[Freeciv-Dev] Re: for discussion: ics revisited
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On Mon, 18 Mar 2002, Jason Short wrote:
> Every Civ game has had science research increase by 50% under science
> buildings. This includes all four SM ones (including CivIII, which does
> address ICS), Freeciv, and every clone I know of.
>
> In other words, its a very visible change. All players will wonder why
> it has happened.
So?
(What you mention above also applies to your own suggestion, BTW.)
> It's overkill.
To the contrary, I'm not sure if it is enough. ICS has such enormous
advantages that something drastic has to change to even given the strategy
a hiccup. This "something" had better not be anything that slows the game
down to a crawl or makes the user completely confused.
> Citymindist is less clean (though still pretty clean), because it's a
> fixed-distance effect.
That is exactly why it is clean. Easy to understand. No RTFM stuff.
> The solution I outline (proposed by
> someone-or-other many months ago) has a proportionally greater effect
> depending on how close a player's cities are.
So just space the cities out over a larger area. Takes an ics player a few
extra turns per settler. And if the map is small, this just means the ics
player takes all the map real estate quicker.
> And, it is much less intrusive on the rulesets (than your solution).
It is less intrusive on the rules than your suggestion, since it is a mere
quantitative change of the values being used, while yours actually changes
the rules.
> But, why does forcing cities further apart not solve the problem? You
> can still sprawl, but I don't see how that's ever going to stop...
I don't wish to "stop" ics. I only wish to force ics players to _also_
build some bigger cities and make use of buildings sometimes, and make it
_possible_ to follow a non-ics strategy and still prevail in net games.
> I also think civIII's solution was pretty good: "set pop_cost 2".
Horror. Made the beginning of the game such a crawl. And ics is still the
best strategy, especially since sewers come so late in the tech tree.
> Culture does help out in some ways, too (a city with no culture has
> problems), but hurts in others (ICS will be able to eventually get huge
> amounts of culture, though it'll cost).
First building I built was a temple. Then settlers ad infinitum. Culture
was a good idea, but the implementation was mostly just annoying, I think.
Yours,
Per
"My mother never saw the irony in calling me a son-of-a-bitch."
-- Jack Nicholson
- [Freeciv-Dev] for discussion: ics revisited, Per I. Mathisen, 2002/03/18
- [Freeciv-Dev] Re: for discussion: ics revisited, Ben Webb, 2002/03/18
- [Freeciv-Dev] Re: for discussion: ics revisited, Gregory Berkolaiko, 2002/03/18
- [Freeciv-Dev] Re: for discussion: ics revisited, Jason Short, 2002/03/18
- [Freeciv-Dev] Re: for discussion: ics revisited, Gregory Berkolaiko, 2002/03/18
- [Freeciv-Dev] Re: for discussion: ics revisited, Per I. Mathisen, 2002/03/18
- [Freeciv-Dev] Re: for discussion: ics revisited, Greg Wooledge, 2002/03/18
- [Freeciv-Dev] Re: for discussion: ics revisited, Reinier Post, 2002/03/19
- [Freeciv-Dev] Re: for discussion: ics revisited, Gregory Berkolaiko, 2002/03/19
- [Freeciv-Dev] Re: for discussion: ics revisited, Ben Webb, 2002/03/19
- [Freeciv-Dev] Re: for discussion: ics revisited, Gregory Berkolaiko, 2002/03/19
- [Freeciv-Dev] Re: for discussion: ics revisited, Ben Webb, 2002/03/19
[Freeciv-Dev] Re: for discussion: ics revisited, Ross W. Wetmore, 2002/03/22
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