Complete.Org: Mailing Lists: Archives: freeciv-dev: September 2005:
[Freeciv-Dev] Re: (PR#13845) Increasing the appeal of very large cities
Home

[Freeciv-Dev] Re: (PR#13845) Increasing the appeal of very large cities

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: osyluth@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#13845) Increasing the appeal of very large cities
From: "Peter Schaefer" <peter.schaefer@xxxxxxxxx>
Date: Sat, 3 Sep 2005 11:05:11 -0700
Reply-to: bugs@xxxxxxxxxxx

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

This does not work because there needs to be a reason to prefer one
size 6 city over 2 size 4 cities, not reasons to have size 16+ cities

On 9/3/05, Antoine Bouchard <osyluth@xxxxxxxxxxx> wrote:
> 
> <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
> 
> 
> 
>





[Prev in Thread] Current Thread [Next in Thread]