[Freeciv-Dev] Re: 100% Civ II Compliance - still a development goal?
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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
[Freeciv-Dev] Re: 100% Civ II Compliance - still a development goal?, Raimar Falke, 2002/05/14
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