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[Freeciv-Dev] Re: (PR#10361) Change to whale special
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[Freeciv-Dev] Re: (PR#10361) Change to whale special

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To: per@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#10361) Change to whale special
From: "Thomas.Strub@xxxxxxxxxxxxxxxxxxxxx" <Thomas.Strub@xxxxxxxxxxxxxxxxxxxxx>
Date: Wed, 29 Sep 2004 05:39:49 -0700
Reply-to: rt@xxxxxxxxxxx

<URL: http://rt.freeciv.org/Ticket/Display.html?id=10361 >

Zitat von Vasco Alexandre da Silva Costa <vasc@xxxxxxxxxxxxxx>:

> 
> <URL: http://rt.freeciv.org/Ticket/Display.html?id=10361 >
> 
> On Tue, 28 Sep 2004, Per I. Mathisen wrote:
> 
> >
> > <URL: http://rt.freeciv.org/Ticket/Display.html?id=10361 >
> >
> > On Mon, 27 Sep 2004, Brett Albertson wrote:
> > > Early in the game, it is hard to have any decent shield production out
> > > of those cities without a whale.
> >
> > This is a good objection. However, there should be a way to get decent
> > shield production early game without sheer luck. Preferably a building
> > that gives increased shield production.
> >
> > I experimented with a Sawmill building in one ruleset that made Forest
> > tiles yield 2 extra shields when worked, at 30 build cost and 3 upkeep. It
> > worked quite well, IMHO.
> >
> > Someone suggested a Blacksmith building on the forums.
> 
> There are plenty of possibilities. A wind mill with mountains or hills as
> a requirement, a water mill with rivers or mountains as a requirement,
> etc.

An early replacement for the factory would be really nice. I think waiting 
until indust until you can boost up prod is a to long way.

Thomas




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