[Freeciv-Dev] Re: (PR#9147) researchcost proposal
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<URL: http://rt.freeciv.org/Ticket/Display.html?id=9147 >
Giving people unneeded techs to slow them down is a longstanding strategy ploy
that hopefully will continue to be treated as a "feature" and not a "bug". The
only buggy aspect is if they are not able to refuse acceptance, i.e. one can't
force such things on them.
Hopefully appropriate rules options are made available with any such changes to
insure that longstanding gameplay in traditional flavours is not lost.
Cheers,
RossW
=====
Per Inge Mathisen wrote:
> <URL: http://rt.freeciv.org/Ticket/Display.html?id=9147 >
>
> On Tue, 29 Jun 2004, ue80@xxxxxxxxxxxxxxxxxxxxx wrote:
>
>>>- a new researchcost option is added, which is researchcost * no. tech
>>>dependencies * sqrt(no. tech dependencies), and this is made default.
[...]
> I would think it made tech trading easier, since you no longer have to
> worry about tech cost increasing. Also stops nasty tricks like giving
> other players (AI!) useless techs to slow them down.
[...]
>
> - Per
- [Freeciv-Dev] Re: (PR#9147) researchcost proposal, ue80@xxxxxxxxxxxxxxxxxxxxx, 2004/06/29
- [Freeciv-Dev] Re: (PR#9147) researchcost proposal, Per Inge Mathisen, 2004/06/29
- [Freeciv-Dev] Re: (PR#9147) researchcost proposal,
rwetmore@xxxxxxxxxxxx <=
- [Freeciv-Dev] Re: (PR#9147) researchcost proposal, Jason Short, 2004/06/29
- [Freeciv-Dev] Re: (PR#9147) researchcost proposal, Jason Short, 2004/06/29
- [Freeciv-Dev] Re: (PR#9147) researchcost proposal, Marko Lindqvist, 2004/06/29
- [Freeciv-Dev] Re: (PR#9147) researchcost proposal, Genevieve Gracian, 2004/06/29
- [Freeciv-Dev] Re: (PR#9147) researchcost proposal, Per Inge Mathisen, 2004/06/30
- [Freeciv-Dev] Re: (PR#9147) researchcost proposal, Gregory Berkolaiko, 2004/06/30
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