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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: Miguel Farah <miguel@xxxxx>
Cc: "Per I. Mathisen" <per@xxxxxxxxxxx>, Thomas Strub <ue80@xxxxxxxxxxxxxxxxxxx>, freeciv@xxxxxxxxxxx
Subject: [Freeciv] Re: How to solve ICS - increasing settlercost
From: Raimar Falke <rf13@xxxxxxxxxxxxxxxxx>
Date: Thu, 15 Aug 2002 17:28:44 +0200

On Thu, Aug 15, 2002 at 11:13:25AM -0400, Miguel Farah wrote:
>  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.

Why? I still don't understand.

        Raimar

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