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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Alternative Civs > Freeciv > multiple maps in freeciv
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geeslaka is offline geeslaka
Prince
of the purple hand
Jun 2003
time: 22:28
  Old Post 15-06-2003 08:43
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#1 Report this post to a moderator
multiple maps in freeciv Support Apolyton, pre-order Civilization IV

This is my first post and normally I wouldn't have gone through the process necessary to post but freeciv does not have my favorite Civ2 feature.
Has anyone considered implementing a multiple map option for freeciv? Such as the one found in the sci-fi mod for Civ2 or the one in the fantasy mod for same.
If you don't know what I mean I will explain.

Per is offline Per
Freeciv Developer

May 2002
time: 06:28
  Old Post 15-06-2003 16:30
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#2 Report this post to a moderator
Got spare money?

I don't know what you mean. Please explain.

CapTVK is offline CapTVK
King
Voorburg, the Netherlands, Europe
Jan 1970
time: 05:28
  Old Post 15-06-2003 18:08 Visit CapTVK's homepage!
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#3 Report this post to a moderator
Lose 30 kilos (of popups)

There isn't a multiple map feature in the original Civ2. I think you mean the multi layered maps (essentially 4 maps on top of each other) like in Test of Time.

geeslaka is offline geeslaka
Prince
of the purple hand
Jun 2003
time: 22:28
  Old Post 15-06-2003 20:58
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Support Apolyton, buy Galactic Civilizations

That is exactly what I mean, CapTvk. I just didn't realize I had the expansion.
For those of you who don't know, Civ2 Test of Time had a several mods, two of which had multi-layered maps.
In the sci-fi mod all players would start out on Layer 1 and when they researched certain advances they could build transporters to move units to the other maps.
In the fantasy mod most non-human units could transport themselves to one or two of the layers and there was only one type of transporter.

Now I assume that if this is implemented the player(s) will want to be able to choose any number of layerrs and not be limited by the ruleset they are using. This would require one of two things be done:
1. A dynamicaly adjusted (and therefore very simple) tech line that has one tech per type of transporter. As each transporter tech is researched settlers would gain the ability to build the upgraded transporter.
2. Tech tree rulesets be changed to actually contain many tech trees, each with a different number of transporter techs integrated into them.

Option 2 would vastly complicate the process of making tech trees so I favor option 1.

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