Murphy, Daniel wrote:
> Dear Dev(s),
> Thank you so much for Freeciv! While I miss seeing the Colossus's feet when
> I build it, it is a small concession to make for the REAL AI, beautiful
> graphics, and faster gameplay. This was the quickest and most fun game of
> Civ I have had in a long time. It is amazing!
> Two things came up while I was playing (civ1 ruleset):
The civ1 ruleset itself is a bit out of date and could easily have
mistakes. To fix these mistakes we need confirmation of the way civ1
actually worked. I believe the main source for this generally is the
> 1) Catapult/Cannon and city walls - The help file says that only artillery
> ignores city walls. Thus, I had a set of Veteran cannons that were getting
> destroyed on about a 50/50 basis by fortified, veteran militia behind city
> walls. As I recall in the real Civ1, catapults were a good weapon even
> against walled cities. As it is, a fortified phalanx can hold a walled city
> by itself pretty much up until the advent of artillery and aircraft. Is this
> the proper impementation of city walls in a 1 hitpoint ruleset?
Well, is that the way it worked in civ1? If not, how is civ1 different?
> 2) I had trouble with "occupied" squares around cities. If an enemy unit was
> on one of my production squares, obviously I couldn't produce. However,
> after the unit left, the production square remained red. I had to occupy it
> with one of my own units to "reclaim" the square, and even then if I left it
> before assigning production to it, it would turn red again. The problem was
> worse if an enemy city was built inside the production region. After
> destroying the offending city, I had permanently lost access to that
> production square. Is this right?
That issue is with the core freeciv gameplay, not a civ1-specific issue.
From your description it certainly sounds like freeciv isn't doing the
right thing. What version are you using?
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