxxxxxxxxx>
Date: Sat, 7 Feb 2004 01:52:16 -0800
Reply-to: rt@xxxxxxxxxxx

<URL: http://rt.freeciv.org/Ticket/Display.html?id=7392 >

On Sat, 7 Feb 2004, Raimar Falke wrote:
> While this is ok for the civ1 and civ2 rulesets we should change it
> for the default one. There is no point in adding the feature if nobody
> uses it. And it is too hidden that someone finds it bychance.

Yep. I've been supposed to do this for a while now. So let me spark off
the debate on new default veteran rules.

[veteran_system]
; How many veteran levels?
max_veteran_levels = 4

; What are the names of the levels?
veteran_names = _("green"), _("veteran"), _("hardened"), _("elite")

; The percentage chance of increasing level through combat
veteran_raise_chance = 50, 33, 20, 0

; Power factors are as a percentage.
; +50% is represented by 150
veteran_power_fact = 100, 150, 175, 200

; The percentage chance of a settler/engineer increasing level through
; performing useful work (per turn)
veteran_work_raise_chance = 5, 3, 1, 0

; The chances of a trireme being lost at sea when not adjacent to a
; land tile.
veteran_highseas_loss_pct = 50, 25, 5, 0

; The additional number of movement points granted for different veteran
; levels.  These are thirds of points, so to increase movement
; by a whole point 3 must be specified.
veteran_move_bonus = 0, 0, 0, 0

This is my suggestion. It is not very ambitious - it can be further
extended later if desired, but I think it is smart to start with a small
set of changes and see how it works out.

  - Per




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