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[Freeciv-Dev] Re: (PR#11946) a minimal surplus of -20 is too high
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[Freeciv-Dev] Re: (PR#11946) a minimal surplus of -20 is too high

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To: jdorje@xxxxxxxxxxxxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#11946) a minimal surplus of -20 is too high
From: "Per I. Mathisen" <per@xxxxxxxxxxx>
Date: Sun, 16 Jan 2005 07:45:14 -0800
Reply-to: bugs@xxxxxxxxxxx

<URL: http://bugs.freeciv.org/Ticket/Display.html?id=11946 >

On Sun, 16 Jan 2005, Christian Knoke wrote:
> On Sun, Jan 16, 2005 at 03:07:59AM -0800, Jason Short wrote:
> Is there any case, where the minimum restrictions for gold, science, and
> luxury per city do service any purpose? In my experience, I always can
> achieve better results with the factor settings and/or tax rates.

I agree. For civ-wide outputs like gold and science there is no point in
having minimums. The city-wide output luxury serves no purpose in itself,
and only through its effects on happiness/unhappiness or rapture growth is
it at all relevant.

Actually, even city-wide outputs may not best be represented by strict
minimums. What a player usually means by setting a few points on food or
shield minimums is that having a few of these outputs is very important,
but having many may be less important than other outputs.

But doing anything useful with this knowledge is probably too difficult. I
still think we should dumb down the interface here, and use a fast
algorithm which approaches perfection rather than a slow one that ensures
it.

When I play, I _never_ move a single citizen. I would rather not even want
to think about citizens, or CMA presets. I find these parts of the game,
the low-level micromanagement, utterly boring. I wonder how many others
think the same.

  - Per





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