OK. Since the scouting percentages seem somewhat more likely to be game
independent, I'll start with that on my next game.
Documenting the Monarch's taxing behavior seems like a much more
complicated exercise, since I assume it depends on variables like how
frequently you trade with Europe, what goods you trade, etc. But I'll see
what I can do.
Is there any reason to believe that taxation is affected by nation, e.g.
that the King of England taxes differently than the King of France? I
don't recall that from the original game and don't know that it would be a
good idea from a game balance perspective, but it would be good to be able
to eliminate at least one variable from the equation...
On Mon, Jan 14, 2013 at 4:30 AM, Michael T. Pope <mp...@computer.org> wrote:
> On Sun, 13 Jan 2013 11:58:45 AM Russell Steinthal wrote:
> > So as mentioned on the list a week or two ago, I do in fact have a set of
> > working Col1 disks and now that I have a $20 USB 3.5" floppy drive, I
> have
> > Col1 working under DosBox emulation.
>
> Already with effect. Now that we have confirmation of the correct
> behaviour, I
> coded up a fix for BR#1513 at lunch time today. Should be in trunk Real
> Soon
> Now.
>
> > Several of them (e.g. #1554 and #1903) request quantitative information
> on
> > the AI behavior of the Col1 engine (in those cases, scouting
> probabilities
> > and taxation, respectively). I'll try to keep notes in my next test
> game,
> > but a threshold question is which Col1 difficulty level we're trying to
> > emulate?
>
> Unfortunately: all of them. OTOH, given we often have either no
> information
> or disputed information, we are happy to get anything reasonably clear that
> can guide the coding direction.
>
> Cheers,
> Mike Pope
>
>
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