Complete.Org: Mailing Lists: Archives: freeciv-dev: August 2004:
[Freeciv-Dev] Re: (PR#9589) Government rebalancing
Home

[Freeciv-Dev] Re: (PR#9589) Government rebalancing

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: undisclosed-recipients: ;
Subject: [Freeciv-Dev] Re: (PR#9589) Government rebalancing
From: "Per I. Mathisen" <per@xxxxxxxxxxx>
Date: Tue, 3 Aug 2004 03:18:28 -0700
Reply-to: rt@xxxxxxxxxxx

<URL: http://rt.freeciv.org/Ticket/Display.html?id=9589 >

On Tue, 3 Aug 2004, Christian Knoke wrote:
> > This is a brainstorming suggestion on how to rebalance governments so that
> > Republic does not become so utterly dominating in the game.
...
> > As you can see, I've inverted the maximum tax rate logic.
>
> So ...
>
> What is your goal? You block technologic development. The main counterpart
> to war-focused play (aka ICS).
>
> Currently strategy is twofold: either development (city improvements and
> techs) or military. And after this change?

Good point. My goal is that it should be possible to win the game without
ever becoming a Republic. Short of a very early rush with horsemen, I
think that is pretty much impossible now.

Although I am not sure things are standing in this regard after the recent
research cost change. Monarchy's window of opportunity for rush attacks
may be larger, but I think my point stands by and large anyway.

> Another approach was to reduce happiness in Rep. and Dem. during aggressive
> military operations.

Good idea. Now that units do not cause unhappiness inside your own
borders, it might be warranted to further increase unit happiness cost for
Republic and Democracy...

  - Per




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