Complete.Org: Mailing Lists: Archives: freeciv-dev: July 1999:
Re: [Freeciv-Dev] patch: solar plant...

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

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: freeciv-dev@xxxxxxxxxxx
Subject: Re: [Freeciv-Dev] patch: solar plant...
From: Daniel Sjolie <deepone@xxxxxxxxxx>
Date: Thu, 22 Jul 1999 02:20:51 +0200

On 1999-07-21 19:51:32, Stephen Hodge wrote:
> David Pfitzner wrote:
> > Daniel Sjolie wrote:
> > > 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.
> While Civ2's help is not clear (and this is not the first time), in the game
> Solar Plant has the same effect as Hydro/Power/Nuclear plants. I've just
> tested this and it does not give any extra production to a city under the
> effects of the Hoover Dam (ie Hydro).

Ok, done that...

I also remade the calculation of pollution...
Pollution probably is somewhat higher now but I really think
this approach both makes more sense and is closer to civ (II)
And I like pollution being more of an issue...
Might even help making fewer, better managed cities viable...
Actually, earlier there was like 20 'free' pollution per city...
That really did put more, smaller cities at an advantage...

Solar plant only:
Well, read the filename... :)

Maybe pollution from population should be one notch lower...
Like 0.5 and 1 instead of 1 and 2...
Maybe, I don't think so though... :)


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

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