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[Freeciv-Dev] Re: Why does ICS work?
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[Freeciv-Dev] Re: Why does ICS work?

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To: Marco Colombo <marco@xxxxxx>
Cc: Christian Knoke <ChrisK@xxxxxxxx>, Freeciv Developers <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: Why does ICS work?
From: Paul Zastoupil <paulz@xxxxxxxxxxxx>
Date: Wed, 13 Jun 2001 09:54:42 -0700

On Wed, Jun 13, 2001 at 06:12:50PM +0200, Marco Colombo wrote:
> Please have a look to Lino's patch, we (a group of Italian players)
> used it in the past to prevent early ICS.
> I believe that "corruption penalty" is somewhat a misnomer, it's really
> a trade penalty (implemented raising corruption) for cities < 6 in size
> (with proposed settings). Penalty is:
> 
> size 0,1,2:   0   trade (at all)
> size 3:               25% trade
> size 4:               50% trade
> size 5:               75% trade
> size 6:               full trade (no penalty but "normal" corruption)
> 
> I'd advise to play a few games with this settings *before* drawing
> conclusions about them. Try them with unhappysize=2 or 1. I'd also slow
> down reseach a bit (beware, game is much slower in the beginning, of course,
> you get 0 techs until you grow one city a bit).
> 
> Playing a plain ICS game is almost impossible, since you'll get no trade
> (thus science) at all. You need at least a few large cities. But no other
> limitations are in place (if you like stone age technology, you can
> develop 20 1-size cities in less then 100 tiles as the beginning of your
> ICS - no strange rules will prevent you from doing that - but i'll tell
> you it isn't a brilliant idea).
> 
> Give it a try:
> http://www.freeciv.org/cgi-bin/bugs/patches-submitted?id=720

Where was I when this patch was submitted?!?!?!

This was my proposal all along....
-- 
Paul Zastoupil


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