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[Freeciv-Dev] (PR#12916) add ww to startunits
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[Freeciv-Dev] (PR#12916) add ww to startunits

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Subject: [Freeciv-Dev] (PR#12916) add ww to startunits
From: "Jason Short" <jdorje@xxxxxxxxxxxxxxxxxxxxx>
Date: Sat, 30 Apr 2005 22:27:53 -0700
Reply-to: bugs@xxxxxxxxxxx

<URL: http://bugs.freeciv.org/Ticket/Display.html?id=12916 >

> [bhudson - Wed Apr 27 23:17:27 2005]:
> 
> On Wed, Apr 27, 2005 at 04:13:07PM -0700, Jason Short wrote:
> > 
> > <URL: http://bugs.freeciv.org/Ticket/Display.html?id=12916 >
> > 
> > This patch changes startunits from ccx to ccwwx.
> > 
> > cwx would also be a good candidate.  But there should definitely be some
> > w in there.
> 
> Why so?  That devalues pottery a fair bit in the early game.

Having workers in the start makes largepox a more viable strategy, I
think.  The ability to link cities with roads and to irrigate lets you
build up your cities more early on.  Devaluing pottery isn't really an
issue since you absolutely cannot waste bulbs on pottery until you get
republic, and once you change governments you'll want to go through
pottery anyway.

That said, I leave this for the ruleset people to decide.

-jason




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