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[Freeciv-Dev] Re: [Freeciv] empty treasury and negative income
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[Freeciv-Dev] Re: [Freeciv] empty treasury and negative income

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To: Per Inge Mathisen <per@xxxxxxxxxxx>
Cc: Freeciv-Dev <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: [Freeciv] empty treasury and negative income
From: Jason Dorje Short <jdorje@xxxxxxxxxxxx>
Date: Fri, 17 Feb 2006 03:17:08 -0500

Per Inge Mathisen wrote:

I think one (partial) solution to early game boredom might be Moo2-like
points purchase of starting conditions. The player may spend a certain
amount of points on purchasing starting units, techs, gold, extra map
knowledge, government other than default...

Another idea is to lower the requirements of some options. I do not see
why we should keep the city size limitation on specialists, for example.
Perhaps workers should be without tech requirement. Something along those
lines.

Removing the tech req on workers would make them very useful.

Another thing Moo2 had was it allowed you to choose the starting tech level - pre-warp, regular, or advanced. If you chose pre-warp then, indeed, the first 25 turns would be spent doing nothing but building your first colony ship and researching the pre-req techs.

For freeciv, I'd say the techlevel parameter would be okay if it gave the *same* techs to everyone - or maybe if it just gave everyone a certain number of bulbs that they could spend. Only problem is that the current tech-choosing interface would probably choose for you if you didn't immediately pick your tech.

-jason



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