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[Freeciv-Dev] Re: (PR#8759) new effects wanted
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[Freeciv-Dev] Re: (PR#8759) new effects wanted

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To: per@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#8759) new effects wanted
From: "Billy Naylor" <banjo@xxxxxxxxxx>
Date: Tue, 18 May 2004 01:32:13 -0700
Reply-to: rt@xxxxxxxxxxx

<URL: http://rt.freeciv.org/Ticket/Display.html?id=8759 >

On Mon, 2004-05-17 at 22:08, Per Inge Mathisen wrote:
> <URL: http://rt.freeciv.org/Ticket/Display.html?id=8759 >
> 
> After playing some Moo2, I think three more effects are desirable: Ones
> that increase the usefulness of each kind of specialists.
> 
> Currently taxmen and scientists are not very useful or much used, AFAIK.
> This could be changed with buildings that make them more useful.
> 
>   - Per
> 

Well, the obvious effect is a percentage increase of
Scientists/Taxman/Entertainers effect, and maybe an effect
where Taxmen decrease corruption.

>From fiddling with rndCiv...

I'd like the diplomacy functions to be broken up a bit more...
The unit flag Spy made independent of Diplomat, at least i'd find poison
and sabotage being useful as flags in of themselves.

Some sort of Building (or unit ?) flag that allows for
bad trade routes. ie Opium trade, or Transnational Looting.
Prolly best as an effect that gets attached to a cities/nations
trade routes.

What about effect flags that allow us to have the Civ:CTP units
slaver, lawyer, etc (i can't remember them all now ).
  * capture_settler ( anything with AddToCity flag )
  * rob_city        ( steal gold from a city       )

I'd quite like a unit move type 'Hover', can cross sea (maybe with
Trireme limits), plains, roads, rivers, grasslands, tundra, swamp and
desert. This will allow me to unleash Hovertanks...

summary:
more effects allow the rulesets to become more complex/interesting

-banjo





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