Radio and corruption
Radio and corruption
Maybe make radio technology reduce corruption?
Re: Radio and corruption
Why this one?
Re: Radio and corruption
I would say because it makes communication between the capital and the province quicker and easier and in a way brings the law to further reaches of the empire. There is something to the idea.
Another one I had was: television (either tech or a wonder) decreases bulb production. Or better, call it "Cable TV" or something.
Another one I had was: television (either tech or a wonder) decreases bulb production. Or better, call it "Cable TV" or something.
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Re: Radio and corruption
Sorry I wasn't explain. @Corbeau have right.Ignatus wrote:Why this one?
I also think radio mv points and vision square on foe territory should be decreased until you research radio. Why? The same reason some people think enemy units shouldn't use road bonus - there's always partisan/civilians resistance. And radio allows to send small militia to recognize territory. Satellites could also have this effect.
Re: Radio and corruption
In my opinion there is no need to decrease gold corruption, but would be nice if waste production by distance will be lower (Output_Waste_Pct = 40) thanks to certain advanced tech/building.
Currently on large maps, without decentralized gov. it is hard to maintain town far from capital, because usually there is no shields at all.
I don't mind that such outpost is not generating money/science, but not generating any shields is problematic.
Currently on large maps, without decentralized gov. it is hard to maintain town far from capital, because usually there is no shields at all.
I don't mind that such outpost is not generating money/science, but not generating any shields is problematic.
Augmented2 ruleset/modpack for freeciv2.6: http://forum.freeciv.org/f/viewtopic.php?f=11&t=91047
Re: Radio and corruption
In my opinion there is no need to decrease gold corruption, but would be nice if waste production by distance will be lower (Output_Waste_Pct = 40) thanks to certain advanced tech/building.
Currently on large maps, without decentralized gov. it is hard to maintain town far from capital, because usually there is no shields at all.
I don't mind that such outpost is not generating money/science, but not generating any shields is problematic.
Currently on large maps, without decentralized gov. it is hard to maintain town far from capital, because usually there is no shields at all.
I don't mind that such outpost is not generating money/science, but not generating any shields is problematic.
Augmented2 ruleset/modpack for freeciv2.6: http://forum.freeciv.org/f/viewtopic.php?f=11&t=91047
Re: Radio and corruption
In Sim ruleset corruption depends on distance from capital, but waste depends only on tech level. Waste is 50% by default and decreases by 1/10 after ten selected techs are discovered.
--
* Freeciv LongTurn, a community of one-turn-per-day players and developers
* LongTurn Blog - information nexus with stuff and stuff and stuff
* Longturn Discord server; real-time chatting, discussing, quarrelling, trolling, gaslighting...
* Freeciv LongTurn, a community of one-turn-per-day players and developers
* LongTurn Blog - information nexus with stuff and stuff and stuff
* Longturn Discord server; real-time chatting, discussing, quarrelling, trolling, gaslighting...