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New test game has been started earlier today + questions

Posted: Wed Dec 23, 2015 7:41 pm
by wieder
The maps size is still smaller than it should be because I accidentally modified the wrong file. The number of the tiles will be changed from 450 to 750 next time we test the game.

Some questions:

Does anyone have a very good reason why we should keep the pollution on ocean tiles? That will result with a very early global warming if we keep it that way. I have currently removed that from the game but not from the test game that's currently running.

With LT35 only spies had upkeep but apparently also diplomats have that in civ2civ3 from Freeciv 2.5. Should we keep it like that or remove upkeep from diplos?

We also have the question about science speed. Should we have slow or fast science? One way to understand this is the speed of getting gunpowder as fast as it can be done. With the fastest games th firste players have been able to get gunpowder before T50. With the slowest LT games only after T100 or around it. With LT34 the first players got it maybe around T45-T50 and fighters around T95. With tech leakage the early techs will be there really fast no matter what. With LT34 it was also possible to get techs very fast since it was an islands game and if you had no wars it was possible to put more resources on techs.

How much slower (or faster) we should get the techs in comparison to LT34 (or LT35)?

Any other unit you think that should have more upkeep or became possibly even free of upkeep?

Posted: Fri Dec 25, 2015 5:36 pm
by Corbeau
It doesn't make sense that diplomats and spies need production for upkeep at all. I've started working on a ruleset a long time ago, but got distracted from it, where upkeep doesn't depend on government, but on unit type. Also, lower production cost for armies, but higher upkeep costs (it's easy to give people weapons, but harder to keep a standing army for a long time). I came up with 5 shields and 5 coins upkeep for armour, 1 shield and 3 coins for marines etc.

But to get back on topic, I'd rather have diplomats and spies free than make them cost production to upkeep. It simply doesn't make sense.

And, when we're talking about diplomats, is there a way to make them survive "investigating city"? Because that is the only mission they die on 100%, which is utter nonsense.

Posted: Sat Dec 26, 2015 5:50 pm
by wieder
The reason why the spies had upkeep in the first place was to make them less powerful and also to discourage people to build hordes of spies prepared to wreck the enemy. This has not been a problem with diplomats.

I agree that the more advanced units should have more more upkeep. Maybe we start experimenting with this and make some few very special units to have more upkeep. I guess at least alpines could cost more to upkeep. I don't think there is a way to make diplomats to survive establishing embassies or investigating cities. That's hard coded to the game as far as I know of. It would be of course possible to replace diplomats with spies from the start.