This is the mail archive of the
xconq7@sources.redhat.com
mailing list for the Xconq project.
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.