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[Freeciv-Dev] Re: (PR#13845)
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Subject: [Freeciv-Dev] Re: (PR#13845)
From: "Antoine Bouchard" <osyluth@xxxxxxxxxxx>
Date: Sat, 3 Sep 2005 09:29:34 -0700
Reply-to: bugs@xxxxxxxxxxx

<URL: http://bugs.freeciv.org/Ticket/Display.html?id=13845 >

Btw, the patch was made against 2.0.5.

Osyluth


>From: "The default queue" <bugs@xxxxxxxxxxx>
>Reply-To: bugs@xxxxxxxxxxx
>To: osyluth@xxxxxxxxxxx
>Subject: (PR#13845) AutoReply: Increasing the appeal of very large cities 
>Date: Sat, 3 Sep 2005 09:26:10 -0700
>
>
>Greetings,
>
>This message has been automatically generated in response to the
>creation of a trouble ticket regarding:
>       "Increasing the appeal of very large cities",
>a summary of which appears below.
>
>There is no need to reply to this message right now.  Your ticket has been
>assigned an ID of (PR#13845).
>
>Please include the string:
>
>          (PR#13845)
>
>in the subject line of all future correspondence about this issue. To do 
>so,
>you may reply to this message.
>
>                         Thank you,
>
>
>-------------------------------------------------------------------------
>This is a very small patch that is set to increase the appeal (and
>usefullness) of very large cities.
>
>Why:
>It occured to me that all the patches and fixes that are out there to
>balance out the smallpox vs largepox issue have all been dealing with
>dumbing down smallpox and render it useless. This has taken the form of
>rather weird (and not terribly usefull) rules such has minimum distance
>between cities and so forth. The problem with this approach is that it
>assumes that smallpox is overpowerfull while largepox is just ok. That is
>where i disagree, smallpox is not overpowerful, it is largepox that needs
>fixing.
>
>How:
>It is actually quite simple. To increase the appeal of very large cities
>there should only be a point where the city size activelly contributes to
>the food, production and trade of that city.
>The patch that i have submitted does only this: It adds the size of the 
>city
>-16 (minimum of 0) to food, production and trade.
>
>So for a city of size 16 there is no bonus
>a city of size 17 receives +1/+1/+1
>size 21  +5/+5/+5
>size 26   +10/+10/+10
>etc.
>
>Effects and side effects:
>For production and trade, these are straight bonuses. For food it is a bit
>insidious. Since each population level consumes 2 food per turn, adding a
>bonus of one makes it that each pop level beyond 16 actually consumes only
>1. It will makes rapture growing cities larger than what they were (and in
>the same time withdraw the oscillating effect from having an odd food
>production, ie. growing by 1 one turn, then decreasing by 1 the next).
>Because of the bonus in trade, rapture growing cities will tend to stay
>longer in rapture.
>
>It will also make research go faster at the end stages of the game but that
>can be dealt with by varying the research cost. And anyway, you will have 
>to
>set a non-0% luxury rate at some point to get these large cities.
>
>Those cities would be nothing short of monstrous production and trading
>centers. A city with only grassland around it would still produces a lot of
>shield.
>
>Variations:
>If you think that the cities do not get a large enough bonus with this
>patch, there is also the possibility of having it kick in at size 12.
>
>What next:
>There should maybe be a 3rd city improvment that would be required to get
>passed size 16 (like the aqueduct and sewer system). After building that
>improvment, the city becomes a metropolis (which makes me think that it
>could be called metropolitain management centre or simply metropolitain
>centre, or something less geeky). I could also make a server setting for
>this... (if there is interest)
>
>What to do against such a city:
>Want to conquer that city? Easy. Starve it to death. As soon as an enemy
>units comes near it, it will start loosing population (and slowly loose its
>bonuses)... Unless it has reserves. That could also be finetuned by making
>the population unhappy if the city starves. (Dangerous in a democracy).
>Anyway, that again only if there is interest.
>
>_________________________________________________________________
>Sell your car for $9 on carpoint.com.au
>http://www.carpoint.com.au/sellyourcar
>

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