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[Freeciv-Dev] Re: AI can build railway-system

[Freeciv-Dev] Re: AI can build railway-system

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To: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: AI can build railway-system
From: Martin Olveyra <molv@xxxxxxxxxxxxx>
Date: Sun, 25 Nov 2001 22:40:50 -0300
Reply-to: molv@xxxxxxxxxxxxx

On 2001.11.25 20:59 Mike Jing wrote:
> Reinier Post <rp@xxxxxxxxxx> wrote:
> >
> >On Sun, Nov 25, 2001 at 03:26:14PM -0500, Mike Jing wrote:
> > > "Per I. Mathisen" <Per.Inge.Mathisen@xxxxxxxxxxx> wrote:
> > > >
> > > >Hmmm. It might be dumb to change the rules just to make the AI
> better,
> > > >perhaps, but what about making it so that rail within range of a 
> >hostile
> > > >city only gives movement bonus as if it were a road? That way
> > > >lightning take-over of an empire becomes a lot harder.
> > >
> > > I like this idea.  It is sort of like in Civ3, where road/rail
> doesn't 
> >work
> > > for you at all in hostile territory, but less restrictive.
> > >
> > > Mike
> >
> >As I said before, it's unrealistic, and also, I like the fact that
> >building railroads is a two-edged sword.  That makes it a strategic
> >decision whether and where to build them.
> On the contrary, it is very realistic because it is highly unlikely that
> the 
> enemy would let you use their railroad system BEFORE you have taken over 
> their territory.  Roads, maybe they can't do much about that.  But 
> railroads?  No way!
Well, after following this discussion, i think that a good idea could be
that the use of this kind of infrastructure be based upon units ZOC, and
territory claiming/domination (when ZOC doesn't apply)
Also, there is the possiblity to destroy railroads and road if things get
hot...isn't it?

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