Re: How to solve ICS - increasing settlercost
Mark Metson <markm-W7yTmn5oUcJWk0Htik3J/[email protected]>
| Newsgroups | gmane.games.freeciv.general |
|---|---|
| Message-ID | <[email protected]> |
On Thu, 15 Aug 2002, Per I. Mathisen wrote: > There should be a clear reason why a player should build city > improvements, and I think that should be to get tax, science, luxury and > access to advanced units. Unfortunately, it is currently possible get all > four without any improvements at all. This is the problem. > > If we want to make buildings not irrelevant, we should make them better. I > have already suggested doubling science bonuses of all buildings and > doubling research cost. If this is not sufficient, this can be combined > with giving most units gold upkeep and doubling buildings' tax bonuses. If > _that_ is not sufficent, we can require that very advanced units like > tanks, mech inf etc are built in cities with adequate mass production > facilities (ie factory), that diplomats require Courthouse, or ... > something, you get the idea. I have always thought it strange that lightbulbs accumulated researching one tech can suddenly be deemed to have been working toward a different tect entirely. Thus I already had reason to think it might be good to throw away old lightbulbs any time that you change your research goal. If one is prepared to do that, then it ought not be too hard to make research of certain techs require certain buildings. For example, any tech that has University among its ancestors in the tech-tree could require lightbulbs from cities that have a University. If you choose to research such a tech, suddenly your lightbulb production is effectively limited to only those cities that have Universities. This would open to question "what happened to all the other potential research". So a more general solution would be to allow research on a per-city basis instead of on a per-civilisation basis. I noticed someone suggested ideas such as without a harbour it might be hard to research improvements in sea-related tech or units. With per-city research that would maybe become more reasonable too. The per-city research goals idea is however quite a major change, so an alternative suggestion as to what happens to all the "potential" research would be that it is in effect "hobbies". It is people "playing" at stuff that their civilisation has not chosen to regard as "progress" and to embrace, thus it is for game purposes a form of "luxuries". So maybe give each city that lacks the crucial building one "luxuries" point for every two (or three, or whatever) "wasted lightbulbs". The idea of allowing unit production to be able to depend upon buildings is also good. If you truly think that a city of 10,000 population is really meant to be a mere "village" as some people's use of words seems to imply, then maybe even a smithy could be a notable enough establishment to be counted as a city improvement and be required for bronze working (Phalanxes) or at least for iron working (Legions). Would starting without a Palace have much effect upon smallpox? Maybe making them at least want to build a capital city? Another idea would be to make research of tech as an attribute of a civilisation - a transmittable thing communicable throughout a population - require a "school" building, so that no city that lacks a "school" can produce any lightbulbs at all. Schools would require some tech such as "culture" or "language" or both that Civ and FreeCiv seem to already assume all civilisations, and in particular all units capable of founding cities, possess. Personally I think that assumption causes the game to start a little late; one of the scenarios I had been working on and want to work on again is a "Quest for Fire" scenario that will explicitly put some combination of language, domestication, culture and fire into the tech tree and have some combination of them be prerequisites to the city-founding capability. -MarkM- -- Get 10,000+ hits a day FREE: http://makemoney.knotwork.com/10000hits/ Free Viral Karma Generator : http://goddess.knotwork.com/karma/