Re: How to solve ICS - Resolve Smallpox

rf13-r/[email protected]
Newsgroups gmane.games.freeciv.general
Message-ID <[email protected]>
On Sun, Oct 06, 2002 at 04:40:36PM -0700, John Wheeler wrote:
> 
> --- Carlos Lorenzo Matés <[email protected]> wrote:
> > Hello.
> > 
> > El Vie 04 Oct 2002 12:59, rf13-r/[email protected]
> > escribió:
> > 
> > >
> > > > , 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.
> 
> D'Oh!  Of course!  When I need military units early in
> the game, I'll build a barracks in a high-shield city
> and ship them out to other cities.  On the other hand,
> if I am on an island and don't need military until I'm
> ready to expand (and if I have Leo's), I will
> frequently build dozens of warriors in about a dozen
> cities right before I'm ready to research feudalism or
> gunpowder (or I start seeing enemy caravels near my
> shores).  Requiring a building to build units would
> hamper such mass mobilizations.  However, I'm not sure
> that that is realistic; drafting large numbers of
> troops in times of war has been a popular strategy
> throughout history.  

> I think it would be reasonable if your basic defensive units
> (warriors, phalanx, pikemen, musketeers, and riflemen) didn't
> require any buildings to build or support.

I agree. So this leaves attacking units and sea units. For sea units
we have the harbor.

	Raimar

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