[Freeciv-Dev] (PR#13845) Increasing the appeal of very large cities
[Top] [All Lists]
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
Subject: |
[Freeciv-Dev] (PR#13845) Increasing the appeal of very large cities |
From: |
"Antoine Bouchard" <osyluth@xxxxxxxxxxx> |
Date: |
Sat, 3 Sep 2005 09:26:11 -0700 |
Reply-to: |
bugs@xxxxxxxxxxx |
<URL: http://bugs.freeciv.org/Ticket/Display.html?id=13845 >
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
large_city_patch
Description: Binary data
[Prev in Thread] |
Current Thread |
[Next in Thread] |
- [Freeciv-Dev] (PR#13845) Increasing the appeal of very large cities,
Antoine Bouchard <=
|
|