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Re: Colonization (and other questions)
- To: "Michael Burschik" <burschik at id-pro dot de>,"Hans Ronne" <hronne at pp dot sbbs dot se>
- Subject: Re: Colonization (and other questions)
- From: "Erik Jessen" <erik dot jessen at home dot com>
- Date: Sat, 25 Nov 2000 12:05:03 -0800
- Cc: <xconq7 at sources dot redhat dot com>
- References: <l03130300b6454b3825bf@[212.112.3.102]>
If the code's to be modified, could we make it generic, so that
if multiple inputs are present, multiple outputs result, and mark
which inputs get consumed & which don't?
That way, one could model needing
- aircraft factory capacity (not consumed)
- light metals (consumed)
- fuel (consumed)
and outputting
- fighters
- bombers
I'm more into the economic/logistic part of the game, and I need this
to be able to model global economies (either Spanish emire of Conquistadors,
or USA in WW2).
Erik
----- Original Message -----
From: "Hans Ronne" <hronne@pp.sbbs.se>
To: "Michael Burschik" <burschik@id-pro.de>
Cc: <xconq7@sources.redhat.com>
Sent: Saturday, November 25, 2000 4:00 AM
Subject: Re: Colonization (and other questions)
> >Is there a game library similar to Sid Meier's classic
> >Colonization (still one of my favourite games)?
>
> Not really. What we have so far is a Civ 2 emulation module and the
> Advances Through History module, which is like Civ 2 but with a more
> realistic research tree. If you would like to write a Colonization module,
> you could start with one of these. There is also a Voyages of Discovery
> module that Stan is working on. It may end up looking like Colonization.
> You would have to ask Stan about that.
>
> >Can the game map be partially random and partially fixed,
> >e.g. Europe plus a random "New World"?
>
> No, but superimposing a known map on a random map should not be too
> difficult to implement. Interesting idea.
>
> >Can materials be transformed, e.g. can a smith change metal
> >into tools?
>
> You can specify that a unit produces one material type each turn if it has
> a specific amount of another material type available. However, the second
> material type is not consumed in the process. This may seem weird, but the
> code is used only in one game (empire) where the required second material
> type is "civilians" (sic).
>
> I think it would be more intuitive if the second material type was
consumed
> in the process. This would also make the kind of explicit conversion you
> are asking for possible. Perhaps we should change the code accordingly.
The
> "civilians" in empire could be handled as a unit type that can do
> production provided certain other units (facilites) are available in the
> same cell.
>
> Alternatively, we could keep this rather unusual material type, and
specify
> a new consumption-on-production table whose entries would be set to 0 in
> empire but 1 in games that allow material converion.
>
> You can also specify that one material type is automatically converted
into
> one or several other material types at the start of each turn. See the
Civ2
> module, where "arrows" are converted into "taxes", "luxuries" and
> "science".
>
> Hans
>
> Hans Ronne
>
> hronne@pp.sbbs.se
>
>