[Freeciv-Dev] Re: Thoughts about corruption
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On Sun, Nov 25, 2001 at 05:00:56PM +0100, Gregor Zeitlinger wrote:
> Some ieas I had about corruption and trade - motivated from long
> micromanagement sesssions in Civ2.
>
> 1) I think it's easier and more predictable to make it a function that
> depends on the total number of cities only.
>
> 2) Which city has how much corruption could still depend on the distance
> to the capital. Still easier would be to have the same amount of
> corruption in each city, as in Communism (civ2 at least). Order of
> founding could also be a possibility.
Don't 1 and 2 contradict each other?
> 3) How about making gold income and sience production a continuous
> function rather than a discrete one. This would eliminate the problem of a
> 10 and 1 city producing both 1 sciene because of 90% corruption.
It doesn't have to be a float; more precision, e.g. turning it into a
percentage, will be good enough.
> 4) A totally new idea would be to do the same as in 3) with luxury. There
> are two ideas I could come up with.
>
> 4a) (luxury is continuous) Convert the excess luxury (after making
> everyone content) into science or gold.
Mmm, you explicitly set luxury to 30% and gold to 20% and
still get excess luxury turned to gold?
> 4b) Pool all luxury together and then distribute it among the cities to
> make all people content, or, if sufficient, happy.
That makes the game easier, but shouldn't there be a challange in finding
the right luxury rate? (Not that I've ever taken up this challenge,
except in games where I really had time to burn. Using entertainers
is much quicker.)
> The idea is to eliminate losses from roundings, which I hate, because I
> love efficiency :). Predictability is another point though.
I'm not sure what you mean. Having an effective UI isn't the same as
making everything easy for the player.
> I also though about the function to calculate corruption. I think it plays
> a central role in determining the optimal number of cities. Is it a lineal
> one right now? Does anybody know, or know where to find?
http://www.freeciv.org/lxr/source/common/city.c?v=cvs#L2046
> 5) I would suggest something like (1/n)*base_trade, where n is your nth
> city. (ln(n)/n)*base_trade is the equivalent function if it applies to all
> cities, which has the convinience that you dont have to worry about which
> city has with level of corruption.
But that makes Courthouses superfluous. I also like countingthe distance
to the capital, because it is a factor in deciding where to place cities
and the capital.
> --
> Gregor Zeitlinger
> gregor@xxxxxxxxxxxxx
--
Reinier Post
- [Freeciv-Dev] Re: non-smallpox idea, Mike Jing, 2001/11/23
- [Freeciv-Dev] Re: non-smallpox idea, Mike Jing, 2001/11/25
- [Freeciv-Dev] Thoughts about corruption, Gregor Zeitlinger, 2001/11/25
- [Freeciv-Dev] Re: Thoughts about corruption,
Reinier Post <=
- [Freeciv-Dev] Re: Thoughts about corruption, Gregor Zeitlinger, 2001/11/25
- [Freeciv-Dev] Re: Thoughts about corruption, Kevin Brown, 2001/11/25
- [Freeciv-Dev] Re: Thoughts about corruption, Gregor Zeitlinger, 2001/11/26
- [Freeciv-Dev] Re: Thoughts about corruption, Greg Wooledge, 2001/11/26
- [Freeciv-Dev] Re: Thoughts about corruption, Gregor Zeitlinger, 2001/11/27
- [Freeciv-Dev] Re: Thoughts about corruption, Daniel Sjölie, 2001/11/27
[Freeciv-Dev] Re: non-smallpox idea, Reinier Post, 2001/11/25
[Freeciv-Dev] Re: non-smallpox idea, Mike Jing, 2001/11/25
[Freeciv-Dev] Re: non-smallpox idea, Mike Jing, 2001/11/25
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