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[Freeciv] Re: How to solve ICS - Resolve Smallpox
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[Freeciv] Re: How to solve ICS - Resolve Smallpox

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To: freeciv@xxxxxxxxxxx
Subject: [Freeciv] Re: How to solve ICS - Resolve Smallpox
From: John Wheeler <jdwheeler42@xxxxxxxxx>
Date: Fri, 27 Sep 2002 16:44:07 -0700 (PDT)

This discussion on ICS got me to start playing freeciv
again, especially after reading "The Art of Freeciv" [
http://www.freeciv.org/tutorials/art_of_freeciv.html
].  With the addition of setting specials to 0 to the
settings suggested there, I'm finally enjoying playing
freefall (although I do save at the beginning and
replay particularly interesting games). 

My point is, whatever is done to "solve" the problem
of ICS, should be configurable.  (I put "solve" in
quotes because it seems to me that the fact that a mad
dash to The Republic is the only viable solution with
those settings is just as much a problem as building
as many cities as soon as possible.)

In particular, I like the idea of having fields in the
unit list for shield cost, gold cost, and improvement
required to build, with the default being 0 and None
for the last two.  (Or perhaps a civ3 style option
could be added, and then the gold cost would be used
instead of the shield cost.) Heck, even
"freecitycenter" could be an option that could be set
to 0 or 1.  I also in theory like the Production
Factor idea, but I think for that to work well, all
values for trade, gold, science, shields, etc., would
probably have to be multiplied by 10, or the effect
would have huge jumps.

Just realize that every change makes for a slightly
different game, and allow people to play the kind of
game they want.

++JohnWheeler

--- "Per I. Mathisen" <per@xxxxxxxxxxx> wrote:
> 
> On Sun, 22 Sep 2002, Carlos Lorenzo Mat=E9s wrote:
> > The problem of smallpox is not only settler cost,
> is the capability of
> > ma=3D ntain=3D20 larger armies, thus the rules
> that define the army suppo=
> rt
> > for cities mus=3D t=3D20 change, a large city
> should be capable of mantai=
> n
> > more units than a small=3D =3D20 city without
> going unhappy. the same
> > applies to science, production and t=3D ax.=3D20
> Perhaps te solution is t=
> o
> > increase by a growing factor (in function of ci=3D
> ty=3D20 population) th=
> ese
> > capabilities. ie:
> =2E..
> > Prod Factor could apply to Food, Resources,
> Science and Taxes
> > Both Max Army and Prod Factor should be affected
> by Government types and=
> =3D20
> > Wonders (changing his effects to a % factor).
> >
> > The wonders and Governments that affect army size
> shoud also be
> > configura=3D ble=3D20 in % for example Republic
> can penalize in al 30 % a=
> nd
> > Democracy in a 60%.=3D =3D20 Women Suffrage could
> give a 50% bonus, etc
> 
> That is certainly not a bad suggestion. Another idea
> is to go over to gold
> upkeep for units like in civ3 and make it harder to
> small cities to
> produce gold.
> 
> Yours
> Per
> 
> "I don't see why people are so upset about cloning
> sheep. American
> television networks have been doing that to their
> audiences for years."
> -- Jello Biafra
> 
> 


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