[Freeciv-Dev] Re: comments on ics solutions
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"Michael Kiermaier" <michael.kiermaier@xxxxxxx> wrote:
[snip]
first i describe how a enjoyable game should look like in my
opinion: each player has to find a balance between building new cities and
develop existing cities. the optimum should be somewhere between these two
extremes and there should be a variety of successful strategies.
Agreed. But obviously it's not an easy goal to achieve.
[snip]
but i think that also mike´s solution does not really adress the
cause: the main reasons for ics, free city center and growing
granary size, are still valid. it rather restricts the most important
symptom, the infinite city sprawl, in a somehow artificial way, and you can
use ics in the used way until you reach this barrier.
You are exactly right. However, please note that I did first try to tackle
the main cause for ICS head-on by getting rid of the free city center, which
I later decided to be not such a good idea after all.
More importantly, I see ICS as a symptom of a much bigger problem. I still
maintain that there should be a constraint on expansion, for the benefit of
game balance. The unhappiness rules do exactly that, in addition to
eliminating ICS. And it takes little effort to implement because most of
the code are already in place.
in my opinion it is simply not logical that at some point it is bad to get
a new city, no matter if built, conquered or more dramatically found in a
hut. maybe you want to argue that it gets more difficult to reign over the
people as the country grows.
This is the exact argument used in Civ2 for unhappiness caused by empire
size.
but this could also be achieved with a unhappiness which depends on the
form of the government and the distance (or as someone proposed the
travel-distance) from the capital (like corruption). so there would not be
a sudden penalty for all the cities but a more intuitive penalty for remote
cities.
It already depends on the government. I was also thinking about making the
penalty more gradual as you have described above, which is closer to Civ2
behavior anyway. Maybe I would actually implement it if more people would
see things my way. ;-)
now one could argue that this is a further reason to build the cities close
together. but together with jussi asp´s changes it will be better to have
one big city instead of two or three small ones that have to share its
space.
If it is still mainly based on number of cities then it would not be too
bad. The change would be that only the new cities get the penalty, so a few
new cities won't bring down the whole empire.
please note that i did not say that i do not like higher unhappiness. i
agree with mike jing that the game is way too fast. decreased happiness is
a elegant method to slow down the game, because it brings the luxury rate
back to the game.
Thank you. :-) That's what frustrates me the most: people just don't seem
to see the benefit of marketplaces/banks. But I guess I can't blame them.
Those things are absolutely unnecessary under default rules.
to get rid of the causes for ics i would suggest to use jussi asp´s
proposals. in his mail it sounded like he already implemented some
of them. it would be nice if he posted some patch.
I think it's good that people are experimenting with different new ideas.
However, I do think the game is basically sound the way it is, and perfectly
playable under the rules I have proposed.
The problem with new features such as those proposed by Jussi Asp and others
is that: 1) they could change and unbalance the game in unexpected ways. I
suppose this could be addressed by extensive playtesting, and that takes
time. 2) since these changes are quite significant, it will be hard to get
them accepted and implemented into the code. I think it is a good thing to
be conservative and cautious with regard to changes like this. It's easy to
think up new things to add, but much harder to determine what is actually
needed.
And of course, I just think my ideas are better. ;-P
Mike
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