Am Thursday 22 October 2009 09:06:43 schrieb Goswin von Brederlow: > "Matthias Pfafferodt" <[email protected]> writes: > >> Goswin von Brederlow <[email protected]> writes: > >> > >> I actualy went and fixed the ruleset so that solarfarm still reduces > >> pollution to 0 even with Hover Dam and Recycling Center. That really > >> helps. Biggest city now 125. > >> > >> I have to say that the Pyramids combined with a Granary are made even > >> more powerfull by migration now. Initially with Pyramids and Granary > >> in a size 2 city one can buy a settler every turn and the city just > >> pops back up to size 2. This allows for a rapid expansion of ones > >> empire giving one a huge headstart. > >> > >> Now, with migration same thing happens. A citizen migrates and the > >> city just pops back to size 2, thus giving a steady stream of migrants > >> to grow a city. So even when expansion stops you still get a huge > >> grows benefit throughout the rest of the game. > >> > >> I also believe the migration is done every 5 turns with a 50% change > >> for the source city (default). That means surrounding a large city by > >> 10 small cities will (on average) grow the large city by 1 each turn. > >> Maybe there should be at most one migration to the same city per > >> 5 turns. I.e. people can only migrate to a city that didn't already > >> recieve migrants in the last 5 turns. Currently migration is more > >> powerfull than rapture. > > > > The difference between migration and rapture is that rapture _adds_ one > > citizen to your nation while migration only _moves_ this citizen between > > the cities of your nation. In your examples you have to be carefull to > > check/grow the small cities or they will vanish from the map due to > > migration (and all buildings are lost!). Using both rapture and migration > > you can really fast grow one city (with wonders for the migration score) > > ... > > But that is where the Pyramids come in. A size 2 city with Granaries > gets reduced to 1 by migration. If it has enough food stored it pops > back to size 2 WITHOUD FOOD LOSS. And if the city has naturally grown > to size 2 and isn't starving it will always have enough food. > > Maybe migrants should take some food with them, e.g. half the foood > box on migration. That would prevent the umlimited stream of migrants.
This is something to think about. If I get some free time I could try this but at the moment my free time is limited. I'm happy if I have enough time to follow the list ... Matthias > > > Furthermore, if the check for enough food is disabled citizens will > > migrate into a city even if there is no food available - meaning they > > will starve! > > > > Matthias > > MfG > Goswin > > _______________________________________________ > Freeciv-dev mailing list > [email protected] > https://mail.gna.org/listinfo/freeciv-dev -- Matthias Pfafferodt - http://www.mapfa.de Matthias.Pfafferodt <at> mapfa.de _______________________________________________ Freeciv-dev mailing list [email protected] https://mail.gna.org/listinfo/freeciv-dev
