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Feature #876067

closed

TurnsOwned req for cities

Added by Lexxie L almost 3 years ago. Updated 11 months ago.

Status:
Closed
Priority:
Normal
Category:
General
Sprint/Milestone:
-
Start date:
Due date:
% Done:

0%

Estimated time:

Description

Cities and units have an "Age" and that's great for a lot of things. But not all things. Here's an example:

It might be really annoying that you can't conquer a remote city with some old cavalry units, because someone is going to rush it and steal Superconductors. Never mind the cavalry aren't even carrying superconductors on their horses ;)

Having a req for the TurnsOwned of a city could prevent that action from taking place. But that is only one example. It could just as easily be used in other ways like, city can't rapture until you've owned it for a while, or has 1 extra unhappy until you've owned it 5 turns, or can't produce military units for x turns, or has 50% higher corruption on the first turn owned, etc. etc.

Forgive if the examples are bad, I was just trying to show this could be a powerful feature not just for small complications, but for tuning the balance and and dynamics for the whole 'feel and flow' of how the game play comes together.

Actions #1

Updated by Alexandro Ignatiev almost 3 years ago

May we do it with a generic city-based counter from #859061?

Actions #2

Updated by Marko Lindqvist over 2 years ago

Counters work goes to this direction. See e.g. https://osdn.net/projects/freeciv/ticket/41118

Actions #3

Updated by Marko Lindqvist 11 months ago

  • Category set to General
  • Status changed from New to Closed
  • Assignee set to Marko Lindqvist

Marko Lindqvist wrote:

Counters work goes to this direction. See e.g. https://osdn.net/projects/freeciv/ticket/41118

The exact case of "city turns owned requirement" now possible with counters (it's still the only thing possible with counters)

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