[freeciv-data] Re: RFC future techs/units/improvements
Miguel Farah <[email protected]> Wed, 27 Aug 2003 20:35:07 -0400
| Newsgroups | gmane.games.freeciv.data |
|---|---|
| Message-ID | <[email protected]> |
Miguel Farah [27/08/2003 09:38] dijo/said: > Paul Zastoupil [26/08/2003 16:29] dijo/said: >>One thing I liked about playing CTP was all the future techs and >>associated improvements and units. >> >>While Freeciv has a few techs that might be considered "future" as well >>as a future wonder, I think it would be cool to include some more. >> >>I know that many multiplayer games never make it much past steam engine, >>but lots of people (in fact most of them) play singleplayer. >> >>So this is a request for comments on adding future stuff :) >> >>Please respond with ideas of future techs, units, improvements and >>wonders that could be included into Freeciv's rulsets. > >Quite a while ago, I designed a "Future Modpack" incorporating loads of >new technologies. I didn't do much with it, due to lack of time (and >programming skills, and ...) and the fact that some of them were TOO >much. > >Anyway, this is the design spec I have: >[.....] Digging into the draft files, I found this interesting tidbit that I forgot about yesterday: new government: megaenterprise (ruled by a CEO) increased production, science and trade; increased unhappiness; units easily bribed; conquered cities may defect. -- MIGUEL FARAH // [email protected] #include <disclaimer.h> // http://www.farah.cl <*> "Trust me - I know what I'm doing." - Sledge Hammer