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[Freeciv-Dev] Re: [FreeCiv-Cvs] jjm: Fixes city_turns_to_build() to cons
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[Freeciv-Dev] Re: [FreeCiv-Cvs] jjm: Fixes city_turns_to_build() to cons

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To: mike_jing@xxxxxxxxx
Cc: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: [FreeCiv-Cvs] jjm: Fixes city_turns_to_build() to consider the 1 s...
From: Tony Stuckey <stuckey@xxxxxxxxxxxxxxxxx>
Date: Mon, 31 Jan 2000 20:26:58 -0600

On Mon, Jan 31, 2000 at 08:11:25PM -0500, Mike Jing wrote:
> >From: David Pfitzner <dwp@xxxxxxxxxxxxxx>
> >To: freeciv-dev@xxxxxxxxxxx
> >Subject: [Freeciv-Dev] Re: [FreeCiv-Cvs] jjm: Fixes 
> >Date: Tue, 1 Feb 2000 11:01:22 +1100 (EST)
> >
> >I'm pretty sure that in Civ1 if a city's shield production is 0
> >then you do still get 1 added to the current production each turn
> >(no idea about Civ2).  This probably explains why this is in the
> >code, since freeciv was originally based on Civ1 before moving
> >towards Civ2.  (Ie, may want to use civ_style.)
> 
> Hmm... we are back to square one.  Guess I should get hold of a copy of Civ1 
> and Civ2...  Anyway, I will now leave this problem to the experts.

        I just ran several turns in Civ1.  A city on a Grassland (no
shield) and an Ocean square produces no shields whatsoever.
        Civ2 guarantees that a city center square will produce at least 1
food and 1 shield.
-- 
Anthony J. Stuckey                              stuckey@xxxxxxxxxxxxxxxxx
"And they said work hard, and die suddenly, because it's fun."
        -Robyn Hitchcock.

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