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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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Subject: [Freeciv-Dev] Re: (PR#13845) Increasing the appeal of very large cities
From: "Antoine Bouchard" <osyluth@xxxxxxxxxxx>
Date: Tue, 6 Sep 2005 09:25:18 -0700
Reply-to: bugs@xxxxxxxxxxx

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

Take two civs: A has half the population of B but twice the number of 
cities.

A will always out-trade and out-produce B. and that's because of the extra 
square and because the workforce available to each city has no impact 
whatsoever on the city (that is apart from using up more squares which stops 
at 21)

My idea was just to get cities more and more effecient at using the 
ressources and generating trade as they get larger and that for the only 
reason that there is more people. Hence the idea of giving a bonus based 
only on size. Then comes the buildings.

So what about 5% production and trade bonus per pop, starting at size 2 
(let's forget about food). Size 1 gets nothing, size 2 gets 5% and will 
never notice it. size 5 gets 20% bonus. If you think about this, the effect 
of that is equivalent to giving a free worker to a size 5 city, thereby 
offsetting the initial free square that the size 1 city got.  At size 9 you 
get 40%, size 21, 100%, etc.

And the later it starts, the more largepox friendly it is. That was the 
reasoning, initially. (Maybe starting at size 5, mmmm)

Now you have raised other issues about the fact that cities are 
undefendable. That does play against largepox, i agree. But if you have more 
units in a smaller area, you make that area easier to defend. And we could 
build in attrition damage (ever played Rise of Nations?). Ok, that is 
getting on another topic...

Antoine

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