On 29 January 2013 03:01, Marko Lindqvist cazf...@gmail.com wrote:
On 29 January 2013 02:50, Jacob Nevins
0jacobnk.fc...@chiark.greenend.org.uk wrote:
Back to culture: we've got the nationality feature that doesn't do a
lot at the moment. I found this idea somewhat reminiscent of CivIV
On 2013 Jan 28, at 4:50 PM, Jacob Nevins wrote:
I wonder if there should be a minimum city size for outward migration in
some circumstances. Say, a city of size 2 is immune to international
migration, so foreign cities aren't completely disbanded -- there's a
core of people who'll never drift
On 2013 Jan 27, at 5:38 PM, Marko Lindqvist wrote:
This would weaken some of the existing concepts - sometimes
happiness rules even seem like culture rules under different name.
I think this is fine, at least until something better comes along.
Capturing cities with superior cultural
On 28 January 2013 18:25, David Lowe doctorjl...@verizon.net wrote:
On 2013 Jan 27, at 5:38 PM, Marko Lindqvist wrote:
Capturing cities with superior cultural influence
is the obvious solution, which many other games have also implemented,
but that wouldn't work well with our existing
Marko Lindqvist writes:
Yes, I think migration has fundamental design flaw in that there's
simply no way for new/small cities to defend themselves against it, so
it's impossible to found new cities near already well established
cities.
It's not completely impossible. I've had some success
On 29 January 2013 02:50, Jacob Nevins
0jacobnk.fc...@chiark.greenend.org.uk wrote:
Back to culture: we've got the nationality feature that doesn't do a
lot at the moment. I found this idea somewhat reminiscent of CivIV
culture.
I consider the two concepts separate, though in real life a lot
Freeciv is a game about civilization. This leads me often to ask from
myself What aspects of civilization we are lacking, or are modeling
inssufficiently Designers of commercial civilization games probably
think the same way, as exactly same things I've been pondering often
end to those games.