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[Freeciv-Dev] Re: (PR#6159) Colonization: Professions
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[Freeciv-Dev] Re: (PR#6159) Colonization: Professions

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To: jdwheeler42@xxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#6159) Colonization: Professions
From: "rwetmore@xxxxxxxxxxxx" <rwetmore@xxxxxxxxxxxx>
Date: Wed, 17 Sep 2003 08:00:36 -0700
Reply-to: rt@xxxxxxxxxxxxxx

There are several responses you might want to consider ...

1)  Disease is all handled by the server in the original comment, so
     there is no user impact, and your comment makes little sense in
     this context. At least quote relevant parts in your reply.

2)  In the greater context, why should one not have as much flexibility
     in worker management as military management? One could reduce the
     number and types of military units if there is overload so that
     resource management was a greater game component for those that
     really don't like wargames.

     But the main consideration here, is that these options should all be
     ruleset options so that people can tailor their game to their tastes
     and intellectual levels rather than forcing their tastes on others.

     In this discussion, non-twitch games are much more challenging when
     there are varied ways of enhancing the growth curve, from diplomatic
     sharing to, more efficient and targetted resource allocations. This
     makes for many different game strategies and solutions. The lack of
     Freeciv development along these lines is still its most serious
     shortcoming vis a vis the PayCiv variants.

3)  There are many automated helper functions in the existing code, and
     no reason not to let such code manage resources if this is not the
     sort of interest area in one's play. For the most part, these are
     the sort of things one adjusts once and monitors for relevance
     rather than tweaks every turn. The load is minimal for those that
     have developed skills in such things.

Remember, your views on micromanagement show more about you and your
abilities, than that of others that might play or like to play Freeciv.

Cheers,
RossW
=====

Remi Bonnet wrote:
 >>
 >>>Huh... looks like *heavy* micromanagement...
 >>
 >>Please explain.
 >>
 >
 > If you have 20 cities, size 5 you must think at 100 workers each turn.
 > That's more than military units!
 >
 > Remi

Remi Bonnet wrote:
 >>>>
 >>>>Developing the city worker concept along these lines might be a good
 >>>>way to mange effects like disease and disease transmission as well,
 >>>>since disease equals a reduction of efficiency, and/or possibility of
 >>>>death, cure or transmission to others by infected workers or at high
 >>>>risk sites.
 >>>>
 >>
 >> Huh... looks like *heavy* micromanagement...

Please explain.

 >> Remi




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