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Re: Personality type and ruleset preference
Posted: Tue Mar 16, 2021 2:29 am
by Dino the Dinosore
Re. trade goods - I'm likely mis-remembering Civ I, it's been too long. I didn't know about them being added in freeciv-3.0 - I've been waiting for the official beta release to start playing with it, will check it out.
Re: Personality type and ruleset preference
Posted: Mon Feb 26, 2024 3:04 am
by DowGLYPE
What are your thoughts on the inclusion of commodity-specific caravans, as mentioned by Dino the Dinosore, and do you believe it's a feature that could add value to modern rulesets?
Re: Personality type and ruleset preference
Posted: Sat Jun 21, 2025 2:23 am
by Sanguivorant
Dino the Dinosore wrote: ↑Tue Mar 16, 2021 2:29 am
Re. trade goods - I'm likely mis-remembering Civ I, it's been too long. I didn't know about them being added in freeciv-3.0 - I've been waiting for the official beta release to start playing with it, will check it out.
I actually made a Ruleset that does this very thing, and provides bonuses for certain resources. Check it out here:
viewtopic.php?p=110750#p110750
Re: Personality type and ruleset preference
Posted: Mon Jul 14, 2025 11:37 am
by sakhra
I’m INTJ according to that test—no surprise, I guess. I tend to like rulesets that strip things down to the essentials: minimal randomness, clear cause and effect, and space to plan long-term. I usually avoid diplomacy-heavy games unless the AI is predictable, because I get too focused on logic and not enough on the social meta.
What I like about Freeciv is how it lets me build a controlled system, test it, and adapt when things go sideways. I prefer slow-paced, sandbox-like settings where I can tweak strategy over time—probably says a lot about how my brain works.
Re: Personality type and ruleset preference
Posted: Fri Aug 01, 2025 12:56 pm
by sarahmc
DowGLYPE wrote: ↑Mon Feb 26, 2024 3:04 am
What are your thoughts on the inclusion of commodity-specific caravans, as mentioned by Dino the Dinosore, and do you believe it's a feature that could add value to modern rulesets?
game tipster
Honestly, commodity-specific caravans sound like a cool idea if done right. It adds a layer of economic depth — like actually choosing what resources to export and where, instead of just generic trade routes. Could make trade more strategic and less spammy.
But it really depends on how complex it gets. If it slows the game down too much or clutters the UI, it might not be worth it for most players. Still, for realism-focused rulesets like Simulation or hardcore longturn games, it could definitely add value and flavor. I'd be down to try it.