patchFreeciv - Patches: patch #4543, The No_Diplomacy effect prevents...

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patch #4543: The No_Diplomacy effect prevents contact intelligence

Submitted by:  Sveinung Kvilhaugsvik <sveinung>
Submitted on:  Tue Feb 25 13:59:08 2014  
Category: NonePriority: 5 - Normal
Status: NonePrivacy: Public
Assigned to: NoneOpen/Closed: Open
Planned Release: Contains string changes: None

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Mon Apr 21 00:17:03 2014, comment #1:

I like the approach of having contact be handled by event. This presumably provides structure by which more complex contact rules may be established (e.g. orbital units (unit class) do not initiate contact when adjacent to preindustrial units (unit type flag)). It also adds flexibility, so that in the early game, when communications are presumably week (and the timescale long), contact might only last a short time, whereas in the later game, with improved communications and shorter timescale, one might get many more turns of contact.

Emmet Hikory <persia>
Project Member
Tue Feb 25 13:59:08 2014, original submission:

Filing so the issue isn't forgotten now that patch #4537 is closed:

The No_Diplomacy effect replaced hard coded barbarian/pirate rules. It has the following description: "Cannot use any diplomacy." It has other unexpected side effect caused by its barbarian legacy.

One is that the intelligence that appear when one makes contact, like government type, is missing. This is because a contact with someone with the No_Diplomacy effect don't cause contact.

A nation with a government that refuse to talk to others won't always be able to prevent this information from leaking. The information will leak if its people has (indirect) contact with outsiders. It won't leak if it is a hive mind that hates non members.

One way to solve this is to create a new effect that controls contact and configure the bundled rule sets so the barbarians behave like they used to. A simple solution is to make it block contact being created like No_Diplomacy does today. A more complex variant is to make the effect create the contact. (Say it will give contact for min(get_player_bonus(player1, EFT_CONTACT_TURNS), get_player_bonus(player2, EFT_CONTACT_TURNS)) turns)

Sveinung Kvilhaugsvik <sveinung>
Project Member


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Carbon-Copy List
  • -unavailable- added by persia (Posted a comment)
  • -unavailable- added by sveinung (Submitted the item)

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