Some of the disparity, could be alleviated, I believe - if and were stored as fractions, instead of whole numbers... much like every other value is now.
With a slight change to how growth and build costs are calculated.
+1 = +1.0 / Turn
+2 = +1.5 / Turn
+X = IF (X > 2): X = X - 1
A similiar type of calculation done for
With a minor change to how much food is needed for growth, the amount of food provided by tiles could be changed, and you wind up with rough terrain that can grow slowly vs good terrain that can grow at a nominal pace.
You also get a better curve, +2 vs +1: 50% better; +3 vs +1: 100% better; +4 is 200% better, etc.
Some of the disparity, could be alleviated, I believe - if and were stored as fractions, instead of whole numbers... much like every other value is now. QUOTE]
It sounds like you would appreciate civ3 Balderstrom?
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