URL:
  <http://gna.org/bugs/?16413>

                 Summary: Gold upkeep and Military unhappiness
                 Project: Freeciv
            Submitted by: tirolalira
            Submitted on: jueves 12/08/10 at 22:48
                Category: rulesets
                Severity: 1 - Wish
                Priority: 5 - Normal
                  Status: None
             Assigned to: None
        Originator Email: 
             Open/Closed: Open
                 Release: 2.2.2
         Discussion Lock: Any
        Operating System: None
         Planned Release: 

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Details:

1) There is a side effect of some wonders that allows you to bypass the
unhappiness caused by military units under Republic or Democracy
governments.

If you have one wonder with the effect force_content (as Bach cathedral) or
make_happy (as Hanging gardens) or no_unhappy (as Shakespeare theatre), then
cities with same population than the wonder effect (or less), can support any
number of military units out of the borders without revolt.
In fact, it seems cities with pop=1 can always avoid revolt switching his
only citizen to a specialist.
This issue is not very important when units are supported by shields because
the shield production of the city limits the ammount of units that can use
this cheat/exploit, but it is a mayor issue for any Ruleset based on gold
upkeep:
[code]
; Method of paying unit and improvement gold upkeep
; 0 - The player's total gold must be non-negative after paying upkeep
; costs associated with each city. If for any city the player's gold
; is negative, random buildings in the city are sold off. If the gold
; is still negative, then supported units with gold upkeep are
; disbanded.
; 1 - In the first step, the player's total gold must be non-negative after
; paying upkeep for all buildings within a city. If for any city the
; player's gold is negative, random buildings in the city are sold off.
; In the second step, gold upkeep for all units is paid in a lump sum.
; If the player does not have enough gold, random units with gold upkeep
; are disbanded.
; 2 - Gold upkeep for all buildings and units is paid in a lump sum after
; all cities have been processed. If the player does not have enough
; gold, random buildings from random cities are sold. If still more
; gold is needed, then random units with gold upkeep are disbanded.
gold_upkeep_style = 0[/code]

It is hard to balance Rulesets based on Gold upkeep, and the main problem is
that there is no limit to the ammount of units that a player can create, nor
to the number of units that a city can support (under democracy you could
even support thousands of units by gold).

I thought a simple solution that could solve all these issues, and it would
ensure balanced wars under any type of government:

I would wish a new optional Rule, that sets the ammount of population as the
maximun number of military units that a city can support.
This way, a city that supports as much units as his population value, can not
build new units, and you can not select it as the home city for other units.

I have verified that AI already uses to create a number of units lower than
his total population, and I think it is a balanced number, that you'd expect
to find in a city a number of units equal to his population.

2) Another issue about Gold upkeep:
I have been testing a lot this system, watching AI behavior carefully, and I
have seen the AI sometimes enter banckrupt due to the ammount of units
supported by gold, and when buildings start to be destroyed they lose even
more money due to missing marketplaces, banks, or temples replaced by
luxury...
At the end I have seen some AI unable to restore positive income, losing most
of the buildings in their cities, and still supporting a huge ammount of
units...

It might be a good idea to disband at least one unit supported by gold,
everytime you end turn with negative cash.


Please, tell me what do you think, because I feel those changes would be
important to get a balanced ruleset based on gold upkeep, even when I know it
is not a priority.




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