[Freeciv] Re: How to solve ICS
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IMO biggest problem with smallpox has been the freecitycenterworker and
too expensive improments.
If there is enough resources and space around I think building new
cities should still be smart. Preventing expansion
with limiting the amount of cities you can have ( like jings
unhappiness-patch) or making every new city more
costly surely works, but I don't think its very elegant..
..so here are the rules I propose: (which surely are very elegant =P )
units:
settler:
-cost 60
-popcost 2
-ukfood 1
-def 2 ( to balance the increased cost somehow )
worker: (new unit)
-cost 20
-popcost 0
-ukfood 0
-def 0
engineers:
-cost 60
-popcost 2
-ukfood 1
-def 2 ( same as settler )
engineer: (new unit)
-cost 20
-popcost 0
-ukfood 0
-def 1 ( surely they can use screwdrivers )
city improments:
-1/4 off the cost ( ie. temple costs 30 instead of 40)
- 1 away from upkeep costs ( ie. barracks upkeep 1 -> 0 and cathedral
upkeep 3 -> 2 )
wonders:
double the costs ( well i think they are too cheap.. :-o )
I've played some games with these settings and also used 4 settlers at
start to get it going faster and
IMHO it works quite well against smallpoxing and in favor of developed
cities and is still fun to play.
-Jussi Asp
Thomas Strub wrote:
>On Fri, Aug 30, 2002 at 01:43:04PM +0300, Jussi Asp wrote:
>Hi,
>
>
>
>>IMO best way against smallpox is to set settlers cost 2 workers instead
>>of 1 to prevent the freecitycenter which comes with every new city and
>>maybe set settler cost higher too - 60 or 80. And in addition lowering
>>the cost of city improments by 1/4 - 1/3 would shift the balance even
>>more against smallpox, but you have to be careful to not make it too
>>easy to build big cities, because they are very powerful.. I think
>>these are simple solutions which work well. Separate, cheaper
>>terrain-Improment unit would be nice though.
>>
>>
>
>People said that that slows the game. But i think its still small pox.
>And its easy to make something like small pox too. With 5-6 cities in
>center which builds the settlers and 12 cities which get the homecities
>of the new settlers. So you will build as many cities as possible.
>
>I tried my patch with the actual cvs and the AI is building few but
>bigger
>cities. Personally i can't test it out, because all what i would say
>wouldn't be unbiassed.
>
>Thomas
>
>
[Freeciv] Re: How to solve ICS - increasing settlercost, Thomas Strub, 2002/08/28
[Freeciv] Re: How to solve ICS - increasing settlercost, Jussi Asp, 2002/08/30
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