Summary: Ruleset control over tech tree holes
Submitted by: cazfi
Submitted on: Mon 06 Jan 2014 06:37:32 AM EET
Priority: 5 - Normal
Status: Ready For Test
Assigned to: None
Discussion Lock: Any
Planned Release: 2.6.0
This patch adds three ruleset settings:
; Whether one needs all the reqs for a technology to steal it.
tech_reqs_required_steal = FALSE
; Whether one needs all the reqs for a technology to get it via diplomatic
tech_reqs_required_trade = FALSE
; Whether one needs all the reqs for a technology to get it via tech parasite
effect (Great Library)
tech_reqs_required_parasite = FALSE
They are set to FALSE in all supplied rulesets to not to change the behavior
from current one, but I wonder if civ/2 really worked that way. I think it was
freeciv where the behavior changed to current "holes in the tech tree allowed"
one at some point.
Note that tech_reqs_required_trade = TRUE would not work optimally when
trading multiple techs, where one of the tech to be given would actually
enable trade of the another.
Date: Mon 06 Jan 2014 06:37:32 AM EET Name: TechReqRequired.patch.bz2 Size:
5kB By: cazfi
Reply to this item at:
Message sent via/by Gna!
Freeciv-dev mailing list