[Freeciv-Dev] Re: [Freeciv-Dev](PR#9041) worker unit adjustments
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<URL: http://rt.freeciv.org/Ticket/Display.html?id=9041 >
On Mon, Jun 21, 2004 at 08:24:51PM -0700, Mike Jing wrote:
>
> <URL: http://rt.freeciv.org/Ticket/Display.html?id=9041 >
>
> Per wrote:
>
> >I suggest to increase its cost. It now costs 30 and the engineer costs 40.
> >This is IMHO way too cheap, considering that settlers cost 40 _and_ 1
> >population. So the attached patch changes worker cost to 40 and engineer
> >cost to 60. This is still cheap, just a little less so.
>
> I strongly disagree. I think the cost is fine as it is. Making them more
> expensive would defeat the purpose of having them in the first place, which
> is to make it easier to build terrain improvements. Nobody would bother
> building a worker when you can get a settler and found a new city at the
> same cost.
Yes, the worker has to be cheaper in the short and long run than a
settler. And perhaps some military units could get some working
abilities like creating fortifies too. (alpines, pioneers ...)
> IMNSHO, it's the settler that is way too cheap, and raising its
> cost would help slow down smallpox and make terrain improvements more
> worthwhile.
I said the same in the past, adjusting the settlercost the right way is
a good way to break the exponenential growth of ICS.
> Plus, the settler costs 1 population because it can found
> cities, so the comparison is inappropriate.
Yes, only settlers should cost population.
> I also believe the worker should have no tech requirement, considering that
> the settler requires none. There should also be an option to start with a
> couple of workers in addition to settlers and explorers.
You can't build explorers from start too but you can start with some,
could be the same.
Thomas
--
Thomas Strub *** eMail ue80@xxxxxxxxxxxxxxxxxxxxx
jb: people are stupid, they don't want to learn.
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