death to smallpox, episode n+1
Daniel Markstedt <[email protected]> Fri, 17 Feb 2006 18:16:51 +0900
| Newsgroups | gmane.games.freeciv.general |
|---|---|
| Message-ID | <[email protected]> |
I read an insightful comment on smallpoxing on Apolyton by keimig: http://apolyton.net/forums/showthread.php?postid=2853924#post2853924 ----------------------------- I started and played a game, against AI, using your suggestions, and had success until the civserver started taking underflow errors. In any case I was able to remain competative with AI players in the early stages. I was in the lead but two tech behind another alliance. I had a 5 city core that was completely build up, it had everything. The other 7 cities I had were all captured and were invarious states of development. My most powerful adversary has 17 smallish cities and absolutely no improvements. I think the most serious component of smallpox is that it is possible to acquire technolgy w/o building the necessary ifrastructure. How can a society with a literacy rate of 0 field soldiers capable of operating and maintaining Tanks, Jets, etc. How can a cociety without roads corral the resources necessary to manufacture reactive armor. Civ 3 and related rules are no help here because the cure for smallpox was infinite and crippling corruption. The problem, in part is the way research is handled, at a minimum illiteracy needs to be a show stopper regards the development and acquisition of technology. Also the research should be effected by communitations speed. With horsback it takes 2 turns to move city to city, with roads 1 turn, with rail 0 turns. At some level of technolgy, the combination of literacy and communication speed is necessary to have meaningful coordination of effort. --------------------- I agree that the _lack_ of infrastructure should more effectively hamper progress. To what extent is this still relevant with today's Freeciv? -Daniel