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[Freeciv] Re: New rules for little towns? Modify settlers?
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[Freeciv] Re: New rules for little towns? Modify settlers?

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To: <freeciv@xxxxxxxxxxx>
Subject: [Freeciv] Re: New rules for little towns? Modify settlers?
From: "Ecobrat" <Ecobrat@xxxxxxxxxxxxx>
Date: Tue, 7 Dec 1999 15:51:22 -0700
Reply-to: "Ecobrat" <Ecobrat@xxxxxxxxxxxxx>

There's a game for Winblowz called Alpha Centauri that is like that (I don't
know if anyone knows this.) There's a "Colony Pod" and a "Formers" unit.
Makes much more sense especially since the city's population goes down when
you build a settler thing and if you're just going to irrigate and stuff
it's kind of useless.

Ciao-
Brian
-----------------------------------------
Free East Timor, Tibet, Kevin Mitnick, Mumia Abu-Jamal & Leonard Peltier
Peace, the answer to all problems
This was typed on 100% Recycled Electrons
----- Original Message -----
From: <charlesiii@xxxxxxxxxxxx>
To: Daniel Sjolie <deepone@xxxxxxxxxx>
Cc: Nicolas BRUNEL <brunel@xxxxxxxxxxxxxxxxxxxx>; Dan Sugalski
<dan@xxxxxxxxx>; <freeciv@xxxxxxxxxxx>
Sent: 07 December, 1999 06:34 AM
Subject: [Freeciv] Re: New rules for little towns? Modify settlers?


> > I think it might be really cool to have a game with very expensive
> > settlers! (So that cities would be a resource in themselves)
> Yeah, like this.
> > It could (easily) be done in the ruleset now but something that I
> > think would make it a lot more enjoyable was if building cities
> > and infrastructure was not necessarily done by the same unit...
> > To make it possible to have a cheaper unit for building irrigation
> > and roads - something that would become _more_ important when You
> > are limited in Your number of cities...
>
> It aslo makes more since in a way. Why would road workers need
> to have a food supply when army units don't need to. But they
> would have to be limited too. Perhaps 2 production cost
> to have the unit that way you have to have a larger city
> to support a road / irrgation workers.
>
>
>




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