[Freeciv-Dev] As if we needed another ics solution...
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I haven't looked through the code to see how feasible this is, but...
perhaps adding (as a server option of course) a production penalty might
be a solution.
Ex.: up to a certain number of cities, a chariot, for example, costs X.
If I would build Y% more cities, then a chariot would cost X+Y to build
(or whatever algorithm you choose, you could also make it discrete
increments)
Instead of all production, you might target just units, or all military
units or maybe just settlers.
I look at this in more of a playability context, rather than a realism
context, but I'm sure the realists can rationalize reasons why this might
be (corruption, industrial bloat, etc.)
--mike
- [Freeciv-Dev] Re: comments on ics solutions, Jules Bean, 2001/03/01
- [Freeciv-Dev] Re: comments on ics solutions, Jules Bean, 2001/03/01
- [Freeciv-Dev] Re: comments on ics solutions, Marco Colombo, 2001/03/01
- [Freeciv-Dev] Re: comments on ics solutions, Michael Kiermaier, 2001/03/01
- [Freeciv-Dev] "KISSS (Keep it Small and Simple, Stupid)", Martin Olveyra, 2001/03/01
- [Freeciv-Dev] As if we needed another ics solution...,
Mike Kaufman <=
- [Freeciv-Dev] Re: As if we needed another ics solution..., Reinier Post, 2001/03/03
- [Freeciv-Dev] Re: As if we needed another ics solution..., Michael Hasselmann, 2001/03/04
- [Freeciv-Dev] Re: As if we needed another ics solution..., R. Miller, 2001/03/06
[Freeciv-Dev] Re: comments on ics solutions, R. Miller, 2001/03/01
[Freeciv-Dev] Re: comments on ics solutions, Marco Colombo, 2001/03/01
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