![]() I think other rulesets have already things to increase visions, I'd be curious how they do it exactly. Fog of war is a concept that's new, compared to Civ II, I'm pretty sure, it makes a lot of sense, but you also feel kinda blind while playing, unless you have a ton of units surveilling the territory constantly. The next ones I've mostly settled on are actually buildings. I would like to link it to farming later, but I'd need steps in between and I don't have any ideas for that yet. I decided to put Monarchy and Herbalism as requirements, another new tech I plan to add, which requires Ceremonial Burial and Pottery. It probably doesn't effect the power of the republic much, but it should still give an incentive to research it to increase growth. Then I had the idea to combine it with my intention to nerf the republic a bit and make the food reduction independent of government and tie it to this tech instead. Limiting effect on cells above a certain production would make it too weak on the other hand. ![]() Putting another penalty without it would limit early growth too much or even make it impossible and generally increasing food production would probably be too much. Putting it in the antiquity seems justified.ĭeciding on the effect was more tricky. It was a significant factor in growing population, though it turned out in evolved in several steps, from the two-field system thousands of years ago to modern crop rotation. The first possible technology that cam to my mind when thinking about the middle ages was Crop Rotation. Let's start with a smaller tech, that turned into pretty intriguing idea, that might make it interesting for other rulesets and maybe even standard. My main goal is to get a ruleset that allows for a slower, more research and building up focused game, though playing strategical against competitors should still be entirely possible, I don't intend any significant limitations there. Different effects for wonders would be interesting, since I'm considering that as well. I'd also like to know what other rulesets did, so I don't reinvent the wheel when it's already been done. It's not easy to wrap my head around what's possible, since the descriptions on the wiki are very limited. I'd welcome suggestions.įor now it turned out though that the most developed ideas are different ones so far, I also expanded to buildings and mechanics related changes. The middle ages also seem to go by way too quickly, also accelerated by the op republic, though I don't have that many ideas for that period. The most ridiculous cases are the final goal of the game itself, the spaceship, Fusion and Environmentalism, that utterly underestimate the complexity and challenge of those technologies. My original idea whas to mostly fill holes, where tech developments seemed to take too big of a leap, fill in some that I missed and refine the tree to give more to research. ![]() I will add specific ideas and plans as comments. FREECIV RULESETS LICENSEIf I want to add there, do I have to edit the general techs.png and techs.spec in the misc folder?Īs a side question: I assume most images used for techs and buildings are from the public domain or have a license that permits use, do you have recommendation for sources? Finding images I can use might become a pain. First I'd like to add technologies, I think I understand how leset works, but I was surprised that the images aren't even part of the ruleset. Reddit is not a good fit for linear conversation, or discussion over a longer time period, but as long as I can't join the forum I will have to make do.īefore I start introducing my ideas, I have a technical question. I gave it the working title SlowTech and might publish it at some point, or at least open my ideas for discussion and consideration, since it's questionable that I ever get to the point of finishing it. Back in the days I simply increased research cost for that, but with Freeciv I have much more options, so I decided to also add new techs, buildings and maybe change some other rules. FREECIV RULESETS UPDATE
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