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advances.g production rate


Here are my changes to slow down production in advances.g (as
discussed on this list in recent weeks).  It isn't the be-all and
end-all patch, but I have played it and it seems to help.

I'd suggest checking this in and we can play with it more later.  But
I thought I should ask first...

2001-03-04  Jim Kingdon  <kingdon@panix.com>

	* lib/advances.g: Set cp of most units to 50; 100/300 for facilities;
	more for the fancier combat units.
	(unit-consumption-per-size): Add comment about increasing this.
	(unit-consumption-to-grow): Increase from 10 to 60; city growth
	had been artificially fast for debugging.

Index: lib/advances.g
===================================================================
RCS file: /cvs/xconq/xconq/lib/advances.g,v
retrieving revision 1.18
diff -u -r1.18 advances.g
--- advances.g	2001/02/23 06:49:37	1.18
+++ advances.g	2001/03/06 04:44:50
@@ -876,10 +876,16 @@
 
 ;;;	BUILDING AND CONSTRUCTION
 
+(add u* cp 50)  ; Most units are this much
+(add horsemen cp 100)
+(add (cavalry war-carts chariots) cp 200)
+(add elephants cp 400)
+(add phalanx cp 600)
+(add legion cp 800)
 
-(add u* cp 10)				;	Most units cost 10 cp.
 (add places cp 1)			;	Must be 1 to permit colonizers to build them.
-(add facilities cp 20)			;	Facilities cost 20 cp.
+(add (stockade granary temple workshops) cp 100) ; marketplace
+(add (city-walls ziggurat school palace) cp 300) ; forum
 
 (table advance-needed-to-build
 
@@ -990,12 +996,15 @@
 	((sea lake) ideas 3)
 )
 
+; Don't set this to 2, or the AI won't create any cities.
 (table unit-consumption-per-size	;	Defaults to zero!
-	(places food 1)				;	Maintenance costs 1 food unit per size unit.
+	; Maintenance costs this many food units per size unit.
+	(places food 1)
 )
 
 (table unit-consumption-to-grow	;	Defaults to zero!
-	(places food 10)				;	Size increase costs 10 stored food units.
+	; Size increase costs this many stored food units per size unit.
+	(places food 60)
 )
 
 (table unit-consumption-per-cp		;	Defaults to zero!


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