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[Freeciv-Dev] Re: Some adjustments for buildings.ruleset

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To: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: Some adjustments for buildings.ruleset
From: Marko Lindqvist <marko.lindqvist@xxxxxxxxxxx>
Date: Wed, 28 Apr 2004 01:30:27 +0300

Note that I'm not against reducing Colossus costs in default ruleset, just writing some observations from rather slow games (high researchcost, foodbox etc) we play. Slower gameplay means longer time for any wonder to pay for itself before getting obsolete.

And warning: After writing how Colossus affects big cities I continued slippery road to some more smallpox/largepox talk, once more... (No, I have not copy-pasted from archives even if this seems familiar to someone :)

ue80@xxxxxxxxxxxxxxxxxxxxx wrote:

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.


But if you build Colossus, you really should consider using it effectively. This means building additional buildings. If you get 8 base additional trade and have library (& marketplace) -> additional trade from Colossus = 12. If I'm one finishing Colossus, I usually run for Copernicus & Newton to same city and always build library & university asap. (And when city has library & university one really wants to increase base trade, since now any increase to it is multiplied by buildings -> 4 traderoutes, remembering that value of traderoutes is increased by base trade, so Colossus affects here too (Last game we played worst traderoute my Colossus city had, just before discovery of flight ruined everything, had base worth of some 55/turn, best about 100/turn)) I always expand as fast as possible, as if playing smallpox. Still, I've found out that my real power does not come from smallpox style but from those core cities with as many wonders as I can grab, and almost all buildings, producing 100-500 trade/turn (or more later in the game, but game is usually resolved and ended before that) (not _base_ trade of course, but final tax+sci+lux)). Small villages are required only to control land, so no other player can build (smallpox) cities there, and to be homecity for three maintenancefree units under Communism (Huge army is not possible otherwise, and merely large army cannot defend against allied enemies) And naturally, I don't _want_ to keep them as small villages, they just never have time to grow into metropolises. Well, in very early stages smallpox is effective due to well known facts that without improvements, two size 1 cities (2x2=4 squares) are worth one size 3 city (1x4=4) and easier to maintain. And _real_, optimized smallpox style would probably win even with our slow gameplay rules. Worst strategy would probably be some middle way between smallpox and largepox; infrastructure must be excellent for largepox advantages to appear, middle-sized cities with some buildings simply don't work.

Example 1: Maintenance of aqueduct is 2/turn. When city is only size 9, usually also when size 10, aqueduct is causing more expences than income. After city finally grows to size 11, it takes long time to cover these accumulated expences.

Example 2: Lets say that city size increase of one avarages to 1.5 point increase in base trade. Granary has maintenance cost of 1/turn. If time to increase city size by one is 'a' without granary, granary yields (-1)*a + 0.5*1.5*a = -0.25a immediately after its built. Maintenance cost for marketplace is also 1/turn. If its built to city that has tax output of 2 currently, it yields (-1)*a + 0.5*2*a = 0. So, it makes no sense to build either granary or marketplace? Let's consider situation where we build both to same city:
(-1)*a + (-1)*a + 0.5*2*a + 0.5*1.5*1.5*a = +0.125a
Above is not actually true in freeciv, since results are rounded in every step, but it should make clear my point. Even when having couple of buildings is worse than having nothing at all, having lots of buildings might be even better, since (good) effects of one building can increase effects of another.


 - Caz


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