[Freeciv-Dev] Re: 100% Civ II Compliance - still a development goal?
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Mark Metson [15/05/2002 00:58] dijo/said:
>
>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?
Yep: science gets cut. You can compensate it, however, with large
empires (i.e., lots of cities).
When you have a large tech advantage over the other players,
fundamentalism is great. When you don't have a tech advantage, or in the
early stages of the game, fundamentalism imposes a big burden (the tech
race is vital in the game, IMHO).
[Freeciv-Dev] Re: 100% Civ II Compliance - still a development goal?, Raimar Falke, 2002/05/14
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