Complete.Org: Mailing Lists: Archives: freeciv-dev: December 2005:
[Freeciv-Dev] Re: (PR#9197) Suggestion: tweaking the tech Tree
Home

[Freeciv-Dev] Re: (PR#9197) Suggestion: tweaking the tech Tree

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: miky40@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#9197) Suggestion: tweaking the tech Tree
From: "Curtis" <cwarren89@xxxxxxxxx>
Date: Tue, 6 Dec 2005 14:37:21 -0800
Reply-to: bugs@xxxxxxxxxxx

<URL: http://bugs.freeciv.org/Ticket/Display.html?id=9197 >

> 1. The Republic requires Trade and Philosophy, as suggested by
hirisov. This delays the Republic quite a bit and makes Monarchy a lot
moreattractive as a first government (other than the default Despotism).


Honestly, I don't think this does much good. Although this might make
monarchy actually useful, it still basically forces you to follow the
same strategy; just instead of researching the republic, you research
monarchy then the republic. I am glad, however, that somebody else
actually sees the distressing inbalance in the governments. While I did
try to address this in my ruleset, my method seems less than successful.

After thinking about it today, I figure the best way to combat the vast
advantage of the republic is to give monarchy an equal advantage;
mainly, increasing the shield output the same as trade is increased in
the republic. In any decent city trade is only going to be increased by
about 30-60% in the republic compared to normal, subtract even more once
you consider martial law in monarchy. The extra sheilds also help make
up some trade, e.g. with caravans, more improvements, faster wonder
build time, and military conquest.

Actually, I like the idea so much I think I'll put it in my ruleset and
remove Autocracy and Fundamentalism.

-bytecoder





[Prev in Thread] Current Thread [Next in Thread]
  • [Freeciv-Dev] Re: (PR#9197) Suggestion: tweaking the tech Tree, Curtis <=