[Freeciv-Dev] Re: As if we needed another ics solution...
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Mike Jing wrote:
>
> Michael Hasselmann <michael.hasselmann@xxxxxx> wrote:
> [snip]
> >Well, I'm the one who definitely has the solution, and - seeing this
> >discussion becoming more and more stupid - I ask myself whether you ever
> >really tried it out the patch before pollutiong this mailinglist
> >with any further complaints: My metropolis bonus patch! It is certainly in
> >the meaning of the KISS(S)-principle, but its effects on gameplay is
> >therefore awesome.
> >In short: It adds 10% (changeable) to trade and production everytime
> >a city grows. This way a size 12 city with library can easily have up to
> >100 (!) research points, not mentioning the boost in production.
> [snip]
>
> I am afraid this would make large cities way way way way way too powerful.
> I must confess that I haven't played with this patch, but the exponential
> growth of the bonus is obviously too supercity friendly. Consider this:
>
> (1.1)^10 = 2.59
> (1.1)^20 = 6.73
> (1.1)^30 = 17.45
>
> Together with the effect of city improvements, a size 20 city will be
> extremely powerful. A size 30 city will be an incredible moster!
> Obviously, it makes the "big gets bigger" problem a thousand times worse.
> In order to make this remotely reasonable, you have to disallow growing
> cities by celebration. Otherwise, the game would be over in a hurry. Oh
> wait, I guess that's exactly what everybody wants, right?
As you can easily see in the patch, the formula used is:
+ pcity->shield_prod =
+ pcity->shield_prod * (100 + pcity->size * game.metrobonus) / 100;
+ pcity->trade_prod =
+ pcity->trade_prod * (100 + pcity->size * game.metrobonus) / 100;
So a city with the size of 10, 20 or 29 has a bonus of 100%, 200% or
290%:
(100 + 10 * 10) / 100 = 2.00
(100 + 20 * 10) / 100 = 3.00
(100 + 29 * 10) / 100 = 3.90
ciao Michael Hasselmann
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