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

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

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To: "Per I. Mathisen" <per@xxxxxxxxxxx>
Cc: Zbigniew Baniewski <zb@xxxxxxxxxxxx>, Freeciv users <freeciv@xxxxxxxxxxx>
Subject: [Freeciv] Re: Kind of cure against "smallpox"?
From: Karl-Ingo Friese <kif@xxxxxxxxxxxxxxxxxxx>
Date: Fri, 2 Aug 2002 11:24:38 +0200 (CEST)

Have you tried the server variable citymindist already ? We had
the same problem in our lan games and were very surprised how a
simple variable could affect gameplay that positive.


On Fri, 2 Aug 2002, Per I. Mathisen wrote:

> 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.
> Yours
> Per


Dipl.-Math. Karl-Ingo Friese
Wissenschaftlicher Mitarbeiter
Institut für Angewandte Systeme
FG Graphische Datenverarbeitung
Universität Hannover
Welfengarten 1, D-30167 Hannover

Tel.: +49 (0)511-762 2913    Fax.: +49 (0)511-762 2911
email: kif@xxxxxxxxxxxxxxxxxxx

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