a quite long wish list.

What would you like to see in Freeciv? Do you have a good idea what should be improved or how?
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ciarson
Posts: 3
Joined: Mon Sep 22, 2014 8:08 am

a quite long wish list.

Post by ciarson »

I have come with a lot of wishes and i dont expect every one of them to be accepted.
however if i want to know for sure your reactions i have to offer them.

it is centered about the progression in the game. at start you have small capacities but with new technologies you would be able to gain additionnal capacities.

about technology:

1. make the map appear only when you have researched the "cartography" tech. (making the cartography tech usefull, even for nation that have no contact with sea.)

2. make the "market place", the "supermarket", the "trade" tech and the "corporation" tech increase the maximum trade route of a city by 1.


- at the start of the game, each city would have no trade route possibility.
- when the "trade" tech is researched the maximum would be 2 trade route (with the market place).
- at the end of the game, the maximum would be 4 trade route per city (with the obligation to have the marketplace and supermarket to reach the maximum)

NB : the "airport" could be added to the list as it can be another place trade can be done but i am willing to keep the trade route to maximum 4 per city.

3. make the preservation of knowledge a problem. like, for example, making each tech losing 1 research bulb each turn and you would first preserve the techs you have before trying to reserach new tech.

- the more technology you have, the harder it would be.
- in time of trouble, some technology could be lost when you divert some of your research point to tax or luxury.
- city improvement like library and university would give their bulb in priority to preserve knowledge.
- the wonder "great library" could reduce by half or even negate totaly the loss of research bulb.

4. allow some research to be researched if you know 2 tech out of the 3 tech required. but give bonus if you know the 3 required techs.

for example: astronomy could require the "mysticism", "mathematic" and "cartography" allowing player to research astronomy the scientifical way using only "mathematic" and "cartography" (creating simply a map of the night sky), but could also be researched the "religious" way by using "mysticism" and "cartography" or "mysticism" and "mathematic".

about roads:

1. make trade route use roads (using some path finding already in the game to know the shortest path) and give additionnal trade point to each tile they crossed. allowing cities at great crossroad to pile up huge amount of trade point for the roads they work on.(can work with following point.)

2. make roads and railroad reduce the production bonus of their own tile but increase production of (non road) tiles that are close to them. (to reduce the number of road and therefore make the use of road more strategical)

(take those numbers as example only)
- roads reduce all production by 25% on their own tile.
- roads increase production of all non-road tile around them by 15%.
- railroads reduce all production by 50% on their own tile.
- railroads increase production of all non-road (and non-railroad) tile around them by 30%
- production boost dont stack if a tile is surrounded by many roads.

that way, the loss of production on the road itself would be coulnterbalanced by a boost of production (food or shield) on the adjacent tile (higher than the loss if there are more than 1 adjacent tile)

about production around city:

1. make it so the tile need to be reachable by citizen to be processed by said citizen.

it include:
- need to have some naval knowledge to be able to process sea or oversea tile.
- enemy unit with area of control would be able to block more than one tile. (making surrounding and besieging a city even more usefull)
- naval unit could block the processing of sea (or ocean) tile by standing on the way to it (like blocking the entrance of the harbor to make the city unable to process all sea tile )
- need to have the possibility to build ship that can sail on ocean tile to process ocean tile.

2. give tile processed by citizen the chance to increase the wealth or knowlege in the nation.

- processing tile of a special ressource could give bonus on tech based on it.
for example, citizen working on an "iron" tile would give small bonus while researching "iron working" and other tech based on "iron" like metallurgy or steel.
that would also mean that a nation that have small access to iron would have great difficulties researching iron working (or iron based tech) as they would need to import iron first.

- processing tile of valuable ressources (like gold or gems) could give nation wide bonus in tax and/or luxury.


that way, building a nation could have some difficulties depending on the area you are.


3. make simultaneous construction possible.

it include the fact that:
- construction speed for building would be based on the buildings techs of your nation. you could start with a 5 shield max per turn (making the construction of a temple last a minimum of 6 turn) and increase it by a few shield based on the technology.(masonry could increase that limit by 2, reaching a limit of 7 shield per turn. "construction" could increase the limit by 3, reaching then the limit of 10 shield per turn.)

NB: wonders may be exempted from such limit as it would be a nation wide project. you dont mobilize your entire nation to build a barrack in a random city, yet you can mobilize your entire nation to build a wonder like the pyramids. (still making the caravan able to help in the construction of wonder).

- training speed for unit would be based on martial techs of your nation and could be increased with the presence of a barrack. speed of training could be at first 2 shield max per turn but with a 1, 2 or 4 shield per turn bonus if there is a barrack (lev 1, 2 or 3) in the city. additionnal military tech could increase the limit by 1 shield based on their class (infantry, cavalry, artilery, navy,airforce).

- production techs and production building (like the factory) could help increasing the speed of construction and speed of training even more.

that way, you could start a wonder and, later on, if that city grow too fast and you risk a riot, you could slow down or even pause the construction of the wonder and start a building increasing happiness in the city. allowing you to use your production shield for the construction of a building, the training of some unit and if there are still some shield left they could be used to build a wonder or do some capitalization.
ILoveLilyAllen
Posts: 29
Joined: Wed Jul 30, 2014 5:50 pm

Re: a quite long wish list.

Post by ILoveLilyAllen »

Here are my thoughts on this wishlist. Not on individual items, each of which indubitably has grand merits, but on the number of changes.

Many of the comments on this forum praise the original Civilisation series from which Freeciv was born. I guess that the majority of players of Freeciv probably setup their game based largely on one of those originals.

An admirable amount of work is being put in to things like the version 6 ruleset. This is designed to vastly expand the flexibility of the game and introduce a large number of optional features such as those in your wishlist.

However I seriously doubt if more than a small percentage of players will go through each of the many hundreds of options there will be, and customise a game which they will then play for long enough to decide whether their selection is "better" than another configuration, especially considering that many options only make a significant difference at later stages during the game.

Gazing into my crystal ball *after polishing of course*, I foresee potential authors of combination rulesets composed of those new and/or amended components which provide a fascinating alternative in-game experience. Maybe in the distant future the "wiz-bang" ruleset will rank number 1 out of a long list of contenders in popularity stakes.

This is no criticism - indeed such ideas as you have are the seeds of potential future game development - merely a comment.
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