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Subject: [Freeciv-Dev] (PR#14763) Design of advanced governments code
From: "Per I. Mathisen" <per@xxxxxxxxxxx>
Date: Sat, 3 Dec 2005 12:55:12 -0800
Reply-to: bugs@xxxxxxxxxxx

<URL: http://bugs.freeciv.org/Ticket/Display.html?id=14763 >

How to implement http://www.freeciv.org/index.php/Advanced_Governments

== AI ==

Current "test out all available govts" code will not work, since effects
increase with time spent in a government, and the number of combinations
is huge.

Also long-term planning is more important, since bonuses accumulate over
time.

This will be a challenge.

== governments.ruleset ==

Count the number of turns we have had a particular government. When we
reach max_turns (if set), go to the government specified in the "next"
field. When we reach min_turns (if set), pop up the governments
dialog/tab, until then disallow changes.

[governments]
categories = "Politics", "Economics", "Culture"
defaults   = "Anarchy", "Commons", "Pluralism"

[government_politics_anarchy]
category = "Politics"
name = "Anarchy"
;reqs =
;next =
;graphic = ""
;alt_graphic = ""
;max_turns =
min_turns = 5 ; period of anarchy

[government_politics_aristocracy_0]
category = "Politics"
name = "Aristocracy"
next = "Aristocracy II"
;reqs =
;graphic = ""
;alt_graphic = ""
max_turns = 3

[government_politics_aristocracy_1]
category = "Politics"
name = "Aristocracy II"
next = "Aristocracy III"
;reqs = ;
;graphic = ""
;alt_graphic = ""
max_turns = 9

Effects target governments as normal.

== GUI ==

A new client tab is necessary, with plenty of explanatory text.

When not yet min_turns: "You cannot change government in N turns."

When not yet max_turns: "Your government improves in N turns."

  - Per





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