Re: Speeding Up Games
John Wheeler <jdwheeler42-/[email protected]>
| Newsgroups | gmane.games.freeciv.general |
|---|---|
| Message-ID | <[email protected]> |
--- Mark Metson <markm-W7yTmn5oUcJWk0Htik3J/[email protected]> wrote: > > On Tue, 15 Apr 2003, Ilkka Lehtoranta wrote: > > > I think there is more sophisticated way to finish > games early but still > > gently. This could be achieved by having 'key > cities': You win the game > > when you have captured or destroyed the key cities > of your opponents. > > So far you're sounding OK... > > > Key cities could be the capital city and some > other cities, maybe chosen > > by server. I.e. every 10th (20th? 30th?) built > city could be a key city. > > WHo ever gets them first wins. > > Too arbitrary. Its ridiculous. If my 9th and 19th > cities are now size 20 > and my 10th and 20th are still tiny villages > churning out settlers for me > its my 9th and 19th that are key, not my 10th and > 20th. Being a "key city" > should be related to actual usefulness, such as my > more productive city my > most scientific city my highest-taxed city and such. I don't like the idea of having arbitrarily-chosen key cities AT ALL. However, when Civ II had key cities as part of scenarios, chosen by the editor, it worked okay. If scenarios were added to Freeciv, I think having key cities would be a fine idea. Of course, one non-arbitrary key city is the one with the palace in it. I could easily see adding an option where a civilization is counted as defeated when its palace is captured (as Mark alluded to later on) -- in fact, it could just be a new value (say, -1) for savepalace, since it wouldn't make sense to save the palace if the civ is defeated. One problem with that is frequently, as soon as I become a democracy, I sell my palace, so I have no capital to be captured. > Also, wasn't there a long time ago work being done > on "essential" > (game-ending if they are killed) units? It might > make more sense to use > those. Aren't there barbarian leader units? Maybe each civ could start with a leader, and losing your leader means your civ is defeated. I think it would be a nice touch if the leader unit got, say, triple defense from a palace, so he would spend most of his time in the capital city. > Or, have an option whereby losing your palace > finishes you. Or, limit > where you can rebuild your palace. Like maybe if you > lose your palace you > can only build a new one in a city that has a > courthouse, if you have no > courthouses when you lose your palace then sorry, > you're out of the game. > (Where out of the game means "as if disconnected", > not "as if turning over > your player to AI then disconnecting"). > > Also, with respect to all the "inactive" > civilisations, just because you > leave their cities and units lying around on the map > need not mean you > count them as existing when checking for "win by > eliminating all > opponents". So once everyone is just lying around > "as if disconnected" (or > maybe in anarchy) count that as a win. > > Hey in fact maybe at any time everyone else is in > anarchy could count as a > win even if they think they went into anarchy > deliberately just to change > government in a predetermined way? If everyone in > the world except you > decides to have a revolution at the same time maybe > the result need not be > as predictable as they think. Synergy. I like the idea of a civ in anarchy not counting against a conquest victory. > Hmmm I notice you don't get to choose what > government will result after a > revolution until the revolution is over. If I understand what you're suggesting, that's already taken care of in CVS -- the revolution entry has a submenu for the type of government to have after the revolution. ++JohnWheeler __________________________________________________ Do you Yahoo!? The New Yahoo! Search - Faster. Easier. Bingo http://search.yahoo.com