Another Wishlist

What would you like to see in Freeciv? Do you have a good idea what should be improved or how?
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GriffonSpade
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Re: Another Wishlist

Postby GriffonSpade » Tue Feb 11, 2014 9:10 pm

17) Something that just came to mind: the ability to have technology require more than 2 prerequisites. 3, or preferably 4 would be ideal and eliminate ever having to have to make stub technologies, just to combine together to make another tech (For example one could add Refrigeration as a req for Nuclear Power, without having to combine it with Electronics to make a stub tech(Coolant Systems), Gunpowder to Steam Engine; or even tie the 4 highest techs together for a super-weapon.), and allow style-specific technologies to be utilized (For example, to make alternate nation unit sets, so Japan could get samurai, Europeans could get knights, Africans/Arabs could get Mameluks(sic)).
Last edited by GriffonSpade on Thu Feb 20, 2014 6:59 pm, edited 1 time in total.

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Re: Another Wishlist

Postby GriffonSpade » Thu Feb 20, 2014 6:53 pm

REDACTED wrote:18) National Borders & Water: My first wish would be to have documentation of how it decides if it's within borders
(I assume that it's all tiles adjacent to city, and any water tile with claim and X number of land tiles next to it)
The ability to set in server how many tiles out water can be border claimed by a city (So that a city could claim out as far as it's able to work, for example 2 in the default ruleset)
The ability to set in server how many land tiles must be adjacent to water before it can be successfully claimed by a border(In real life, any ocean next to their land border is claimed by countries, and the country with an adjacent border that has the highest claim would receive it)
The ability to set in server if border claims can 'bridge' across water tiles to other land tiles(But only if the water tile itself can be successfully claimed).
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Re: Another Wishlist

Postby GriffonSpade » Tue Jun 10, 2014 7:12 am

The ability to create 'autonomous regions'. That is to say, you can choose a city and force it to become its own nation, preferably one on the same team or at least allied with the original owner. (Afterward, more cities could be given to the new nation through diplomacy.)

apm460
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Re: Another Wishlist

Postby apm460 » Thu Jun 12, 2014 7:15 pm

So I have no idea how programming works, but I love playing the game. For those who do know the programming, I'd love to see the polytheism -> monotheism -> theology chain done away with. It reflects a Victorian understanding of religion (Tylor, Frazer, etc) that has long been discredited. 100 years ago, scholars thought that once upon a time, myths solidified into polytheistic belief systems, which later advanced into monotheism, of which logical, rational theology is the highest level until you get to a superseding scientific rationalism. But there's no actual evidence that religion ever developed that way; the idea was just really useful for controlling colonized, non-Christian peoples.

What would be great is if religion were kept in the game, but were maybe a little more nuanced. Maybe allow for civilizations to take non-monotheistic routes, or develop eco-religions, or "religious diversity" as an ethos, or even atheism. I don't know how hard it is to program, but it might even be something that could dovetail political organizations - communism/atheism, etc. Just a little more variety would be nice with a little less emphasis on civilizations developing monotheistic values. It might also be nice if the religions were more complicating than just making people happy (the role of temples/cathedrals in freeciv). Sometimes religion destabilizes society instead of making things run smoother.

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Re: Another Wishlist

Postby cazfi » Thu Jun 12, 2014 8:31 pm

About programming: There's two levels to this. The freeciv core developers team mainly concentrates on developing "freeciv engine", that can be used to play the game by rules defined in the another level, "rulesets". Rulesets are just text files defining the game rules. Writing rulesets is a bit like programming, but the goal is to have their format simple enough for non-programmers to be able to modify the game to their tastes. For example if you want just change tech tree a bit, to redefine which tech follows which (the engine sets limitation that there can be at max two requirement techs for a single tech, and there shouldn't be "loops" (tech1 requiring tech2 requiring tech1) but otherwise you can define that tree freely in your own ruleset). See rulesets forum.

