Wahazar wrote:Some my toughs after playing LT48:
I noticed flaw related to the following topics: 1. CityBuster flag, 2. city defense bonus, 3. unique migrants, 4.science/town cost instead unhapiness step
These topics all goes together, even if it seems that they are unrelated
Why migrants are unique? Because you can add them without limit, and you need to add them to handle science costs (make big towns from small ones)
And because city defense grow with city size, instead of standard 8 size step
Standard freeciv city have 50% defense bonus (hardcoded) + 50 or 100% from ruleset. In such case, CityBuster flag nullify this 100%
In case of LT48, fortified unit on the field is more durable than same unit in city below 5
And fortified unit in Fort is superior than this in any city
In conclusion, some factors need to be refactored.
Either Citybusterflag, or all this linear defense+unique migrants+mindist=0+no unhappy step+town count tech costs
In my opinion, I would throw away this second part
Converting from swarm of cities to large cities is very tedious. And there is lack of tools to maintain dense array of cities, for example it is hard to guess, which tile belongs to which city
Let's check point by point.
I noticed flaw related to the following topics: 1. CityBuster flag, 2. city defense bonus, 3. unique migrants, 4.science/town cost instead unhapiness step
These topics all goes together, even if it seems that they are unrelated
Why migrants are unique? Because you can add them without limit, and you need to add them to handle science costs (make big towns from small ones)
Why? In oredr to prevent stockpiling them outside and then building a city from nothing to size 20 in one turn which makes no sense whatsoever from realistic point of view. However, I'm reconsidering this and try instead having Migrants create 3 or more unhappy citizens. Then stockpiling them would be much more difficult. Comments are welcome.
However, even with unique migrants, if you want to disband a city in a hurry, you can always use Settlers. Yes, you don't get the population point back, but that's an acceptable penalty if the point was to get rid of a city.
And because city defense grow with city size, instead of standard 8 size step
Standard freeciv city have 50% defense bonus (hardcoded)
What do you mean? 50% defense bonus isn't hardcoded. The only thing hardcoded (I think) is the feature that a unit in a city is automatically fortified.
+ 50 or 100% from ruleset. In such case, CityBuster flag nullify this 100%
In case of LT48, fortified unit on the field is more durable than same unit in city below 5
And fortified unit in Fort is superior than this in any city
In conclusion, some factors need to be refactored.
Point taken. Will consider. Although, units in a fort
should be superior in defense to those in cities because forts are made for defense, cities aren't.
Either Citybusterflag, or all this linear defense+unique migrants+mindist=0+no unhappy step+town count tech costs
In my opinion, I would throw away this second part
Actually, a lot of the second part is a part of the main point of the Sim Ruleset, especially tech upkeep based on number of cities, at least until there is a fix that allows tech upkeep based (also) on population.
Converting from swarm of cities to large cities is very tedious.
Actually, I found that to be one of the more interesting parts: strategic social management.
And there is lack of tools to maintain dense array of cities, for example it is hard to guess, which tile belongs to which city
By sheer accident I found something that helps with this, but I can't completely recall what it was. Alt-Shift-leftclick or something like that, when you click on a city it shows which tiles are worked by this city. I wonder how many such neat interface tricks are hidden away