Re: [Freeciv-Dev] new generalized calendars
"T.J.T van Kooten" <[email protected]> Wed, 28 Aug 2002 23:41:45 +0200
| Newsgroups | gmane.games.freeciv.data |
|---|---|
| Message-ID | <3D6D5FB9.221.2A4CB0@localhost> |
> > On Tue, 2002-08-27 at 00:32, T.J.T van Kooten wrote: > > Well, I've a copy of civ2 (2.62 scenarios) and civ2tot, and I've > checked this, well, the manual says the same as you, with 20 'final' > turn more (for every level). > You seem to be correct on the 1850AD mark. I used the official Prima strategy guide as reference that one said 150 turns for the final stretch to 2020AD. They forgot to mention those extra 20 turns. 1850AD is indeed the starting point for the 1 year/turn I guess official strategy guides were already slipping 7 years ago.... > Anyway this is not ALL the story... > > 1) If you manage to build Apollo program BEFORE the 150th turn you're > not allowed to build spaceship parts > This seems to be an issue that really started after Civ2MP arrived. There you could set the game to double movement and double production. Never used those settings myself to be true. So I never experienced it by hand. I do remember complaints from certain posters in the Civ2 forums at the time. > 2) After you LAUNCH your spaceship (or someone else launches it) the > calendar promptly start to follow the '1 year/turn' calendar > > 3) If the capital city of the involved civilization is conquered or > that civilization is destroyed, the spaceships return to earth BUT the > calendar still goes with 1 year/turn. (The amount of total turns > allowed does not change) > There is a certain logic to the 1/year issue. If time was still listed in 10 or 5 years/turn increments it could take decades or centuries to build a spaceship. Wouldn't make sense from a 'true' historical perspective. > So spaceship related calendar of Freeciv, isn't a full original idea, > but it is an 'interpretation' of civilization behavior. > As long as it's a better interpretation I'll won't complain. :-) CapTVK