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Re: Another Wishlist

Postby GriffonSpade » Sun Jun 22, 2014 7:26 pm

apm460 wrote:So I have no idea how programming works, but I love playing the game. For those who do know the programming, I'd love to see the polytheism -> monotheism -> theology chain done away with. It reflects a Victorian understanding of religion (Tylor, Frazer, etc) that has long been discredited. 100 years ago, scholars thought that once upon a time, myths solidified into polytheistic belief systems, which later advanced into monotheism, of which logical, rational theology is the highest level until you get to a superseding scientific rationalism. But there's no actual evidence that religion ever developed that way; the idea was just really useful for controlling colonized, non-Christian peoples.


Polytheism generally precedes monotheism, not necessarily as an advancement, but a rejection of the earlier religion.
Although such a thing is certainly possible, as 'supreme god is worshipped and the rest of the pantheon isn't' isn't too far off of 'supreme god is worshipped and has divine messengers'.

apm460 wrote:What would be great is if religion were kept in the game, but were maybe a little more nuanced. Maybe allow for civilizations to take non-monotheistic routes, or develop eco-religions, or "religious diversity" as an ethos, or even atheism. I don't know how hard it is to program, but it might even be something that could dovetail political organizations - communism/atheism, etc. Just a little more variety would be nice with a little less emphasis on civilizations developing monotheistic values. It might also be nice if the religions were more complicating than just making people happy (the role of temples/cathedrals in freeciv). Sometimes religion destabilizes society instead of making things run smoother.


While you may not be able to make it quite the way you want, you could have these religions as technological advances, that could have, for example, negative effects on players of certain government types. Perhaps you might want a set of mutually exclusive small wonders defining your religion that have varying effects on your civilization depending on your current religion. Even perhaps big wonders that could have positive or negative effects on all players depending on their religion. Just a reminder though, I'd leave 'specific' religions out of it, and constrain it to things like 'monotheism', 'polytheism', 'atheism' etc.

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Re: Another Wishlist

Postby GriffonSpade » Tue Jul 01, 2014 7:43 pm

19) Ability to set attacker AND defender class requirements for defense bonuses

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Re: Another Wishlist

Postby GriffonSpade » Wed Jul 02, 2014 8:30 pm

[REDACTED] wrote:20) Ability to remove Zone of Control effect from nonmilitary/zero attack units.(That is to say, These units do not create a ZOC, rather than ignoring existing ZOCs) As an extension, ability to limit zone of control to tiles a unit can actually attack.

21) Ability to block citizen placement (for working tiles on a city) from enemy zones of control
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Re: Another Wishlist

Postby cazfi » Wed Jul 02, 2014 9:23 pm

GriffonSpade wrote:20) Ability to remove Zone of Control effect from nonmilitary/zero attack units.

Already in 2.6 (controlled by the ruleset - one needs to edit ruleset to change this, but supplied rulesets have ZoC creation off from many units by default)

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Re: Another Wishlist

Postby GriffonSpade » Fri Jul 18, 2014 2:24 am

cazfi wrote:Already in 2.6 (controlled by the ruleset - one needs to edit ruleset to change this, but supplied rulesets have ZoC creation off from many units by default)


Agh, always forgetting to peruse and double-check the new 2.6 stuff.

22) Repurpose "UnsafeCoast" flag to cause map generator to ignore this terrain when making oceans shallow (To allow deep water to form around glaciers, to prevent Triremes from sailing around them, though not necessarily ALWAYS deep water, if it's near another terrain type.)

23) Effect controls for how much food remains after a plague and starvation (Instead of having them use growth's value, each have their own value)[hopefully this one hasn't gotten put in and I didn't notice :oops: ]

24) Effect controls for modifying(add/subtract, or at least turn off) fortify/city defense and terrain defense (separately). Preferably with attacker nreq (notably for IgWall attackers)
Last edited by GriffonSpade on Sun Jul 20, 2014 1:54 am, edited 1 time in total.