[Freeciv-Dev] Re: (PR#8606) Some adjustments for buildings.ruleset
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<URL: http://rt.freeciv.org/Ticket/Display.html?id=8606 >
On Tue, Apr 27, 2004 at 11:05:23AM -0700, ue80@xxxxxxxxxxxxxxxxxxxxx wrote:
>
> <URL: http://rt.freeciv.org/Ticket/Display.html?id=8606 >
>
> On Tue, Apr 27, 2004 at 09:30:43AM -0700, Jason Short wrote:
> >
> > <URL: http://rt.freeciv.org/Ticket/Display.html?id=8606 >
> >
> > Per I. Mathisen wrote:
> > > <URL: http://rt.freeciv.org/Ticket/Display.html?id=8606 >
> > >
> > > Patch #1: Reduce all building costs by approx. 30% (not including wonders
> > > and space items). Also reduce upkeep on marketplace, bank and stock
> > > exchange by one. This to make it more attractive to build city
> > > improvements.
> > >
> > > Patch #2: Make some single-city, quickly-obsoleted and/or rarely built
> > > wonders much cheaper. Colossus 200 -> 100. Copernicus 300 -> 200. Newton
> > > 400 -> 300. Richard 300 -> 150. Oracle 300 -> 100. Shakespeare 300 -> 200.
> > >
> > > Comments?
> > In Freeciv currently, the game advances much faster than "real life".
I fully agree. AFAIK teams are the cause.
> It is really hard balance the building costs, the best way is to compute
> how big is the gain from it for a special way to play the game.
>
> Colossus only helps until flight, it was an early wonder (BC), it helps only
> for 1 city.
>
> 100 shields equals 400 gold, with a size 8 city you get 8 additional
> trade. Without additional buildings you need 50 rounds to get back the
> investment.
>
> Think it is ok to reduce the cost for the Colossus.
>
> Copernicus and Newtown help until the end of the world. But only for
> tech. Think for size 8 cities it is better to use the produciton to
> build traderoutes instead of the wonder. Perhaps for bigger cities the
> gain is positive.
>
> Shakespeare Theatre reduces the unhappines from the people, you need ~1
> entertainer for 3 people + you don't need temple, colosseum, cathedral
> (40+100+120) = 260 think making it cheaper than 300 isn't a good idea.
>
> Richards has a to short time with use, think changing the obsolete by to
> a later tech would be a better idea.
>
> In general i think we should try to make the cities bigger and less
> dense (increasing settlercost with every build city) and bigger
> city-radius then more onecity-wonders would be built.
I wonder how far it is possible to compute this in a more formal way
with gen-eff. I don't expect a really formal way but some basic model.
Raimar
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- [Freeciv-Dev] Re: (PR#8606) Some adjustments for buildings.ruleset, Per I. Mathisen, 2004/04/27
- [Freeciv-Dev] Re: (PR#8606) Some adjustments for buildings.ruleset, Jason Short, 2004/04/27
- [Freeciv-Dev] Re: (PR#8606) Some adjustments for buildings.ruleset, ue80@xxxxxxxxxxxxxxxxxxxxx, 2004/04/27
- [Freeciv-Dev] Re: (PR#8606) Some adjustments for buildings.ruleset,
Raimar Falke <=
- [Freeciv-Dev] Re: (PR#8606) Some adjustments for buildings.ruleset, Per I. Mathisen, 2004/04/28
- [Freeciv-Dev] Re: (PR#8606) Some adjustments for buildings.ruleset, Raimar Falke, 2004/04/28
- [Freeciv-Dev] Re: (PR#8606) Some adjustments for buildings.ruleset, imbaczek@xxxxxxxxxxxxxx, 2004/04/28
- [Freeciv-Dev] Re: (PR#8606) Some adjustments for buildings.ruleset, Jason Short, 2004/04/28
- [Freeciv-Dev] Re: (PR#8606) Some adjustments for buildings.ruleset, Josh Cogliati, 2004/04/28
- [Freeciv-Dev] Re: (PR#8606) Some adjustments for buildings.ruleset, imbaczek@xxxxxxxxxxxxxx, 2004/04/29
- [Freeciv-Dev] Re: Some adjustments for buildings.ruleset, Marko Lindqvist, 2004/04/27
- [Freeciv-Dev] Re: Some adjustments for buildings.ruleset, Jordi Negrevernis i Font, 2004/04/27
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