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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: Wed, 7 Sep 2005 13:05:30 -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
> >
> 
> > The only thing wrong with that model is that it is
> not transparent what
> > affects population growth.
> 
> We can make it transparent if we want, with all the
> tooltips.
> 
> > Yeah, the growth rate was something like
> proportional to
> >     (size) * sqrt(maxsize - size)
> > I'm sure we could find the exact formula
> somewhere.
> 
> What do we set maxsize to?  Maybe min(N, FOOD_COST *
> prod[O_FOOD]),
> where N is 8 before aqueduct, 12 before sewers, and
> unlimited
> afterwards?  This makes population growth still
> depend on food, but
> maybe that's OK.
> 
> My formula can generate maxsize < size, which means
> either my formula
> is bad or we need to special-case that.
> 
> -- Benoît
> 

A small suggestion:  tie food imports to trade routes.
 The acquisition, or loss of, access to foreign food
supplies has historically had a large impact on city
sizes.  Ancient Rome supported a million ihabitants
only because of huge imports of Egyptian grain.


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