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 -- email: rf13-r/[email protected]