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Re: Civ game


On Thu, 12 Sep 2002, Jim Kingdon wrote:

> > I was reading about Xconq and it seemed to resolve many of those
> > issues with a very nice interface. It even includes a CivII game.
>
> The civ2.g game isn't as well-developed as, say, advances.g or the
> standard game.  Not that I've tried civ2.g in a while, but trying a
> few of the xconq games might get a better idea of what is there and
> what isn't.

Yes, naturally. The thing is right now I was specifically looking
for a civ game to fix some of the problems with freeciv and so I
stumbled across Xconq. The idea of a generic platform on which to
build other games is essentially a very good one. Pity about the
plan business not working with most games. I'm sure the war games are
fantastic, but not really what I'm looking for at the moment.
>
> > It would also be good if there was a manual explaining what the
> > various units actually do in the context of Xconq. F.ex. we all know
> > what to expect from the various wonder-units, caravans etc. but how
> > they actually affect the game in Xconq is a bit unclear.
>
> Best place to start is the online help (hit the "?" key).  That and/or
> read the .g file directly (the online help and the .g file have pretty
> much the same info, just formatted a bit differently).

I did exactly that, but there really isn't much info on the details
of how wonders and other non-military units affect the game.

                              / http://www.fishpool.com/~setok/



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