Re: [Freeciv-Dev] struct government + AI
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Peter Schaefer (schaefer@xxxxxx) wrote:
> BTW, is it possible to assign an empire size to a government ?
> Empire size as in a modificator to the city factor .. .
There already is such a factor, but it's implicit:
int content_citizens(struct player *pplayer)
{
int cities = city_list_size(&pplayer->cities);
int content = game.unhappysize;
int basis = game.cityfactor - (G_DEMOCRACY - pplayer->government);
if (cities > basis)
content--;
return content;
}
I pointed out the problems with this code a while back; there may still
be other places where government values are hard-coded. I haven't
looked at Sune's patches in great detail, so he(?) may have fixed this
along with other things.
If it doesn't, then I'd love to see this (G_DEMOCRACY - X) value moved
into a "government struct", and preferably into a ruleset file.
--
Greg Wooledge | Distributed.NET http://www.distributed.net/
wooledge@xxxxxxxxxxx | because a CPU is a terrible thing to waste.
http://www.kellnet.com/wooledge/ |
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