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

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To: osyluth@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#13845) Increasing the appeal of very large cities
From: "Brian Dunstan" <bdunstan149@xxxxxxxxx>
Date: Mon, 5 Sep 2005 12:29:46 -0700
Reply-to: bugs@xxxxxxxxxxx

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



--- Benoit Hudson <benoit.hudson@xxxxxxxxx> wrote:

> 
> <URL:
> http://bugs.freeciv.org/Ticket/Display.html?id=13845
> >
> 
> On 9/4/05, Antoine Bouchard <osyluth@xxxxxxxxxxx>
> wrote:
> > 
> > I agree that giving free food out of the blue
> might not be great. And i 
> > have
> > refined the approach. Here is a new patch (still
> against 2.0.5) that has
> > server settings included to fine tune. By default,
> it gives 2.5% X (pop 
> > over
> > 12) bonus to food, trade, and shield.
> 
> 
> The game-balance reason to fear adding to food is
> that you could get runaway 
> population growth. If a city produces 80 food, an
> extra population point 
> produces 2 food, which produces an extra population
> point (in one turn under 
> democracy), ... Under the default game settings,
> I've once or twice created 
> such a behemoth. With non-default rulesets, you
> could trigger this fairly 
> easily.
> 
> -- Benoît
> 
> 
---------------------------------


On 9/4/05, Antoine Bouchard <osyluth@xxxxxxxxxxx>
wrote:I agree that giving free food out of the blue
might not be great. And i have
refined the approach. Here is a new patch (still
against 2.0.5) that has
server settings included to fine tune. By default, it
gives 2.5% X (pop over
12) bonus to food, trade, and shield.

The game-balance reason to fear adding to food is that
you could getrunaway population growth.  If a city
produces 80 food, an extrapopulation point produces 2
food, which produces an extra populationpoint (in one
turn under democracy), ...  Under the default
gamesettings, I've once or twice created such a
behemoth.  Withnon-default rulesets, you could trigger
this fairly easily.

-- Benoît

under default rules about size 40 or so is about the
limit: if you exclude resource squares, a citymap with
all irrigated grassland supports size 41.

Behemoth cities happen in real life; why should
freeciv prevent some cities from being 10x the size of
others?  I agree though that if you start giving bonus
food to large cities, matters could get out of hand.




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