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

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

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To: "Per I. Mathisen" <per@xxxxxxxxxxx>
Cc: Miguel Farah <miguel@xxxxx>, freeciv@xxxxxxxxxxx
Subject: [Freeciv] Re: How to solve ICS - increasing settlercost
From: Thomas Strub <ue80@xxxxxxxxxxxxxxxxxxx>
Date: Thu, 15 Aug 2002 19:34:43 +0200

On Thu, Aug 15, 2002 at 04:43:25PM +0000, Per I. Mathisen wrote:
> On Thu, 15 Aug 2002, Thomas Strub wrote:
> > cmd 5 and other things give smallpox too. Build as many cities you can,
> > no cityimprovements and so on. For you smallpox is a high density of
> > cities. For me its building only settlers, military units, caravans and
> > wonders. No citiyimprovements.
> >
> > Even wtih cmd 5 its better to build new cities before building a temple.
> That is exactly the problem. City improvements are _not good enough_. They
> are not necessary. So why do you insist on changing _units_?
> There should be a clear reason why a player should build city
> improvements, and I think that should be to get tax, science, luxury and
> access to advanced units. Unfortunately, it is currently possible get all
> four without any improvements at all. This is the problem.

I say that too. It should bring more in the long run to build the improvement 
now instead of not building it.

> If we want to make buildings not irrelevant, we should make them better. I
> have already suggested doubling science bonuses of all buildings and
> doubling research cost. If this is not sufficient, this can be combined
> with giving most units gold upkeep and doubling buildings' tax bonuses. If
> _that_ is not sufficent, we can require that very advanced units like
> tanks, mech inf etc are built in cities with adequate mass production
> facilities (ie factory), that diplomats require Courthouse, or ...
> something, you get the idea.

You can't have one cityimprovement for all unittypes so there are allways good 
units which could be build without the building. 

> These suggestions are possible with impr gen or simple ruleset code
> additions, and can be adjusted easily through rulesets. The suggested
> change to unit cost, on the other hand, is a very complex, completely
> artificial and rather restrictive mechanic.

Its only 1 units where the cost is changed. The settlers. One small change.
and i don't see how you will do something against the exponential growth with 
cheaper building. The game is fast. After your change it will be faster. So we 
have future tech B.C.?

Thomas Strub  ***  eMail ue80@xxxxxxxxxxxxxxxxxxx
Nur weil das Aufzeichnen, Kopieren und Schnüffeln bei elektronischem 
Datenverkehr leichter als bei der klassischen Post ist, darf man es nicht
einfach tun.

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