Re: naval attacks on undefended cities
Sam Steingold <sds-mXXj517/[email protected]> Tue, 08 Nov 2005 11:17:02 -0500
| Newsgroups | gmane.games.freeciv.general |
|---|---|
| Organization | disorganization |
| Message-ID | <[email protected]> |
> * Jonadab the Unsightly One <wbanqno-IrLFYxOktEFfGaWA9+OTKt-Sn5dYDs+udD6nGSXaiLjeg@public.gmane.org> [2005-11-08 10:36:12 -0500]: > > Per Inge Mathisen <per-0/[email protected]> writes: > >> That is why 1x1 islands are normally not generated, that is unless >> you turn on the tinyisles option. However, someone insisted on >> adding this as an option. In my opinion this was a bad idea. > > Such cites are *far* less likely to have any strategic importance > than, say, a city on a one-tile-wide isthmus. this is all totally beyond the point, which is -- a ship should be able to shell an undefended city, reducing its population and/or destroying buildings. I fail to see why a city with no units should be at an advantage compared with a city with units. Algorithmically, we can treat an undefended city of size N as if it were a city of size N-1 defended by a single settler unit. I think this is a reasonable approach. -- Sam Steingold (http://www.podval.org/~sds) running w2k http://www.iris.org.il http://www.openvotingconsortium.org/ http://www.savegushkatif.org http://www.mideasttruth.com/ http://www.camera.org Are you smart enough to use Lisp?