[freeciv-data] Re: RFC future techs/units/improvements
Thomas Strub <[email protected]> Thu, 28 Aug 2003 10:14:10 +0200
| Newsgroups | gmane.games.freeciv.data |
|---|---|
| Message-ID | <[email protected]> |
On Wed, Aug 27, 2003 at 08:35:07PM -0400, Miguel Farah wrote: > 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. I like that idea. Perhaps it could be a good counterpart to fundamentalism. Thomas -- Thomas Strub *** eMail [email protected] jb: people are stupid, they don't want to learn.