[Freeciv-Dev] Re: (PR#12581) out-of-tree tech achievement
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On Tue, Jun 07, 2005 at 11:54:51PM -0700, Jason Short wrote:
>
> > IIRC we did a rule change that techs achieved by diplomacy must be
> > next-to-researched techs.
> >
> > When I conquer a city, it happens to be not the case. I get a tech of much
> > greater value (physics) skipping navigation and astronomy.
>
> This patch makes part of that change.
Thanks for your effort.
> A strict_reqs ruleset variable is added. If set then tech reqs are
> supposed to be strict. It's not rigorous; only diplomacy is controlled.
Hhm, this is the least important case. More important are huts, conquering,
and stealing, IMHO.
When you give a away a tech in a treaty, for which the counterpart doesn't
have the requirements, you can just consider this as intended. In most cases
you know the other's techs.
Also, it's kind of a feature not to have give away all techs that are
required. But you are right as this misses some logic, and leeds to a tech
tree with holes in it. Will this affect some features of Freeciv? At least
it does not right now.
> It's also not particularly workable in the current form. In a diplomacy
> meeting it only allows techs that are reachable to be traded. However
> since this doesn't recursively account for other techs in the treaty it
> will make trading techs very tedious. One alternative is to allow
> trading of any tech but to put any reqs onto the treaty automatically.
Yes, that is better. Also, you can put a small number behind the techs
indicating how many techs are to be given away, for example: "Physics (+2)".
This has been suggested already long ago in the context of diplomacy.
Another thought: How will this cope with buildings as requirements for
techs?
Just my 2 cents.
Christian
--
Christian Knoke * * * http://cknoke.de
* * * * * * * * * Ceterum censeo Microsoft esse dividendum.
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