[Freeciv] Re: New rules for little towns? Modify settlers?
[Top] [All Lists]
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: |
Freeciv general mailing list <freeciv@xxxxxxxxxxx> |
Subject: |
[Freeciv] Re: New rules for little towns? Modify settlers? |
From: |
idjason@xxxxxxxx |
Date: |
Wed, 08 Dec 1999 01:30:51 -0500 |
Good idea. But why not make this "Formers" unit just an engineer.
Remove the city building ability, and make it use two shields and no
food. Than maybe have an improved version of the settler that would have
two moves per turn. Sort of like the freight is an improved caravan.
Ecobrat wrote:
>
> 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.
> >
> >
> >
- [Freeciv] Re: strategies, (continued)
- [Freeciv] Re: strategies, Nicolas BRUNEL, 1999/12/06
- [Freeciv] Re: strategies, charlesiii, 1999/12/06
- [Freeciv] Re: strategies, Dan Sugalski, 1999/12/06
- [Freeciv] New rules for little towns ?, Nicolas BRUNEL, 1999/12/06
- [Freeciv] Re: New rules for little towns? Modify settlers?, Daniel Sjolie, 1999/12/06
- [Freeciv] Re: New rules for little towns? Modify settlers?, Nicolas BRUNEL, 1999/12/07
- [Freeciv] Re: New rules for little towns? Modify settlers?, Daniel Sjolie, 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?, 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 <=
- [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, 1999/12/07
- [Freeciv] Re: New rules for little towns ?, charlesiii, 1999/12/07
|
|