Re: RFE: terrain improvement: canal
Sam Steingold <sds-mXXj517/[email protected]> Thu, 19 Jan 2006 09:37:29 -0500
| Newsgroups | gmane.games.freeciv.general |
|---|---|
| Organization | disorganization |
| Message-ID | <[email protected]> |
> * Fishpark <svfucnex77-/[email protected]> [2006-01-19 08:11:56 +0000]: > > Perhaps only the extending of rivers should be allowed? This would not > really be a 'canal' feature, though. yes, _canals_ should be adjacent to rivers or oceans >> a naval attack against an undefended city should >> work like this: >> >> 1. <virtually> create a settler out of the city; >> population is reduced by 1 >> >> 2. the virtual settler fights the ship >> - if the ship wins, the virtual settler >> disappears (together with the >> buildings lost in the attack &c), population >> remains reduced >> - if the ship loses to the virtual settler, the >> virtual settler also >> disappears but the city population is restored >> to its original >> value (i.e., increased by 1); optionally: >> reduce food reserves >> (granary) in proportion to the damage sustained >> by the virtual settler >> > > Hmmm this is similar to Colonization's 'colonists take up arms and > defend the colony!' feature. this is intended to work for both naval units and bombers and this is NOT colonists taking up arms but a way to simulate carpet bombing/battleship shelling a defenseless city into oblivion. > I will have read the arguments again (I seem to remember bits and > pieces) but why did you propose this for naval units only? because land units conquer cities outright. -- Sam Steingold (http://www.podval.org/~sds) running w2k http://www.camera.org http://ffii.org http://www.dhimmi.com http://www.honestreporting.com http://www.savegushkatif.org Stupidity, like virtue, is its own reward.