[Freeciv-Dev] [bug #14521] Wish : Separate Resources

2010-11-27 Thread pepeto

Update of bug #14521 (project freeciv):

Category:None = rulesets   
  Status:None = Wont Fix   
 Open/Closed:Open = Closed 

___

Follow-up Comment #1:

Rulesets can handle resource requirements, so this should be possible to
simulate this on Freeciv editing the rulesets. Standard rules don't need
this.


___

Reply to this item at:

  http://gna.org/bugs/?14521

___
  Message posté via/par Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #14521] Wish : Separate Resources

2009-10-14 Thread anonymous

URL:
  http://gna.org/bugs/?14521

 Summary: Wish : Separate Resources
 Project: Freeciv
Submitted by: None
Submitted on: Wednesday 10/14/09 at 11:45 CEST
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: None

___

Details:

I hope that Freeciv can revamp the resource system into something like
Colonization's. That is, instead of simply using shields for production
units, each kind of resource is treated separately -- e.g. iron ore, coal,
leather, jewels, gold, silver, etc., all separate and useful for different
things. You need specific materials to build certain units. There can be
saleable products produced from these raw materials once certain technology
is researched and corresponding structure built. Then trade should actually
trade these raw materials and products. These will increase the richness and
depth of the game.





___

Reply to this item at:

  http://gna.org/bugs/?14521

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev