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 Ã 06:14 +0200, Goswin von Brederlow a
> Ã©crit :
>> 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
>> - 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.
Freeciv-dev mailing list