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Re: [Freeciv-Dev] patch: solar plant...
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Re: [Freeciv-Dev] patch: solar plant...

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To: David Pfitzner <dwp@xxxxxxxxxxxxxx>
Cc: Freeciv List <freeciv-dev@xxxxxxxxxxx>
Subject: Re: [Freeciv-Dev] patch: solar plant...
From: Daniel Sjolie <deepone@xxxxxxxxxx>
Date: Tue, 20 Jul 1999 13:14:22 +0200

On 1999-07-20 20:52:13, David Pfitzner wrote:
> Daniel Sjolie wrote:
> 
> > Implementation of solar plant...
> > 
> > Eliminates pollution generated from production in a city.  It also
> > increases the shield production of a Factory or Mfg. Plant in the
> > city. Together with a Hydro/Power/Nuclear plant this means a 200%
> > production bonus.
> 
> This doesn't make a lot of sense to me: shouldn't Solar Plant
> just be an "electricity provider" of the same sort as 
> Hydro/Power/Nuclear?

Indeed...

> Why would it give even more production?

Even more?
The text might be a bit unclear but that's how I remember it...
This is how it works:

Factory and mfg give 50% prod bonus each...
all plants including solar plant increases this bonus by 50%...

total prod = base prod + base prod * (prod bonus + (prod bonus * plant bonus))

max = 100% + 100% * ( (50% + 50%) + ((50% + 50%) * (50% + 50%))) =
      100% + 100% * (    100%     + (   100%     *     100%  )) =
      100% + 200%

Now, I was told that solar plant makes the other plants obsolete...
More detail on how this really works please...

> And I'm not sure it should eliminate _all_ pollution?  
> If it does, that makes Mass Transit and Recycling a bit 
> useless, doesn't it?  

It does eliminate all polution from production...
Mass Transit is not an issue but the 'conflict' with Recycling Center was
probably the reason it was not implemented before...
This is the way it was in civ2 though...

> Are these rules based on Civ2?  If so maybe this could be 
> activated in a separate civ2/buildings.ruleset, rather
> than putting it straight into 'default'.

Sure thing...

/Daniel

-- 
Now take a deep breath, smile and don't take life so seriously... :)

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