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[Freeciv] Re: New rules for little towns ?
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To: Nicolas BRUNEL <brunel@xxxxxxxxxxxxxxxxxxxx>
Cc: freeciv@xxxxxxxxxxx
Subject: [Freeciv] Re: New rules for little towns ?
From: Dan Sugalski <dan@xxxxxxxxx>
Date: Mon, 06 Dec 1999 12:03:13 -0500

At 06:06 PM 12/6/99 +0000, Nicolas BRUNEL wrote:
>> >>    There are 2 things important :
>> >>    - use a republic as soon as possible,
>> >>    - spread as hell. Don't build big towns it's useless.
>> 
>> There probably ought to be minimum city sizes for some of the wonders,
>> improvements, and units, or at least a modifier on build time, with an
>> additional modifier based on an improvement. Make battleships cost more
>> when built by cities that are too small unless they've got port facilities,
>> for example.
>
>Sum up : new rules aren't necessary.
>
>   IMHO, it's already implemented. A little city with a small shield
>production will take ages to build a wonder. As the city is smaller, it
>can be much more easily destroyed if it hasn't a city wall.

It's more than that, though. In real life (or as much of it as can be
applied to a sim like this) a size 2 city has no business cranking out a
cruiser or battleship every turn (which is possible if your cash reserves
are large enough) without some sort of infrastructure behind it. (One could
argue that no city should be able to do it without some sort of
infrastructure, but that's a separate argument)

Havign a small city build a wonder quickly's reasonably easy with a bit of
advanced planning--it doesn't take too many caravan/freight units to put
something together.

                                        Dan

----------------------------------------"it's like this"-------------------
Dan Sugalski                            even samurai
dan@xxxxxxxxx                           have teddy bears and even
                                        teddy bears get drunk

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