URL: <http://gna.org/bugs/?19589>
Summary: New tech upkeep style Project: Freeciv Submitted by: bardo Submitted on: mié 28 mar 2012 06:18:07 GMT Category: rulesets Severity: 1 - Wish Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: Discussion Lock: Any Operating System: None Planned Release: _______________________________________________________ Details: After some time testing this optional rule, I have not found any way to use it in a satisfactory way. However, I think it could become a very useful rule if the total tech upkeep were multiplied by the number of cities of the player. The current tech upkeep is a fixed value. For example, you can set it so the player pays 100 science bulb per turn when he has researched all the available technologies. The problem with such fixed values is that it is negligible for advanced players that use to produce thousands of bulbs at that time, while the same value could break the science production of weaker players, mainly the AI in single player games. I suggest to add a new "tech_upkeep_style" where the total upkeep (currently calculated as: <Cost of technology> / tech_upkeep_divider + tech_upkeep_free) is multiplied at the end by the number of cities of the player. This way, the tech upkeep would affect players in the same scale than the building upkeep. For example, if an advanced civilization (tech upkeep = 10 per city) conquers a barbarian city (no buildings, and low science production = 5), then the new city will need no building upkeep, but the tech upkeep makes this city worthless until you have built some science improvements and the science production of the city can be greater than the tech upkeep of your civilization. Such rule would allow: 1- If a player conquers a lot of cities without building science improvements, these new cities would cost more science than they produce, and the total tech upkeep could cause a technological collapse (lost of some techs until the global upkeep is fit again). This collapse can be easely avoided by waiting to develop the new cities before you conquer new ones. The tech upkeep would represent the max rate at which you can "romanize" other cultures. 2- The effect would not be dependant on the size of the map or the number of players, because it is not a fixed upkeep, but a value per city. 3- The effect would affect more to the most advanced players with the most cities, while weaker players with few cities are hardly affected. 4- This rule could be used to keep players from selling the science buildings (libraries, etc) when they are close to finish the tech tree, because those buildings would be needed to upkeep the current technology, specially if you plan to conquer many poor cities in a short time. If tech upkeep does not depend on number of cites, an advanced civilization can easely pay it with 10% of the trade, even without libraries/universities, while weaker civilization could not pay it. Thanks for reading :) _______________________________________________________ Reply to this item at: <http://gna.org/bugs/?19589> _______________________________________________ Mensaje enviado vía/por Gna! http://gna.org/ _______________________________________________ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev