Complete.Org: Mailing Lists: Archives: freeciv-dev: December 2003:
[Freeciv-Dev] Re: (PR#7021) allies give all their techs for nothing
Home

[Freeciv-Dev] Re: (PR#7021) allies give all their techs for nothing

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: vanevery@xxxxxxxxxxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#7021) allies give all their techs for nothing
From: "raven@xxxxxxxxx" <raven@xxxxxxxxx>
Date: Thu, 4 Dec 2003 16:22:16 -0800
Reply-to: rt@xxxxxxxxxxx

<URL: http://rt.freeciv.org/Ticket/Display.html?id=7021 >

>
> <URL: http://rt.freeciv.org/Ticket/Display.html?id=7021 >
>
> Arnstein Lindgard wrote:
>
>> The dirty little secret of Freeciv is that there's no point in
>> building any city improvements whatsover until the smallpox problem
>> is solved.
>
> Just to clarify, I think this is the ICS problem not the smallpox
> problem.  It's easy to avoid smallpox just by raising the minimum city
> distance.  But ICS is a winning strategy, and has been in every civ game
> I know about.
>
> jason

I think ICS is a bit more of a glaring problem in freeciv than Civ1/2/3,
and I think the main reason is just that corruption is not set to be as
problematic in freeciv.  In Civ 3, I can have 25 cities (not a whole lot
by freeciv standards) and the furthest out ones are almost completely
stagnant due to corruption, even with the less corrupt forms of
government.  It's frustrating sometimes, but it limits outward growth
rather effectively if you have to build a temple to be able to get more
than 1 production out of a city if it's too far from your capital, and
building that temple takes 40 turns.

I think Civ3 overuses this solution, to an extent that gets frustrating,
but leaning a bit in that direction could help.

(who, us, get off topic? Nevah!)

--Zack




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