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[Freeciv] Re: Kind of cure against "smallpox"?

[Freeciv] Re: Kind of cure against "smallpox"?

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To: Zbigniew Baniewski <zb@xxxxxxxxxxxx>
Cc: Freeciv users <freeciv@xxxxxxxxxxx>
Subject: [Freeciv] Re: Kind of cure against "smallpox"?
From: "Per I. Mathisen" <per@xxxxxxxxxxx>
Date: Fri, 2 Aug 2002 09:18:51 +0000 (GMT)

On Fri, 2 Aug 2002, Zbigniew Baniewski wrote:
> > > 2. Production is 20% cheaper (or arbitrary percent) in cities larger than
> > >size of 5  (or arbitrary size, set by player)
> >
> >This should be caused by a building that gives this effect, not by some
> > magical, arbitrary effect.
> I can't understand, why did you call it a kind of magic. Is it something
> magical, that in large towns mass production is much cheaper than in
> several single workshops? It's obvious, in my opinion.

It is magic because it happens outside the normal game mechanics. In the
game, cities are improved by workers, specialists and buildings. New (at
least beneficial) effects should be added by adding a new type of
building with that characteristic.

Too many different game mechanics confuse the player. How many players
know about existing "magical" settings like science cost doubling after
year zero, for example? Such hidden mechanics are bad design.


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