[Freeciv-Dev] for discussion: ics revisited
[Top] [All Lists]
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
This patch limits the usefulness of _only_ playing with inifite city
sprawl (ics) as a player strategy, without imposing artificial limitations
like notradesize, citymindist and family.
It doubles research cost, and doubles the effect of all science
It also changes research cost calculation from civ1/2 standard, to
techstyle 1, which makes tech cost dependent on its depth placement in the
tech tree. This makes it easier to fill holes in your tech tree later on.
Tech leakage is further set to 1 to reduce cost of techs when other
players that you have an embassy with already have this tech. This
increases the value of embassies and makes it easier to catch up a tech
lag. But these changes are secondary.
The AI at present doesn't understand the increased worth of science
improvements, and this would have to be fixed if the above suggested
changes should go in.
Another problem is that gaining techs (by research, not huts) in the
beginning is slower.
"My mother never saw the irony in calling me a son-of-a-bitch."
-- Jack Nicholson
Description: Text document
- [Freeciv-Dev] for discussion: ics revisited,
Per I. Mathisen <=