Summary: The No_Diplomacy effect prevents contact
Submitted by: sveinung
Submitted on: Tue 25 Feb 2014 01:59:08 PM UTC
Priority: 5 - Normal
Assigned to: None
Discussion Lock: Any
Filing so the issue isn't forgotten now that patch #4537 is closed:
The No_Diplomacy effect replaced hard coded barbarian/pirate rules. It has the
following description: "Cannot use any diplomacy." It has other unexpected
side effect caused by its barbarian legacy.
One is that the intelligence that appear when one makes contact, like
government type, is missing. This is because a contact with someone with the
No_Diplomacy effect don't cause contact.
A nation with a government that refuse to talk to others won't always be able
to prevent this information from leaking. The information will leak if its
people has (indirect) contact with outsiders. It won't leak if it is a hive
mind that hates non members.
One way to solve this is to create a new effect that controls contact and
configure the bundled rule sets so the barbarians behave like they used to. A
simple solution is to make it block contact being created like No_Diplomacy
does today. A more complex variant is to make the effect create the contact.
(Say it will give contact for min(get_player_bonus(player1,
EFT_CONTACT_TURNS), get_player_bonus(player2, EFT_CONTACT_TURNS)) turns)
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