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[Freeciv-Dev] Re: (Non-)Smallpox server.
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[Freeciv-Dev] Re: (Non-)Smallpox server.

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To: freeciv-dev@xxxxxxxxxxx (Freeciv developers)
Subject: [Freeciv-Dev] Re: (Non-)Smallpox server.
From: Reinier Post <rp@xxxxxxxxxx>
Date: Mon, 26 Feb 2001 00:29:42 +0100

On Sun, Feb 25, 2001 at 01:02:19AM -0500, Mike Jing wrote:

> [...] Lesson number 
> two: build marketplaces and banks, or lux rate won't do you any good.

However, marketplaces also eat up production for maintenance.
So it's really expensive.  This means it takes some serious game time.

> There are plenty of variations once you have learned how to deal with the 
> new rules.  The mistake almost everyone makes is to play as if it is still 
> under the default rules.  In many ways, it's a completely different game.  
> But as K demostrates again and again, a really good player will find ways to 
> win under any rules.

:-)  No argument there.  This is like any educational process,
the good players always come out on top, no matter what you do.

> I suppose one can try adjusting the rules, but IMHO it is not really 
> necessary.  Instead, you have to change the way you think and play.

I suppose learning to cope with the different rules will take away much
of the frustration but if at the end of the day the total game time
is still longer I don't think it is a feasible option for multiplayer
mode.

> Instead 
> of building more cities, you have to learn how to grow them to a bigger size 
> (how many times do I have to repeat this?), which nobody in his right mind 
> would bother to do under default rules.

If doing this is tedious (the first 4 hours of game time being spent with
everybody waiting for everybody else battling their own private problems
with happiness in their own private little empire) it just isn't worth it.
I'm not saying that it is, I'm just saying that having tried it for a
couple of games I don't feel up to the challenge.

> Mike
 
-- 
Reinier



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