[Freeciv] Re: some questions
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Andrew McGuinness wrote:
> I'm not sure about increasing the food value of grassland and plains -
> that would certainly increase city growth by making it much easier to
> support very large cities, but it would completely change the game in
> the process.
As I understand it this is what many people want: no ICS + city
improvements to be worthwhile. If both effects are realized this
has necessarily to change the way to play freeciv completely, at least
how you deal with cities. So, there is no way round to more or less
"completely change the game".
Let me put forward the arguments for more food:
1.) As I tried to explain on Dec. 20th this is a way to have exponential
growth (by city growth) without ICS.
2.) It means huge cities. Do we want hundreds of cities of size 1 or
some smaller cities and some of size 20++? Only with huge cities
improvements like libraries are worthwhile and sanitary improvements
like aqueducts become essential (note that necessary city improvements
w.r.t. sanitation will restrict growth in early game and prevent mega
cities in the beginning).
3.) To overcome ICS, as I understand it, no additional
worker for a size 1 city is essential. Any model which gives the
first worker more food allows for exponential growth by ICS and
might bias towards ICS. Without additional food for the first worker
and no increase of food for grassland on the other hand it is
not possible to grow a city to size two, at all, unless there are
specials or you build irrigation (since the maximal production of
food is 2 as is the minimal consumption). I feel a city working
on grassland without irrigation should grow slowly but grow to have
a realistic model. Note, if grassland gives 3 food and food specials
4 food, it only growth half as fast to size two compared to a city
with food special. I also think tha if only specials give more than 2 food
and they are not as frequent as grassland is presently you don't overcome
the small city syndrome.
The reason is the following: any new worker not put on a special
does not increase the food surplus and thus there is no
exponential growth unless you work on specials. This means that the
strategy to yield exponential growth is to build settlers like crazy
and let them build new cities which work on specials. Since exponential
growth wins at the end, you have the same small city strategy as currently
only with the cities being more distant
4.) I feel more food without extra worker and constant (or slightly increasing)
foodbox to be a realistic and natural model which will certainly overcome
ICS and make city improvements, at least, more important than presently:
It is changing only a few (but very basic) parameters while many people
proposed to adjust very special parameters to punish ICS or reward building
some improvements, e.g., by increasing minimum city distance or
tremendously increasing the effect of a library. Somehow, I prefer to
change some basic parameters that then naturally results in larger cities
(larger cities are then a consequence of the underlying growth model!)
compared to an artificial punishing and rewarding here and there.
Of course, the counter arguments are welcome...
K
P.S.:
Paul wrote
> Someone pointed out to me a potential problem with it - that players
> will always build on mountains and hills because they don't have to
> use the center square. This may make warfare unfeasibly difficultBuilding
I agree with Bobby on this:
> In prehistoric times, people often did prefer to found their villages on
> hilltops, and for exactly the reason you mention. Europe is peppered with
> Iron
> Age "hilltop forts" which served as refuges for small prehistoric communities.
I think it is natural to build the city on a hill and not
within a sea of grassland if war is likely.
For this reason, I would also like an option
that the first worker does or does not work the city square.
Maybe, one needs to punish building on a mountain somewhat
(e.g., one could consider that the defense value of a mountain city is
only 2 instead of 3 for a mountain without a city since
the city naturally needs to be in the mountain valley or
other easier accessible areas. Or it could take the settler
5 turns to build the mountain city since it is rather difficult
to build a city in this area).
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