Complete.Org: Mailing Lists: Archives: freeciv-dev: December 2002:
[Freeciv-Dev] Re: (PR#2507) incite cost patch
Home

[Freeciv-Dev] Re: (PR#2507) incite cost patch

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: per@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#2507) incite cost patch
From: "Thomas Strub via RT" <rt@xxxxxxxxxxxxxx>
Date: Sat, 7 Dec 2002 03:03:33 -0800
Reply-to: rt@xxxxxxxxxxxxxx

On Fri, Dec 06, 2002 at 03:27:26PM -0800, Per I. Mathisen via RT wrote:
> 
> This is Thomas' incite cost patch with my extensive modifications adapted
> to current cvs.

Most of my ideas are in the patch. Thats enough for me :-)

> Only one change since last time (apart from cvs adaptation): Celebrating
> cities can now be incited, but at double price. Since we also get
> stability bonuses from happy cities and bonuses from happy citizens, a
> celebrating city should be extremely expensive, yet not impossible to
> incite.
> 
> You should still be able to get cities at a bargain in the fringes of an
> empire, far away from its capital, especially when combined with more
> aggressive anti-ICS measures that keeps such cities in turmoil and
> unhappiness. But cities close to your capital should be mostly safe from
> incitement unless your opponent is awash in gold. Also Courthouse helps a
> lot to keep prices up.
> 
> The effect of Courthouse should be configurable by general effects patch
> eventually, and we may wish to delay this patch until after that. I don't
> see any easy way to ruleset'ify the other rules, though.

I think this calculation is much better than the old.

Thomas



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