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[Freeciv-Dev] Re: More on (un)happiness
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[Freeciv-Dev] Re: More on (un)happiness

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To: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: More on (un)happiness
From: Jesdyn Flamestrike <jesdynf@xxxxxxxxxxxx>
Date: Sun, 3 Dec 2000 06:53:29 -0600

On Sun, Dec 03, 2000 at 12:32:58PM +0000, Paul Dean wrote:

> Lots of issues, which are not solved at all by having lots of
> unhappiness.

I just now FINALLY realized why this problem was so alien to me.

I never played much Civilization... I always played Master of Magic.

And I just now REALIZED why smallpox never caught on in MoM.

In MoM, y'see, a unit of Settlers didn't just poof!-make-a-city, they
created an -Outpost-. And the outpost was there, alone, vulnerable to attack
unless garrisoned... but not yet creating resources.

The idea was, a unit of Settlers was 100 people, and they had to grow to
1000 before it actually became a controllable city. [What happened to the
other 900 people the Settler construction cost me is probably, since I was
using Dark Rituals, not a question I want answered anyways.]

THIS game mechanic sounds like it might be what we're looking for -- a time
delay between a city's establishment and when it finally comes online.
[Well, alright, excluding this for the starting city.]

Might not make much SENSE, especially when you're at the beginning of time
when turns are 100 years a piece... But it should make smallpox much less
attractive.

game.citydelay [, game.citydelayerror] -- the number of turns [+/- the
number of turns, randomly determined] before a city is totally functional.
[Default 10, 0]

-- 
Asher Densmore-Lynn <jesdynf@xxxxxxxxxxxx>



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