Complete.Org: Mailing Lists: Archives: freeciv-dev: May 1999:
Re: [Freeciv-Dev] A few miscellaneous ideas for improvement
Home

Re: [Freeciv-Dev] A few miscellaneous ideas for improvement

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: Jules Bean <jmlb2@xxxxxxxxxxxxxxxx>
Cc: freeciv-dev@xxxxxxxxxxx
Subject: Re: [Freeciv-Dev] A few miscellaneous ideas for improvement
From: Nicolas Brunel <brunel@xxxxxxxxxxxxxxxxxxxx>
Date: Tue, 11 May 1999 07:46:37 +0000 (GMT)


On Tue, 11 May 1999, Jules Bean wrote:

> The timing of terrain changes seems OK to me.  If anything, the whole
> idea seems a bit unbalancing to me.  Maybe they should cost money too
> (that would be vaguely realistic - I mean, when was the last time you
> saw an industrial nation convert several hundred square miles of salt
> swamp to arable farm-land? It must be expensive, or it'd be happening
> all over the place)
It costs money but not directly.
The engineer which is used would otherwise has been a citizen of a town.
In the town, it would help earning money.
See how much a settler slow down the expansion of a city, you will see
it represents much ressources.
> 
> On an almost entirely unrelated note - if the docs are to be believed,
> railroads are only barely useful in freeciv - they only affect squares
> with at least 2 resources - which is just coal and mined hills, IIRC.
> ISTR that in Civ I, railroads improved trade as well?  I mean, I know
> there's a civserver option to make them do whatever, I was jsut
> surprised how unuseful they are by default..
In civ1, there wasn't any stockmarket or supermarket. If you calculate 
food and trade + the effect of these 2 buildings, towns become
powerfull too easily.

Here end my comments,


[Prev in Thread] Current Thread [Next in Thread]