[Freeciv] Re: Some questions
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Bobby D. Bryant <bdbryant@xxxxxxxxxxxxxxx> wrote:
I've been skimming to lightly to pick up what ICS stands for, but I suspect
I could guess. I played on the civserver a couple of times and got
thrashed. I haven't been back, because the style of play required to win
doesn't correspond to my idea of what a "history" game should be. I prefer
a more reflective style of play.
ICS = Infinite City Strategy, Sprawl, or Sleaze, take your pick. It's a
term used by Civ2 players which is equivalent to what you often see on
Freeciv servers these days.
Some people have argued that Freeciv have nothing or little to do with
history, which I happen to disagree. In fact, IMHO, the historical aspect
of it is one important reason why it is so much fun.
I wonder if you could break some canned strategies by adding some
randomization to things like the cost of researching a given
strategy? For example, let the cost in the data file be the >statistically
expected cost, but let the actual cost for a given player fall in a
gaussian distribution around that median, to be determined when s/he starts
building it. For maximum effect, don't
tell the player what that cost is -- just have the client keep on
displaying the time to the *expected* completion, as if that's what the
royal advisors are promising.
A similar effect could be applied to the construction of buildings and
units, as well.
Unfortunately, this might give luck too big an influence on the game.
Generally speaking, random events are not welcome to most players, and
certainly do not help to level the playing field in most cases. Ever wonder
why many players prefer to play with no huts? There is something appealing
about your proposal, but I suspect it wouldn't work, due to the exact reason
you pointed out.
Another option would be to give you a discount for exploring the breadth of
the tech tree, and a surcharge for exploring the depth, so that players who
wanted to rush out and get that One True Technology would find decreasing
returns on their investments.
There is actually something to this effect in Civ2, where you are sometimes
forced to branch out in the tech tree. The exact pattern hasn't been worked
out, AFAIK, and it could lead to anomalies that would seriously delay the
discovery of an imprortant tech. For these reasons, it has not been
implemeted in Freeciv.
A third, perhaps easier, option would be to fix it with a modpack. If a
tech is too powerful, add more prereqs. If a government it too
advantageous, reduce its benefits. If a unit is too powerful, weaken
it or make it more expensive. Such a modpack might require continual
tweaking, since new exploits will be found as you fix the most lucrative
ones that now exist, but after a few iterations it might at
least level the playing field so that multiple strategies have equal
chances of winning.
Freeciv is supposed to be exactly what you have described here. Many
parameters are already easily tweakable in the rulesets, and more
generalizations are on the way. In fact, some units, e.g. elepahnts and
crusaders, and the fundamentalism government are currently omitted from the
game because they are considered too powerful. I, for one, hope they would
be put back in someday after being properly tweaked.
Naturally, some players like the existing system, so any such changes
should be game options.
The current system is still very much a work in progress, so changes should
be expected and even welcomed when carefully considered.
Mike
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[Freeciv] Re: Some questions, Mike Jing, 2000/12/19
[Freeciv] Re: Some questions, Mike Jing, 2000/12/19
[Freeciv] Re: Some questions,
Mike Jing <=
[Freeciv] Re: Some questions, Mike Jing, 2000/12/19
[Freeciv] Re: Some questions, Mike Jing, 2000/12/19
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