URL:
  <http://gna.org/patch/?4415>

                 Summary: Ruleset control over tech tree holes
                 Project: Freeciv
            Submitted by: cazfi
            Submitted on: Mon 06 Jan 2014 06:37:32 AM EET
                Category: general
                Priority: 5 - Normal
                  Status: Ready For Test
                 Privacy: Public
             Assigned to: None
        Originator Email: 
             Open/Closed: Open
         Discussion Lock: Any
         Planned Release: 2.6.0

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Details:

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
trading.
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.



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File Attachments:


-------------------------------------------------------
Date: Mon 06 Jan 2014 06:37:32 AM EET  Name: TechReqRequired.patch.bz2  Size:
5kB   By: cazfi

<http://gna.org/patch/download.php?file_id=19689>

    _______________________________________________________

Reply to this item at:

  <http://gna.org/patch/?4415>

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