Follow-up Comment #1, patch #1340 (project freeciv): Perhaps this should be split into smaller tasks. Would the plan below be acceptable?
Research: 1) Introduce a new requirement vector research_req. Add ruleset loading time checks that no tech is in it. In my view tech tree holes don't apply to missing non tech requirements: Even if you don't have access to the ocean you can still know that a sail can be used to make a boat move. 2) Make it well supported in the ai, help system etc. Maybe use a color in the tech tree help to symbolize that a non tech requirement is needed? 3) Append the ruleset fields req1 and req2 to the research_req vector during ruleset loading. Keep them like before in the rule set. Make sure that tech req specific stuff like allow tech tree holes work as expected. 4) Remove the limit of max 2 tech requirements for a tech, allow tech requirements in the research_req requirement vector and remove the ruleset fields req1 and req2. Root req: Introduce a new requirement vector acquire_reqs for root requirements in the same way as research_reqs. Prevent intentionally blocking other research to gain points from Future Techs: Add a new effect Future_Tech to control if a player can research future techs when there is nothing else to research. When there is no techs that can be researched and this isn't active something else happens to the bulbs. Not sure if they should be saved, lost or converted to something else. An alternative is an effect that triggers the alternative behavior. _______________________________________________________ Reply to this item at: <http://gna.org/patch/?1340> _______________________________________________ Message sent via/by Gna! http://gna.org/ _______________________________________________ Freeciv-dev mailing list Freecivemail@example.com https://mail.gna.org/listinfo/freeciv-dev