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[Freeciv-Dev] Specialist effect against unhappiness (PR#766)
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[Freeciv-Dev] Specialist effect against unhappiness (PR#766)

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To: freeciv-dev@xxxxxxxxxxx
Cc: bugs@xxxxxxxxxxxxxxxxxxx
Subject: [Freeciv-Dev] Specialist effect against unhappiness (PR#766)
From: nightmare@xxxxxxxxxx
Date: Sat, 5 May 2001 09:04:46 -0700 (PDT)

Full_Name: Davide Pagnin
Version: 1.11.5 CVS
Distribution: Built from source
Client: Gtk+
OS: Linux - Redhat 6.2
Submission from: (NULL) (193.205.82.22)


        Hi All!

I want to point your attention to another problem I've found. The way 
specialists are counted towars unhappiness generation/control.

The best way to explain what I mean is to make an example. 
We have a city of dimension 8. Unhappysize is set to 4. Cityfactor is 12. 
Government is monarchy. Empire_size_inc is 0. We have 3 phalanx in the city.
This results in 7 content citizens and 1 unhappy.

If you make him a specialist, even a scientist or a taxman, your happiness
problems are resolved!

This isn't correct (for me, take a look on civ II and you'll see!), the 
specialist have to be taken first from content citizens and after all of 
them have been considered, can be taken from an unhappy citizens.

This means that in our example, making 1 scientist or taxman, don't solve
the happiness problem at all! You have 2 way to solve the problem, make
an entertainer, that produces 2 luxury and thus one more content citizen, 
or make 4 more specialists, if you can!

        Ciao, Davide



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