<URL:
http://bugs.freeciv.org/Ticket/Display.html?id=17772
>
> On Fri, 9 Jun 2006, Curtis Warren wrote:
> > Why do you think disabling rapture will help
anything?
>
> It will help make other strategies that the currently
dominant one viable.
>
> See eg http://www.mo1.dk
/blog/freeciv.html
What other strategies? The way I see it, disabling rapturing
would
just produce a different dominant strategy to replace the
current one.
> > Sure, rapturing is powerful, but this goes along
with the entire premise
> > of the game--growth is power. Even if you remove
rapture, you're still
> > going to have the growth show down, just in slow
motion.
>
> Of course.
>
> But that is like arguing against making the invincible
Superman unit less
> good, because that just goes along with the entire
premise of the game --
> you need military units to win, and you are still going
to have military
> units, just more of them ...
If lessening the superman unit doesn't do anything other
than make the
game longer, what good is it?
> > I actually think civ handled this quite nicely;
rapture was kept in
> > check through happiness, in that it was virtually
impossible to go
> > strait to republic and rapture. This happened to
have the side effect
> > that monarchy was actually used quite a bit.
>
> The happiness settings varied depending on the
difficulty setting.
>
> If you think the default happiness settings are bad,
please tell us why
> and how it should be.
Strategies in civ2 are somewhat hard to base much off of
gameplay-wise, unfortunately. It's hard to tell if the
smallpox->monarchy->grow/rapture method was a result
of game settings
or simple lack of knowledge of a better strategy.
Unfortunately, it's
hard for me to suggest anything because of this, but I can
say the
best way to play test something is to release it, as that's
really the
only time hidden strategies come out.
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