[Freeciv] Re: How to solve ICS - Resolve Smallpox
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On Fri, Sep 27, 2002 at 04:44:07PM -0700, John Wheeler wrote:
>
> 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
The curent ruleset supports this.
> , and improvement required to build
This is IMHO a bit useless. If we assume that you don't have to build
a building for settlers than these buildings should limit the set of
cities which build military units. But two facts are here against this:
- you can produce a military unit in city and change the homecity
afterwards
- you don't use all of your cities to produce military units
So you end up with 10% of your cities building that building and
producing military units.
It is however a different story if you require a certain building to
support a given unit type.
> 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.
It would be interesting to see how much code changes are required for
this.
> 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.
Raimar
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