Not necessarily from the start.
Not yet.Or using an effect that unlocks policies? Do we have that already?
Moderator: Oberlus
Unlocking Confederation from the start (or at least early) is not the same as unlocking Interstellar Logistics...Oberlus wrote: ↑Mon May 31, 2021 10:04 am
Giving Sly the tech from start, like Abaddonni:Code: Select all
EffectsGroup scope = Source activation = Turn high = 1 effects = [ GiveEmpireTech name = "SHP_INTSTEL_LOG" empire = Target.Owner ]
Note that a prerequisite policy is required to adopt something, but need not be kept adopted after the follow-up policy has been adopted.
Now yes: https://github.com/freeorion/freeorion/ ... b64a812abbGeoff the Medio wrote: ↑Mon May 31, 2021 10:32 amNot yet.Or using an effect that unlocks policies? Do we have that already?
That's great.Geoff the Medio wrote: ↑Sat Jun 05, 2021 9:58 pmNow yes: https://github.com/freeorion/freeorion/ ... b64a812abbGeoff the Medio wrote: ↑Mon May 31, 2021 10:32 amNot yet.Or using an effect that unlocks policies? Do we have that already?
With the policy de-adopted, slots that it grants are lost. Remaining policies should be re-arranged if necessary to fit in the remaining slots, but if there aren't enough, the right-most slot's policy should be lost first.
The idea was that the different policy slots types should have somewhat different ways for the player to get more. So far, Economic is primarily by spending IP to adopt policies that grant as much or more than they take up, with the starter palace building and a midgame tech also giving one. Social is a mix of buildings and techs. Military is a mix of buildings, techs, and a ship hull. Needs some tweaking, still, though.