[Freeciv-tickets] [freeciv] #48891: Implement CivI/II civil war rules

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Mon Oct 23 03:48:37 JST 2023


#48891: Implement CivI/II civil war rules

  Open Date: 2023-10-22 21:48
Last Update: 2023-10-22 21:48

URL for this Ticket:
    https://osdn.net//projects/freeciv/ticket/48891
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Last Changes/Comment on this Ticket:
2023-10-22 21:48 Updated by: ihnatus
 * New Ticket "Implement CivI/II civil war rules" created


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Ticket Status:

      Reporter: ihnatus
         Owner: (None)
          Type: Feature Requests
        Status: Open
      Priority: 5 - Medium
     MileStone: S3_2 d3f
     Component: General
      Severity: 5 - Medium
    Resolution: None
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Ticket details:

See forum post.
Probable milestones:
add "Local" range and "HasLessCities" name to "PlayerState" reqs (Civ I requirements for CW);
add conqueror as "other player" factor to "Civil_War_Chance" effect;
add ranking comparison (likely, some more "PlayerState" Local-ranged names - CivII uses power ranking, 40 techs = 3840 gold = 15 citizens, conqueror with lower one triggers CW; we could use something more comprehensive instead);
make some switches for rules of which cities are likely to defect (currently, it's a function of the city's position in city list and its length; in CivII, corruption affects it);
add third option for savepalace - 'only in civil war case';
make corresponding ruleset changes.
For v.3.2, to limit the amount of changes, we can just make it so that a barbarian conqueror triggers CW in 100% cases and a non-barbarian one as it is now.

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