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[Freeciv-Dev] Betr: [USENET] Civ Games Comparison Table
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To: "Raimar Falke" <i-freeciv-lists@xxxxxxxxxxxxx>, "freeciv development list" <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Betr: [USENET] Civ Games Comparison Table
From: "CapTVK" <thomas@xxxxxxxxxx>
Date: Thu, 8 Jan 2004 00:13:35 +0100

Why, it even has Imperium listed! Last of the great space empire number 
crunchers.
:)
Nice if you liked that sort of thing and it may still offer some solutions
to some of the ICS issues (small pox). 


For instance, your space empire had an average tech level based on the tech
level of various planets. Your first few planets would start out with an
average tech level. Once you started expanding your avg would drop as you
shipped citizens from high tech planets to new ones. The weapons systems/ships
you could design were based on the avg tech level of your entire empire.
So it was wise to crank up your avg tech while still small and build some
advanced designs. Then you could start to expand. 
BUT, you could only build those ships on a planet with a high enough tech
level! So rapid expansion would come result in a much lower tech avg (poor/less
productive/ low tech planets which could only build simple weapon/ship designs)
Or you could go for a smaller high tech approach (rich/highly productive/high
tech planets which can build advanced weapons/ships.

Such a system based on the avg literacy rate (you may research mathematics
as usual but only can produce them once your avg is high enough) could probably
work in Freeciv as well.


The election system was also based on a similar system. Every 50 years an
election would be held where every planet was rated on a sort happiness level
(based on population, wealth and the governor you installed). If you won
the >50% vote all would be well. If not, it would be game over or a civil
war on your hands.


It also had a good subordinate system where you could select (governors,
generals etc...) from a pool based on experience, skill (prod bonus) and
loyalty.  The last one was important because the better generals, governors
usually had a very low loyalty and the chance of rebellion would be very
high. You could only raise it by handing out medals, raising salaries, ranks
and carefully cultivate. On the job they would gain experience and become
more effective. But there always remained a slight chance of betrayal.  Could
be interesting if it was combined with CMA somehow.

Cheers,

Thomas (CapTVK)

>-- Oorspronkelijk bericht --
>Date: Wed, 7 Jan 2004 08:24:12 +0100
>From: Raimar Falke <i-freeciv-lists@xxxxxxxxxxxxx>
>To: freeciv development list <freeciv-dev@xxxxxxxxxxx>
>Subject: [Freeciv-Dev] [USENET] Civ Games Comparison Table
>
>
>
You may want to look at

http://groups.google.com/groups?lr=&ie=UTF-8&oe=UTF-8&threadm=bspgip%24qm3%241%40bagan.srce.hr&rnum=1

and

http://free-zg.htnet.hr/SimunSelak/civ_comparison_chart.htm

        Raimar



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