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Re: [Freeciv-Dev] Re: freeciv suggestions
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Re: [Freeciv-Dev] Re: freeciv suggestions

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To: don@xxxxxxxxxxxx, freeciv-dev@xxxxxxxxxxx
Subject: Re: [Freeciv-Dev] Re: freeciv suggestions
From: Tony & <stuckey@xxxxxxxxxxxxxxxxx>
Date: Fri, 22 Jan 1999 10:55:31 -0600

On Fri, Jan 22, 1999 at 08:29:49AM +0100, don@xxxxxxxxxxxx wrote:
> I know that which unit is disbanded can affect other operations or
> calculations, but given that the entire turn-done process happens only after
> I press the turn-done button, it can't be that time critical, can it? Or maybe
> make all other decisions as if the problem didn't exist, until as a result of
> the "choose", suddenly unit(s) disappear. I was thinking of a popup window
> that says "one of units A, C, or D must be disbanded. Choose." where A, C, and
> D is the set of units which are overextending or whatever. Barring that, how
> about a priority system, where "lesser" units are preferred for selection for
> being disbanded. It could be by cost or an arbitrary table of military value.

        I beleive that both Civ1 and Civ2 document that the unit
farthest from the city is disbanded.  I don't know what they do if all
supported units are actually in the city.

> I presume different units put different loads on cities; it could get
> complicated if disbanding one small unit wouldn't solve the problem but
> disbanding one big unit would. In that case, cost would not necessarily be
> what makes the player happy; I'd rather lose three riflemen than one armor,
> because riflemen are weak immobile chumps. But that's my opinion.

        Most units place the same load.  The only real differences are air
units, which sometimes place heavier loads, and settlers.  Diplomats, spies
and caravans never cause load.
-- 
Anthony J. Stuckey                              stuckey@xxxxxxxxxxxxxxxxx
"When I was young, the sky was filled with stars.
 I watched them burn out one by one."  -Warren Zevon


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