Complete.Org: Mailing Lists: Archives: freeciv: April 2003:
[Freeciv] Re: Technology
Home

[Freeciv] Re: Technology

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: freeciv@xxxxxxxxxxx
Subject: [Freeciv] Re: Technology
From: Arnstein Lindgard <a-l@xxxxxxx>
Date: Sun, 13 Apr 2003 16:11:07 +0000

On Sun, 13 Apr 2003 14:40:48 +0200
Christian Knoke <chrisk@xxxxxxxx> wrote:

> Go monarchy --> republic. Use CMA (ASV automatische Stadtverwaltung in
> german), available with version 1.14.
> 
> *Plan* your development. Build cities with 1 to 3 free tiles between them.
> Build cities fast. Put CMA to maximum food until city size 2, then maximize
> production until settler is built. Back to max food then. Build some roads
> and irrigation. When you have enough cities, make them grow to size 3, then
> maximize production. When most cities are size 3, switch to republic. Build a 
> defender, a harbour and a temple as fast as you can. Use your gold. Then let
> your cities grow to size 6..7 (make a big party for them :). Maximize science 
> in the cities. 

It just occured to me that you just described how the CMA should
ideally work. In the settling phase, you'd want your "settling
preset" to switch from Food to Prod at size 2. If you have
Michelangelo, you'd want your research cities to switch from Food to
Sci at size 5. If you play ICS, you'd want to always switch to Prod
at size 3. The key would be a size trigger. The size could even be
"the max happy size for this particular city". Related thinking for a
worklist agent: When city no longer supports a settler, build one
settler before continuing. Maybe your worker decided to settle. It
could be phrased "support one settler, then build caravans". For
hawkish Republicans, "build Ironclad until city supports one
unhappyness-generating-unit, otherwise build diplomats". So if your
clad died, the city would switch to ironclad again, before continuing
on diplomats.


Arnstein


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