Re: [Freeciv-Dev] Superficial analisis of AI research speed.
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Manuel Gutierrez Algaba (irmina@xxxxxx) wrote:
> After a while (10-20
> -30 turns , I can't figure out now )
> science rate fell down to normal (?) 17 % .
I'm not sure what this means. You can't set your science rate to anything
other than a multiple of 10% -- 10% or 20% but not 17%. Also, the science
rate doesn't fall by itself -- you manually control it (unless you shift
government to a "lesser" form which can't have such a high science rate).
> - It'd be fine ( or interesting at least ) to control speed of
> research by dividing it by the number of cities.
This doesn't sound like a good idea. It's not realistic (the Great
University of Foobar doesn't produce as many ideas as it used to
ever since a new village popped up on the other side of the world??);
and it doesn't sound like it would improve the game, since it would
discourage growth. (Growth is already discouraged by an increase in
unhappiness when you have a certain number of cities, which is extremely
mild compared to what Civ2 does on harder settings.)
--
Greg Wooledge | Distributed.NET http://www.distributed.net/
wooledge@xxxxxxxxxxx | because a CPU is a terrible thing to waste.
http://www.kellnet.com/wooledge/ |
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