On Jan 12, 2010, at 22:30 , pepeto wrote:
> * Do you think it's normal or realistic to divide the trade route
> value by 2
> if the owner is not the same? And the trade would increase if you
> lose a
> city... Or maybe should it be based on the initial owner?
> * Do you think it's normal or realistic to multiply by 2 he trade
> route value
> if the continent is not the same?
It certainly makes sense from a 'real world' perspective. The more
exotic the goods being traded, the more valuable they will be. Items
from another culture are more likely to be seen as exotic than items
from your own. Goods from another continent are also likely to made
from raw ingredients that can't be grown/found on your own continent
- thus making them more of a novelty.
As to whether trade values should change due to change of ownership,
that's a tougher nut to crack. As i understand it, the whole reason
the formula got changed was to reduce the load on the processor. If
so, then we should keep an eye towards not making this calculation
too expensive or running it too often.
I have one little question: in a 'gen 1' environment, is each little
island considered its own continent, or is there some way of grouping
them into archipelagos?
I have one idea that i'd like to toss out there, though i'm afraid
it may contradict what i wrote above. The more advanced
transportation becomes, the more jaded consumers become. Perhaps we
can adjust the total land distance some percentage down when
railroads come along, and a similar adjustment of distance over sea
based on what generation ships are in effect?
Using a rusty Amiga 4000T, a shiny PowerMac G5, & a homebuilt Ubuntu box
"Nobody goes there any more, it's too crowded." - Yogi Berra
Freeciv-dev mailing list