[Freeciv-Dev] Re: comments on ics solutions
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Michael Kiermaier <stud8707@xxxxxxxxxxxxxxxxxxxxxxxxx> wrote:
[snip]
i know, you tried to remove the free city center. what problems did arise?
Generally, the free city center provides the surplus food the city needed in
order to grow, so there has to be a way to compensate for that. In
addition, there is the question whether the first worker should be able to
be freed from the land. I tried a couple of things and simply found it to
be unsatisfactory. See the following posts for more info:
http://arch.freeciv.org/freeciv-dev-200101/msg00240.html
http://arch.freeciv.org/freeciv-dev-200101/msg00261.html
jussi asp's idea that a settler costs two workers adresses exactly the same
problem (which is the main reason for ics in my opinion.), but it sounds
less restrictive to me.
It's indeed a very interesting idea. We just have to find out how it works
in practice.
so i think we should give it a try, since the "free city center" also got
its chance. and it should not be too hard to implement. my further thought
was that if some changes are done to the settler unit, we could also do the
change to split it up into two units. this was discussed some time ago, and
it seemed to me that noone disliked this idea.
That'll probably happen sooner or later, when we move beyond Civ2
Compatability and begin incorporating new features from SMAC, CTP, etc.
[snip]
and after this, ics is broken in a quite natural way and everyone can do
the changes he wants to have. for example, there is no reason why not to
decrease happines in the way you suggested.
Except that nobody likes to deal with the problem of unhappiness.
i do not understand which bigger problem you mean. expansion itself ?? but
forbidding expansion is equally bad as forbidding to develop cities, which
is practically done by ics.
You have a point. But I do think some kind of restraint on expansion is
good for game balance.
[snip]
i think that this corruption-like unhappiness should only depend from the
distance to the capital and the government type. if we restrict ics in the
way described above i see no reason why to make it dependent from the
number of cities.
First of all, I am not sure if that'll be enough to stop ICS. Second, see
my comments above.
i still feel that your unhappiness-rules in its current form are unlogical
and too restrictive (i know i am repeating myself.) and it seems to me that
i am not the only one who thinks so...
I am not in the least surprised.
[snip]
the only things to change are the settler unit and the granary size. (see
above) this changes are rather streightforward in my opinion and therefore
i see only a small propability of an unexpected unbalancing effect. and if
it seems to work as we expected, playtesting should ba a lot of fun... of
cause it should be adoptable (in the ruleset) if a settler unit costs one
worker unit or two, so i cannot imagine that someone would not accept this
change.
I am not against these changes in principle. It would be great if they do
work out. Time will tell.
Mike
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[Freeciv-Dev] Re: comments on ics solutions, R. Miller, 2001/03/01
[Freeciv-Dev] Re: comments on ics solutions, Marco Colombo, 2001/03/01
[Freeciv-Dev] Re: comments on ics solutions,
Mike Jing <=
[Freeciv-Dev] Re: comments on ics solutions, Mike Jing, 2001/03/01
- [Freeciv-Dev] Re: comments on ics solutions, Marco Colombo, 2001/03/02
- [Freeciv-Dev] Re: comments on ics solutions, Mathias Broxvall, 2001/03/02
- [Freeciv-Dev] Re: comments on ics solutions, Greg Wooledge, 2001/03/02
- [Freeciv-Dev] Re: comments on ics solutions, Mathias Broxvall, 2001/03/02
- [Freeciv-Dev] Re: comments on ics solutions, Jules Bean, 2001/03/02
- [Freeciv-Dev] Re: comments on ics solutions, Paul Zastoupil, 2001/03/02
- [Freeciv-Dev] Re: comments on ics solutions, Jules Bean, 2001/03/02
[Freeciv-Dev] Re: comments on ics solutions (civil wars), Martin Olveyra, 2001/03/02
[Freeciv-Dev] Re: comments on ics solutions (civil wars), Patrice LaFlamme, 2001/03/02
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