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[Freeciv-Dev] Re: (PR#5437) wishlist: worker unit
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[Freeciv-Dev] Re: (PR#5437) wishlist: worker unit

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Cc: jdwheeler42@xxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#5437) wishlist: worker unit
From: "Per I. Mathisen" <per@xxxxxxxxxxx>
Date: Tue, 14 Oct 2003 04:05:21 -0700
Reply-to: rt@xxxxxxxxxxxxxx

> On Tue, 14 Oct 2003, Genevieve Gracian wrote:
> > > - Workers require Granary to be built, instead of requiring Pottery to
> > > be known.
> >
> > Pyramids don't allow to build workers. I think they should.

Won't that make Pyramids much too powerful? At least for largepox games.
(We could perhaps reduce the build cost for granaries to compensate.)

On Tue, 14 Oct 2003, Gregory Berkolaiko wrote:
> From a player's p-o-v requiring granary is tough. I never ever build
> granaries. But maybe it will improve game balance...

That's the idea, yes. The game should not contain stuff that nobody ever
uses. Granary has its functional role in the game, but apparently that
role is not important enough on its own.

On Sun, 12 Oct 2003, John Wheeler wrote:
> I really like the variant where:
...
> - Settlers can only build and add to cities

I am undecided on this issue. While I generally favour clean separations
into roles, allowing Settlers to perform simple tasks like roads etc is
very convenient.

> - Settlers cost 2 population

I do not like this, personally. It makes the game too slow for me. Let's
discuss this as part of the smallpox discussions later (after gen eff).

Actually, we probably should delay final decision on the worker unit until
that time, as well. (But we should commit the worker graphics now.)

> - Settlers have 0 upkeep
> - Workers have upkeep as Settlers used to

You mean food upkeep here, I hope. Both should have normal shield upkeep.
As to switching food upkeep between the two, this defeats most of the
reason why you should build workers instead of settlers: Workers do not
drain your (possibly largepox) cities of food income, allowing them to
grow.

  - Per




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