[Freeciv-Dev] Re: Scoring?
[Top] [All Lists]
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
> But what qualities does a winning Civ have? More people? More tech? More
> units? Those are easy, sure, but how much do they matter?
A good heuristic is how much battle power a civ can develop. That is,
assume tax set to the max, assume it will be used to buy only units,
sum the total battle power that can be produced+bought per turn.
A simpler heuristic that doesn't pay attention to technology or max tax
rate is the total possible shield production per turn (including buying
power), that is, Demographics->Production + Demographics->Economics/2.
This is what I use in practice.
> Maybe some description would be good -- if you're playing a [winning] game
> of FreeCiv, how are you doing at 1000 BC? 0 BC? 1000 AD?
Looking at http://civserver.freeciv.org/, I think you'll notice that
Economics and Production are the relevant stats for telling the relative
strength of nations. Number of cities is also a good indicator.
> Finally, I have to mention this: The term "techlevel" is used to mean
> different things in different places. The server option "techlevel" is the
> "Number of initial advances per player", and it goes into the variable
> "game.tech", while the server option "researchspeed" corresponds to the
> variable "game.techlevel". This is confusing to say the least, but that's
> another story.
Not to mention that 'researchspeed' is actually inversed, a higher value
gives a lower speed. Biut how to correct it without causing even more
confusion?
--
Reinier
|
|