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[Freeciv-Dev] Re: BUG/PATCH: Overproduction problems (PR#670)
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[Freeciv-Dev] Re: BUG/PATCH: Overproduction problems (PR#670)

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To: Nathan Lovell <lovell@xxxxxxxxxxx>
Cc: Joona Kiiski <zamar-fc@xxxxxxxxxxxxxxxxxxx>, freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: BUG/PATCH: Overproduction problems (PR#670)
From: Raimar Falke <hawk@xxxxxxxxxxxxxxxxxxxxxxx>
Date: Wed, 31 Jan 2001 22:51:49 +0100
Reply-to: rf13@xxxxxxxxxxxxxxxxxxxxxxxx

On Wed, Jan 31, 2001 at 02:37:47PM -0700, Nathan Lovell wrote:
> 
> > That's fine if you think that we should remove all overproduction.
> > In my my patch penalty is only half of it.
> > 
> > But if you think that we should not allow any kind of overproduction,
> > that's fine for me. Things would anyway be much better than now.
> > 
> > People, opinions about this??
> > 
> > --
> > Zamar
> 
> 
> My opinion is that half is the way to go... however, there was talk a
> while back (regarding possible solutions to ICS) of a related
> topic: allowing highly developed cities to produce more than one unit per
> turn.  I still like the idea, and although I have no idea how to implement
> it, think it would be a nice optional feature.  The idea is that a very
> "vertically" developed civ could then produce enough units to defend
> themselves against a player with dozens of smaller cities ("horizontally
> developed", or ICS). 
> 
> It seems that this would be best if it were only available if a certain
> improvement was made (perhaps factory, or manufacturing plant,
> etc).  Maybe each of the above improvements would add one additional
> possible unit production per turn.
> 
> Any opinions on that?

Although I have no idea about the impact on game balance I like it. I
would also make it unrestricted since you can't build factories if
your enemy is producing ironclads.

        Raimar

-- 
 email: rf13@xxxxxxxxxxxxxxxxx
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  your side, their side, and the truth."
    -- a well-known Vorlon




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