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Re: fixes to advance.g


> Well, yeah, something needs to be done about construction.

OK, try #1 was to nuke acp-independent and set "(add places
acp-per-turn 1)".  This was basically a failure.  One gets the same
kind of exponential growth in units, it is just that the currency is
the number of cities rather than ore (and ore becomes completely
irrelevant, although I didn't try also tweaking
unit-consumption-per-cp).  Interestingly, the AI seems particularly
bad at this one (either that or I'm just getting better at advances.g
in general).

Try #2 will be to set unit-consumption-per-cp to 5 or 10.

Try #3 will be to set base-consumption of all units to 1 food, the
in-length on movers to a positive value (9999?), and the out-length on
cities to the same.  Note no in-length on cities; don't want to share
food and ore around.  This is an attempt to implement Stan's
suggestion of how (pay)CivII does it.

Idea #4 is the same as #3, but with a new material instead of food.


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