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[Freeciv] Re: How to solve ICS - increasing settlercost
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[Freeciv] Re: How to solve ICS - increasing settlercost

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To: Raimar Falke <rf13@xxxxxxxxxxxxxxxxx>
Cc: Miguel Farah <miguel@xxxxx>, "Per I. Mathisen" <per@xxxxxxxxxxx>, Thomas Strub <ue80@xxxxxxxxxxxxxxxxxxx>, freeciv@xxxxxxxxxxx
Subject: [Freeciv] Re: How to solve ICS - increasing settlercost
From: Miguel Farah <miguel@xxxxx>
Date: Thu, 15 Aug 2002 11:13:25 -0400

 Raimar Falke [15/08/2002 10:54] dijo/said:
>
>On Thu, Aug 15, 2002 at 10:40:08AM -0400, Miguel Farah wrote:
>>  Raimar Falke [14/08/2002 16:49] dijo/said:
>> >
>> >On Wed, Aug 14, 2002 at 08:31:34PM +0000, Per I. Mathisen wrote:
>> >> 
>> >> On Wed, 14 Aug 2002, Thomas Strub wrote:
>> >> > many people are complaining about ICS or smallpox. Me not, i like to
>> >> > build cities like measles. But if want to prevent me from doing that
>> >> > perhaps the following suggestion will help.
>> >> >
>> >> > 1. Increase the number of shields a settler costs with every settler is
>> >> > build. There are some nuances but they can be discused later.
>> >> 
>> >> I don't like this. It undue penalized big maps and players who like
>> >> playing big empires. Instead, I would increase the cost of ownership for
>> >> multiple cities. This is the civ way, IMHO.
>> >
>> >The idea is that any given player can only found x cities per y
>> >turns. Where x and y stay the same for player A at -3000 and for
>> >player B at 1980.
>> 
>> This, of course, affects equally ICSers and nonICSers.
>> 
>> One thing I sometimes do is load N settlers into a transport, send them
>> to a big unoccupied island, and build cities in them in at most N+1
>> turns... even if I put the cities distant from each other, I'll still be
>> penalized.
>
>I don't understand. For what are you penalized?

For founding X cities in Y turns.



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