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[Freeciv-Dev] Re: Civ 2 style happiness (PR#1436)
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[Freeciv-Dev] Re: Civ 2 style happiness (PR#1436)

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To: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: Civ 2 style happiness (PR#1436)
From: Christian Knoke <chrisk@xxxxxxxx>
Date: Sat, 11 May 2002 22:37:31 +0200

On Sat, May 11, 2002 at 04:08:43PM -0400, Ross W. Wetmore wrote:
> 
> I'm not sure you can "take specialists" from any category. The code
> recomputes happiness based on luxury, improvements, wonders and units
> effects, I believe. Only workers produce the basic trade. And the
> various ppl_happy counts get filled in and adjusted by the computation.
> 
>   pcity->luxury_total += (pcity->ppl_elvis * 2);
>   pcity->science_total += (pcity->ppl_scientist * 3);
>   pcity->tax_total +=
>       (pcity->ppl_taxman * 3) + get_city_tithes_bonus(pcity);
> 
> Elvis boost luxury, scientists research and taxmen income from the
> trade.
> 
> So, elvis specialists will improve the happiness levels while the
> others don't. Your comments seem incorrect in this regard. Do you
> have an explicit example to explain what you want to change here?

In a current game I have a city size 11, with a temple. I have
tax = 100% and Michelangelo's. Without specialists I have 3 unhappy
people here. CMA creates 3 scientists, and now I have 8 content, 3
scientists. No elvises are needed to make the unhappy happy. It's
too easy IMO.

> 
> Another way to do this would be to ignore the elvis contribution to
> luxury and do an explicit elvis changes blort people to blah people
> at a later stage.
> 
> But I don't think this is necessry or advisable.
> 
> Cheers,
> RossW
> =====

Christian

-- 
Christian Knoke     * * *      http://www.enter.de/~c.knoke/
* * * * * * * * *  Ceterum censeo Microsoft esse dividendum.



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