[Freeciv-Dev] Re: As if we needed another ics solution...
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At 22:45 01-03-03 +0100, Reinier Post wrote:
On Thu, Mar 01, 2001 at 04:14:53PM -0600, Mike Kaufman wrote:
> 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.
Isn't this the 'production waste' that Civ II apparently has?
--
Reinier (who doesn't know Civ II well)
From : Robaire (who knows Civ II really well)
Sorry, Reinier, but not quite.
In Civ2, Waste is strictly a function of government type (of course!)
and of distance from the capital, up to a maximum distance.
Waste is computed only on excess shields
i.e. what's left after unit support has been deducted.
Higher government types have less corruption and waste
(none under Democracy and Communism -
that must really bug the proponents of realism...)
Roads, railrods and courthouses reduce both.
Corruption is similar to waste except that the maximum distance
is greater -probably because two trade units equate to 1 shield.
Robaire
- [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, 2001/03/01
- [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 <=
[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, 2001/03/01
[Freeciv-Dev] Re: comments on ics solutions, Mike Jing, 2001/03/01
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