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[Freeciv-Dev] Re: [PATCH] city_landlocked_sell_coastal_improvements gene

[Freeciv-Dev] Re: [PATCH] city_landlocked_sell_coastal_improvements gene

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To: freeciv-dev@xxxxxxxxxxx
Cc: bugs@xxxxxxxxxxxxxxxxxxx
Subject: [Freeciv-Dev] Re: [PATCH] city_landlocked_sell_coastal_improvements generalisation (PR#1105)
From: Christian Knoke <chrisk@xxxxxxxx>
Date: Sat, 31 Aug 2002 09:16:20 +0200

On Fri, Aug 30, 2002 at 06:26:36PM -0700, Per I. Mathisen wrote:
> On Tue, 21 May 2002, Ben Webb wrote:
> >     Here's a modified version of the landlock patch. It now uses the
> > "nice" impr_type_iterate macro to iterate through all improvements (in a
> > recently-landlocked city) that are candidates for auto-selling. The
> > logic is a little more general now; previously when a city became
> > landlocked, only buildings that required Ocean tiles were sold, whereas
> > now buildings that require one of a selection of terrain types (e.g.
> > terr_gate = "River", "Ocean") are also sold if the removal of Ocean
> > tiles now means thatnone of the terrain types are available.
> Why should this be done automatically? And if it should be done
> automatically, why should it be sold and not lost without compensation?

I think this is a goog idea. To have port facilities e.g. in landlocked
cities is quite confusing. (You might want to build ships there ...).
To have a harbour there is simply wrong. So we help the player a bit
and sell it (like we sell barracks II in mobile warfare). And compensation?
Yes, of course, otherwise the expierienced player sells it before the
terrain change, and the newbie is kicked in the ...

> (This would be nice for the AI, though.)
> Yours
> Per


Christian Knoke     * * *
* * * * * * * * *  Ceterum censeo Microsoft esse dividendum.

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