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[freeciv-ai] Re: (PR#7007) CM speedup patch: pruning on primary stat pro
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[freeciv-ai] Re: (PR#7007) CM speedup patch: pruning on primary stat pro

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To: bh@xxxxxxxxxxxxxxxxxxx
Subject: [freeciv-ai] Re: (PR#7007) CM speedup patch: pruning on primary stat production
From: "Billy Naylor" <banjo@xxxxxxxxxx>
Date: Wed, 21 Jul 2004 03:11:42 -0700
Reply-to: rt@xxxxxxxxxxx

<URL: http://rt.freeciv.org/Ticket/Display.html?id=7007 >

On Tue, 2004-07-20 at 07:17, Per Inge Mathisen wrote:
> <URL: http://rt.freeciv.org/Ticket/Display.html?id=7007 >
> In Moo2 and MoM (don't remember Moo1), specialists produced the food and
> the shields. In MoM, all tiles within city radius automatically gave some
> bonuses to a city's production in percentages. Moo1 and Moo2 did not have
> city tiles at all, only specialists.
> 
> It may be possible to incorporate all these into CM somehow, but I suspect
> at the expense of some speed.
> 
>   - Per
> 
> PS The MoM model is very nice. No fiddling with placing individual workers
> around, which is a micromanagement activity which really scales poorly
> when you do it manually. All tiles are used automatically, making smallpox
> much less interesting.
> 

i also like the Colonization model, where citizens could also
work in buildings, to produce specialized items.

and a specialist like a Lumberjack would produce more timber
from a forest, than an ordinary worker

of course Colonization (which runs fine in dosbox), uses citizens
to make military units, and has a complex production model.




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