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[Freeciv-Dev] Re: [CMA 2.3] A few comments
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[Freeciv-Dev] Re: [CMA 2.3] A few comments

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To: Daniel L Speyer <dspeyer@xxxxxxxxxxx>
Cc: Raahul Kumar <raahul_da_man@xxxxxxxxx>, Tony Stuckey <stuckey@xxxxxxxxxxxxxxxxx>, freeciv development list <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: [CMA 2.3] A few comments
From: Raimar Falke <hawk@xxxxxxxxxxxxxxxxxxxxxxx>
Date: Wed, 10 Oct 2001 08:59:25 +0200
Reply-to: rf13@xxxxxxxxxxxxxxxxxxxxxx

On Tue, Oct 09, 2001 at 09:22:16PM -0400, Daniel L Speyer wrote:
> On Tue, 9 Oct 2001, Raahul Kumar wrote:
> 
> > 
> > --- Tony Stuckey <stuckey@xxxxxxxxxxxxxxxxx> wrote:
> > > On Tue, Oct 09, 2001 at 02:26:13AM -0700, Raahul Kumar wrote:
> > > > 
> > > > #define MAX_CITY_SIZE                                   30
> > > > 
> > > > In Freeciv cities can reach city size 35. Make it 40 to be on the safe
> > > side.
> > > 
> > >   Higher.
> > >   40 is also a possible city size.  Unlikely, but possible.  Going
> > > over 40 requires massive special terrain help.
> > > -- 
> > 
> > Well, what is the math on this? What terrain tiles produce the most food,
> > with irrigation and supermarket? 
> 
> I think it's ocean/fish/harbour jungle/fruit and plains/wheat/irrigation
> (all yield 4).  Combine this with an altered setting of granarysize,
> remember that the city doesn't have to *stay* that big, add in granary,
> supermarket, etc., ignore alternate topologies that could get really
> weird, and we get...  a lot!
> 
> Just make it high enough that some future ruleset designer can create tech
> replicaters without segfaulting. :)

There is no problem setting the MAX_CITY_SIZE higher. It just costs
more memory for the cache.

        Raimar

-- 
 email: rf13@xxxxxxxxxxxxxxxxx
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