Complete.Org: Mailing Lists: Archives: freeciv: October 2002:
[Freeciv] Re: How to solve ICS - Resolve Smallpox
Home

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

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: rf13@xxxxxxxxxxxxxxxxx, John Wheeler <jdwheeler42@xxxxxxxxx>
Cc: freeciv@xxxxxxxxxxx
Subject: [Freeciv] Re: How to solve ICS - Resolve Smallpox
From: Carlos Lorenzo Matés <clmates@xxxxxxxxxxx>
Date: Sun, 6 Oct 2002 14:56:58 +0200

Hello.

El Vie 04 Oct 2002 12:59, rf13@xxxxxxxxxxxxxxxxx escribi=F3:

>
> > , 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.

Mixing civil buildings with army support is a bad idea IMHO.

The support building must be a military type building, perhaps more type =
of=20
barracks ....

> > Heck, even "freecitycenter" could be an option that could be set to
> > 0 or 1.

What is this option?

>
> > 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.

why, the factor is a % factor, and with a small growing rate the effect=20
shouldn't cause huge jumps, by increasing these values, the Prod factor w=
ould=20
not make any diference between cities because all cities could produce=20
anything easily



--=20
Greetings

Carlos Lorenzo Mat=E9s


[Prev in Thread] Current Thread [Next in Thread]