Development is continuing.Īs already stated, the main goal of the ruleset is to simulate the experience of real human history and empire management according to real-world circumstances and situations. Of course, it is always debatable if these goals were met and how much and comments and suggestions are always welcome. This ruleset was created with several goals in mind. Even though this argumentation is obviously flawed (because there are only two things that are relevant for winning a game: skill and luck, and if anything, the luck factor is seriously supressed in all civ games), I realised that “Simulation” is a good description of the idea of the ruleset and decided to name it so.Įverybody is invited to make comments about particular topics in this document, using any of the contacts listed above or, best-case, in this thread on Freciv forum. At the same time, in one discussion, a nomenclature was proposed to distinguish games into “strategies” and “simulations”, where “strategies” would require greater skill and experience, while “simulations” would go for more realism and more lenient approach to unskilled players. However, Civilization games are very complex and changing one aspect doesn’t necessarily mean disbalancing it, but, rather, re-balancing, only in another configuration. Many decisions regarding settings were made based on how a feature should work in reality and not necessarily how it would balance the gameplay. The idea behind this ruleset branch is to make Freeciv game more realistic. 7 Technicalities, tables, appendices, quick reference, stuff&stuff.3 Governments, diplomacy, waste and corruption.
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