[Freeciv-Dev] Re: Random suggestion on advance costs
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On Thu, Mar 09, 2000 at 10:11:20AM +0100, Reinier Post was heard to say:
> On Wed, Mar 08, 2000 at 02:04:30PM -0500, Daniel Burrows wrote:
> > turns needed for a scientific advance be an intrinsic property of the
> > advance
> > itself? (rather than depending on how many advances the player has gotten)
>
> Agreed, this seems more natural than the present system. It looks like
> this is the system Civ must have started out with before playtesting
> :-)
Yep :)
> > We could set the costs explicitly, or calculate them automagically..
> > [...] I think a reasonable heuristic is for the cost of a
> > tech to vary according to the number of other techs that it depends on; the
> > increase could be linear (+100 bulbs for each dependency) or exponential
>
> Yes, that's interesting. But
>
> > However, it would also make it more difficult to acquire advanced technology
> > in the extremely early stages of the game by means of very focused research
>
> this is a definite drawback!
I'm not sure. I think that as things stand, doing this is too easy. But
we've already determined that I don't know much about game strategies, so I'll
yield to your opinion :)
[snip]
> Now in my experience, if you really want to beat the best in this game
> it's a head-to-head race for the best wonders and some of the good units,
> so the realistic choice of tech paths is very limited already.
True. I still think we should encourage more diverse tech paths, but this
may not be a way to do it. (it's still weird to see that, eg, the Wheel is
harder to research than electricity, but probably not especially harmful :) )
Daniel
--
If we do not change our direction we are likely to end up where we are headed.
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