[Freeciv-Dev] Re: for discussion: ics revisited
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At 01:13 PM 02/03/18 -0500, Jason Short wrote:
>Per I. Mathisen wrote:
>> 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 seems pretty artificial to me...
>
>I always thought the "natural" solution to ICS was to count all workers
>working in a city's radius toward the "unhappiness" for that city, even
>if they belonged to another city. This would make smallish ICS cities
>be counted as cities several times their size for unhappiness calculations.
>
>jason
Actually the fix is to implement Civ2 waste as a complement to corruption
and perhaps further updating it to have a horizontal population as well
as vertical population factor, i.e. completing the development of core
game elements to restore the balance between the two growth strategies.
Having lots of unproductive size 1 or 2 despotic cities just makes you
an easy indefensible target. Unproductive vertically populated cities can
at least be defended more cheaply :-).
Cheers,
RossW
=====
- [Freeciv-Dev] Re: for discussion: ics revisited, (continued)
- [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 <=
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