Pepeto <pepet...@gmail.com> writes:

> Currently, this can be done with the nreqs array.  But I agree with your
> solution which looks better for future.  Maybe the value of the effects
> could be relative or absolute:
> * a absolute value (then the maximal one would be used).
> * a relative value (+=bonus, -=bonus, *=bonus or /=bonus).
>
> Le mercredi 07 octobre 2009 à 06:14 +0200, Goswin von Brederlow a
> écrit :
>> anonymous <no-reply.invalid-addr...@gna.org> writes:
>> 
>> > Follow-up Comment #1, bug #14452 (project freeciv):
>> >
>> > Possible guidelines:
>> >
>> > 1) Never allow building of buildings replaced by active wonder
>> > 2) Always allow building of buildings replaced by active wonder
>> > 3) Allow building buildings replaced by active wonder that will obsolete at
>> > some point
>> >
>> > We should go by 2. Wonder might be in a city that player knows (s)he will
>> > eventually be unable to defend.
>> 
>> What about when you can already see you are going to loose some city
>> to the enemy and it contains the wonder? One might want to build
>> replacement buildings before the city falls.
>> 
>> Another issue is with wonders and buildings that don't quite do the
>> same:
>> 
>> - a power plant is worse than the Hoover Dam.
>> - a solar plant (galactic ruleset) is better than the Hoover Dam.
>> 
>> In general a wonder and a building might have overlapping effects but
>> not identical effects.
>> 
>> So having local buildings override the wonder or the wonder override
>> the building are both unsatisfactory. It would be nice if the effects
>> of the wonder and building would be merged, e.g. take the maximum of
>> each effect the wonder and bulding have in common.
>> 

I also like the way the Pyramids/Granary work. Both have a big effect
but combined you get a little bit extra.

MfG
        Goswin

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