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To: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: Project goals
From: Martin Olveyra <molv@xxxxxxxxxxxxxx>
Date: Thu, 06 Jul 2006 09:30:13 -0300

I definitively don't agree the series of sugerences that have been exposed on reference to the limitation of the number of cities, or that the settler as a not buildable unit, or a big fixed cost for them, etc.

The problem of this kind of sugerences is that any change that is made to the game on this sense, will improve some things but it will worsen a lots of other things, so it will always mantain unbalanced.

So let me introduce an economic concept that lays at the base of the problem of balance of the game. And this is that the cost of everything in freeciv (and as far as I know, of every game of this kind) is a fixed cost, when in reality (even in socialist societies and any price-controlled economy, don't confuse price with cost, which tends to be equal only in a market economy) the cost of everything depends on supply and demand. And demand depends on a subjective value. And supply depends on demand but also on the cost and demand of the required factors of production. An so on.

So, in our game, the value of different buildables varies depending on each player and depending of the stage of the game. Also, the supply of food and shield depends on the stage of the game, the system of government choiced, etc etc.

But the cost of everything in freeciv is fixed, and always under the criteria of ruleset designers. And this is bad.

I strongly suggest that the cost and price of everything that is buildable must be dynamic, and depending on the demand and supply. And this includes settlers: the supply of settlers depends on the happiness of people (people more happy, settlers more expensive, they are more reluctant to leave their city; people more unhappy, settlers cheaper, even may be an spontaneous settler unit creation when people are really unhappy)

This will balance the game. Obviously requires some "little" changes in code.

Per Inge Mathisen wrote:

On Wed, 5 Jul 2006, saywhat@xxxxxxxxxxxx wrote:

Arbitrarily limiting the number of cities will turn players away from the
game in disgust.


 I disagree; but maybe I'm not understanding you.  Are you
saying that players who play Freeciv would stop playing it if the
maximum number of players was lowered to 10 (let alone 5)?


The number of players is a game setup (pregame) limit, not an in-game limit. Pregame limitations may be annoying but they do not endanger suspension of disbelief in the same way. The fundamental requirement for in-game limitations is that they be plausible in some way.

An example of a bad in-game limitation is in the Lord of the Rings RTS game, where, because the graphics engine consumes so much CPU, the limit on how many units you can produce in multiplayer is so low that you have trouble defending and attacking on a large map, no matter how good your production. When you reach the limit, the game just says "too many units" and prevents you from building more.

- controlled by an option, of course.


Then it becomes irrelevant.


 I don't understand.  It seems like you are saying that
choosing the maximum number of players is irrelevant.


It seems like I was talking about cities, not players.

3) Alliances become essential for many players.


In multiplayer, alliances are already overpowered.


 I don't understand.  Do you mean "overpowered" as in
"alliances are too powerful" or as in "alliances are easily
defeated"?  (I don't play online; so all that I know about online
Freeciv games is gleaned from posts on these lists.)


Too powerful.

  - Per






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