Complete.Org: Mailing Lists: Archives: freeciv-dev: May 2002:
[Freeciv-Dev] Re: 100% Civ II Compliance - still a development goal?
Home

[Freeciv-Dev] Re: 100% Civ II Compliance - still a development goal?

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: Mark Metson <markm@xxxxxxxxxxxx>
Cc: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: 100% Civ II Compliance - still a development goal?
From: Tony Stuckey <stuckey@xxxxxxxxxxxxxxxxx>
Date: Wed, 15 May 2002 00:16:08 -0500

On Wed, May 15, 2002 at 01:46:59AM -0300, Mark Metson wrote:
> On Sun, 12 May 2002, Greg Wooledge wrote:
> > - Fundamentalist government effects (immune to unhappiness, buildings
> >   which normally give unhappiness give gold instead, Spy/Diplomat black
> >   ops don't give a "reputation" penalty, 10 units supported per city
> >   without upkeep, Fundamentalist unit never requires upkeep, 50% science).
> 
> Wow, I'm a convert! Hari Fundie, Hari Fundie, Hari Hari, Hari Fundie...
> 
> Are you sure there isn't a downside?

        In CivII, there was indeed no downside to Fundamentalism.  A
moderately large city (30+ pop) could produce literally hundreds of gold
per turn, due to the reductions in upkeep of all types above.  No need to
ever fight -- just buy your opponents out.
-- 
Anthony J. Stuckey                              stuckey@xxxxxxxxxxxxxxxxx

'Finally, the Navy stated that [...] "However, use of the area as a live
fire range has the beneficial effect of reducing the negative impacts of
human intrusion."' - Center For Biological Diversity v Pirie and Rumsfeld


[Prev in Thread] Current Thread [Next in Thread]