A use for future technologies

What would you like to see in Freeciv? Do you have a good idea what should be improved or how?
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Caedo
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Posts: 474
Joined: Sun Feb 10, 2013 10:21 pm
Location: Stuttgart, Germany

A use for future technologies

Postby Caedo » Thu Mar 13, 2014 8:03 pm

When I research the last technology, I usually immediately stop all research and start selling libraries and stuff, because it costs me without giving me anything - except for future techs, which are useless.
But we can fix that. I thought of a few things future techs could boost globally, maybe 1% per tech:
  • Trade
  • Production
  • Unit veterancy chance
  • Unit movement points
  • Unit initial veteran level(might be OP)
  • City radius square(not sure if that's such a good idea)
There's obviously a lot more. I think each of these, and how much it is increased per future tech, could be defined in either game.ruleset or techs.ruleset, like this:

Code: Select all

[future_techs]
trade = 1
production = 5
unit_move = 2
This would increase total trade output by 1% per future tech, production in every city by 5% per tech and unit movemen points by 2% per future tech.
Tell me what you think!
~S.C. L.

cazfi
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Posts: 1710
Joined: Tue Jan 29, 2013 6:54 pm

Re: A use for future technologies

Postby cazfi » Thu Mar 13, 2014 8:41 pm

I have been thinking something along those lines, but have never started to implement.

monamipierrot
Posts: 35
Joined: Tue Mar 11, 2014 9:54 pm

Re: A use for future technologies

Postby monamipierrot » Fri Mar 14, 2014 3:14 pm

IMHO it would be much better some random new unity or improvement. No idea on how to achieve this, anyway!