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[Freeciv-Dev] Re: auto settlers rework
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To: pc-freeciv1@xxxxxxxxxxxxxx
Cc: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: auto settlers rework
From: Paul Zastoupil <paulz@xxxxxxxxxxxx>
Date: Tue, 22 Jan 2002 09:35:52 -0800

On Mon, Jan 21, 2002 at 11:54:27AM -0500, pc-freeciv1@xxxxxxxxxxxxxx wrote:
> In playing Freeciv, I've run into one thing that I think really should be
> reworked: The auto-settler code.  Looking at the current code, each settler
> looks for work to do.  I think that it would make more sense to instead
> have each city create a list of work that needs to be done, and the
> settlers could seek a city that has work to be done.
> 
> So each city would have a map of what its terrain should look like, given
> unlimited settler time.  It could then assign a value to each change.  The
> overall value for the city would be largest such individual value.  This
> value would need to be recomputed anytime a settler begins work in the
> city.
> 
> Similarly, there would be a value for connecting a city to its neighbors
> with roads or railroads.
> 
> Once the initial change has been made, a new tab could be added to the city
> window showing the goals for the city.  This would be a view of the city
> with all worklist items completed, all settler activity completed, and the
> population maximized (up to a zero or negative one food value).  From here,
> the player could make changes to the goals.  For example, a plains could be
> changed to a grassland to stabilize the population (food value of zero at
> max population), avoid pollution from overproduction, or such.  If the
> worklist includes the construction of units, those units could be given
> orders to sentry, fortify, or auto-attack.
> 
> Eventually, default goals could be created, much like worklists today.  The
> default goals would include things like what to do with swamps (irrigate to
> grasslands or transform to ocean), taking into account specails, such as
> never transforming an oasis.
> 
> The goal should be to be able to create a city and never have to look at it
> again, provided that it is not involved in combat, and yet have the city do
> pretty much exactly what you want it to do.
> 
> Unfortunately, I don't have time to contribute to this, beyond suggesting
> the idea.

Actually, having a tab in the city window reminded me of how Civ:CTP does
improvements.  That would be an interesting blend of the two styles.  A
sort of worklist for settlers.

Is anyone REALLY bored at the moment? ;)

-- 
Paul Zastoupil


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