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[Freeciv-Dev] Re: (PR#5672) Changing production categories when having t
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[Freeciv-Dev] Re: (PR#5672) Changing production categories when having t

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To: ue80@xxxxxxxxxxxxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#5672) Changing production categories when having to much shields
From: "Per I. Mathisen" <per@xxxxxxxxxxx>
Date: Wed, 3 Sep 2003 13:45:36 -0700
Reply-to: rt@xxxxxxxxxxxxxx

On Wed, 3 Sep 2003, Christian Knoke wrote:
> The case of a city size 1 with zero food surplus producing infinete shields
> is clearly an extremum, even when I don't think this is used as an effective
> strategy. It's probably more effective to let that city grow to size 3
> first. But the 'surprise' effect can be negative. This case can be addressed
> by not allowing a city's shield stock to grow over the production target's
> costs. It is the only case where the shield stock can exceed that limit.

You can also keep producing a wonder that has already been produced,
racking up huge amounts of shields, then suddenly produce a wonder in one
turn once a new one becomes available. This feature is quite nice, IMHO,
and I'd mourn its demise if it was removed.

  - Per




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