[Freeciv] Re: New rules for little towns ?
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> 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.
Your ideas are good. But, IMHO a new rule has either to add a new feature
or to correct a way to cheat. I call a way to cheat something which makes
the game unfair or uninteresting. Also, too much realism can make a game
boring.
Bye,
- [Freeciv] New rules for little towns ?, (continued)
- [Freeciv] Re: New rules for little towns? Modify settlers?, charlesiii, 1999/12/07
- [Freeciv] Re: New rules for little towns? Modify settlers?, Ecobrat, 1999/12/07
- [Freeciv] Re: New rules for little towns? Modify settlers?, charlesiii, 1999/12/07
- [Freeciv] Re: New rules for little towns? Modify settlers?, idjason, 1999/12/07
- [Freeciv] Re: New rules for little towns? Modify settlers?, Daniel Sjolie, 1999/12/07
- Message not available
- [Freeciv] Re: New rules for little towns ?, Dan Sugalski, 1999/12/06
- [Freeciv] Re: New rules for little towns ?,
Nicolas BRUNEL <=
- [Freeciv] Re: New rules for little towns ?, charlesiii, 1999/12/07
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