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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: Thomas Strub <ue80@xxxxxxxxxxxxxxxxxxx>
Cc: freeciv@xxxxxxxxxxx
Subject: [Freeciv] Re: How to solve ICS - increasing settlercost
From: Raimar Falke <rf13@xxxxxxxxxxxxxxxxx>
Date: Thu, 15 Aug 2002 18:37:58 +0200

On Thu, Aug 15, 2002 at 06:24:43PM +0200, Thomas Strub wrote:
> 
> On Thu, Aug 15, 2002 at 05:28:44PM +0200, Raimar Falke wrote:
> > 
> > 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.
> 

> Miguel thought that there is a bound of cities that can be created
> in a round. Something like 3 cities in 5 rounds.

Ahh I see. Miguel, no the server doesn't limit the user this way. The
server does limit the player via the increasing cost of the settler.

> So he could't create 8 cities with his full transport in 1 round.
> The idea behind increasing settlercosts is that your settleroutput
> would be linear in time. Usually double munber of cities double
> output of settlers. With increasing settlercost double number of
> citites don't give double output from settlers.

        Raimar

-- 
 email: rf13@xxxxxxxxxxxxxxxxx
  "With a PC, I always felt limited by the software available.
   On Unix, I am limited by my knowledge."
    -- Peter J. Schoenster <pschon@xxxxxxxxxxxxxxxxx>


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