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[Freeciv-Dev] Re: (PR#12283) New Improvement: Town Clock
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To: paul@xxxxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#12283) New Improvement: Town Clock
From: "Brian Dunstan" <bdunstan149@xxxxxxxxx>
Date: Fri, 18 Feb 2005 10:31:17 -0800
Reply-to: bugs@xxxxxxxxxxx

<URL: http://bugs.freeciv.org/Ticket/Display.html?id=12283 >

Just on comment on the town clock and early tech...
One of the game balance problems is that everyone goes
for Republic before researching anything else that is
demanding, so maybe the research order is
horseback, republic, then other stuff.

If you're playing largepox it can be a bit different
-- you may wan to get the Colossus and Copernicus
before anyone else is at republic yet.

Still, Astronomy is a useful tech that allows
copernicus, requires mysticism, leads to navigation. 
It should not be the case that everyone automatically
lunges for republic, and not astronomy.  Staying in a
despotism or monarchy should be a viable strategy for
a while, just as it was in real history where
monarchies could compete in science until fairly
recently.




--- Paul Zastoupil <paul@xxxxxxxxxxxxx> wrote:

> 
> <URL:
> http://bugs.freeciv.org/Ticket/Display.html?id=12283
> >
> 
> On Fri, Feb 18, 2005 at 06:07:06AM -0800, Per I.
> Mathisen wrote:
> > 
> > <URL:
> http://bugs.freeciv.org/Ticket/Display.html?id=12283
> >
> > 
> > On Thu, 17 Feb 2005, Paul Zastoupil wrote:
> > > I had a long discussion about time yesterday
> with a coworker.You're
> > > probably not interested with the discussion, but
> later I was thinking
> > > about it and rememberd that time keeping was
> asignificant civilizastion
> > > advance.
> > >
> > > CTP had a town clock, and I think its a decent
> city improvement.
> > >
> > > I've got a prototype.It needs some massaging.
> > >
> > > Basically it adds 25% prod, and 33% tax,
> science, luxury.
> > >
> > > People are more productive when they can agree
> on when to meet, how long
> > > something will take, etc.
> > 
> > effect_clock_1 is used twice. I guess the second
> time it should be
> > effect_clock_2.
> 
> Duh... sorry.
> 
> > 
> > It is not a bad theme. However, it does look like
> a solution in search of
> > a problem ;)
> 
> Only partly so.  The more beneficial buildings there
> are, the less small
> pox has an advantage over large cities.
> 
> > 
> > We should not add game mechanics like this because
> they sound cool, but
> > because they fill a need. Right now we need an
> early production booster,
> > and this would come too late in the tech tree, I
> think, to fill this need.
> 
> Ok, this is a problem.  Should we make it depend on
> an earlier tech,
> or scrap it and start with something new?
> 
> > 
> > The building would also seem rather outdated in
> modern civs, and the
> > effects should be more concentrated on one
> benefits.
> 
> This is sort of built into the bonuses as Jason
> pointed out to me.
> Since its an additive percentage, as the game gets
> older its effects
> are weakened.  The numbers haven't even really been
> playtested.
> 
> > 
> > > Attached is a diff and derived art (under GFDL
>
http://en.wikipedia.org/wiki/Image:Big_ben_clock_tower.jpg)
> > 
> > GFDL is not GPL compatible, though, so we would
> have to put this in a
> > separate PNG. A rather annoying oversight on
> behalf of the FSF.
> 
> Yes, Jason also pointed this out to me.  I could
> easily come up with a
> new graphic as well.  But without any hope of
> inclusion there is no point.
> 
> 
> -- 
> Paul Zastoupil
> 
> 
> 
> 
> 



                
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