Complete.Org: Mailing Lists: Archives: freeciv-dev: November 2002:
[Freeciv-Dev] Re: RFC: new implementation of island numbering
Home

[Freeciv-Dev] Re: RFC: new implementation of island numbering

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: Freeciv Developers ML <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: RFC: new implementation of island numbering
From: Davide Pagnin <nightmare@xxxxxxxxxx>
Date: 11 Nov 2002 14:21:52 +0100

On Mon, 2002-11-11 at 01:07, Alan Schmitt wrote:
> * Mike Kaufman (kaufman@xxxxxxxxxxxxxxxxxxxxxx) wrote:
> > if you found two cities as so and create a trade route between them, you
> > will get the benefit of a trade route between separate continents, even if
> > you're reasonably sure that the two cities are sitting on the same
> > continent.
> 
> Well, I don't think it's too bad ... If the land from one city to
> another has not been discover, it means the trade route must go by sea,
> and I don't see why it shouldn't be less profitable. (I'm taking a
> "realistic" point of vue, I guess).

The problem is that the player is exploiting the facts that he 'knows'
that the two cities are on the same island but he 'don't knows' that
from the client geography point of view.

From a realistic point of view I don't know.
It's hard to find in history, such 'example'.

I can just say that, if no 'land' route is viable to join the two
cities, then the trade route should be more profitable.
But realistically, all 'possible' route are tried before saying that no
other can be used.
Thus It can be true the contrary, I mean, when you make the traderoute
between the 2 cities, a 'land' path is uncovered from the two cities.
And this should apply only if that path isn't inside enemy or neutral
territory.

> 
> Alan Schmitt
> 
> 
> -- 
> The hacker: someone who figured things out and made something cool happen.
> 
> 

        Ciao, Davide




[Prev in Thread] Current Thread [Next in Thread]