[Freeciv-Dev] Re: (PR#2507) incite cost patch
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--- "Per I. Mathisen via RT" <rt@xxxxxxxxxxxxxx> wrote:
>
> This is Thomas' incite cost patch with my extensive modifications adapted
> to current cvs.
>
> Only one change since last time (apart from cvs adaptation): Celebrating
> cities can now be incited, but at double price. Since we also get
> stability bonuses from happy cities and bonuses from happy citizens, a
> celebrating city should be extremely expensive, yet not impossible to
> incite.
> /**************************************************************************
> - Sets the incite_revolt_cost field in the given city.
> + Returns the cost to incite a city. This depends on the size of the city,
> + the number of happy, unhappy and angry citizens, whether it is
> + celebrating, how close it is to the capital, how many units it has and
> + upkeeps, presence of courthouse and its buildings and wonders.
> **************************************************************************/
> int city_incite_cost(struct player *pplayer, struct city *pcity)
> {
> struct government *g = get_gov_pcity(pcity);
> struct city *capital;
> - int dist;
> - int incite_revolt_cost;
> + int dist, size, cost;
> if (city_got_building(pcity, B_PALACE)) {
> - incite_revolt_cost = INCITE_IMPOSSIBLE_COST;
> - } else {
> - incite_revolt_cost = city_owner(pcity)->economic.gold + 1000;
> - capital = find_palace(city_owner(pcity));
> - if (capital) {
> - int tmp = map_distance(capital->x, capital->y, pcity->x, pcity->y);
> - dist = MIN(32, tmp);
> + return INCITE_IMPOSSIBLE_COST;
> + }
You need a Civ 2 compatability option. Hah! See how it feel when you're on the
receiving end ; ) .
> + if (city_celebrating(pcity)) {
> + cost *= 2;
> + }
This is a bad idea. You should have return INCITE_IMPOSSIBLE_COST here.
It makes no sense. All the citizens are happy with your rule, yet they will
revolt for sufficient cash.
I defy you to provide one real life example of this effect. No amount of cash
will subvert a city unless there are people unhappy with the current regime.
> + /* City is empty */
> + if (unit_list_size(&map_get_tile(pcity->x,pcity->y)->units) == 0) {
> + cost /= 2;
> + }
> +
> + /* Buy back is cheap, conquered cities are also cheap */
> + if (pcity->owner != pcity->original) {
> + if (pplayer->player_no == pcity->original) {
> + cost /= 2; /* buy back: 50% price reduction */
> + } else {
> + cost = cost * 2 / 3; /* buy conquered: 33% price reduction */
> }
> }
I like this. Great addition to the gameplay. Can you add docu to the help text?
Aloha,
RK.
Waving away a cloud of smoke, I look up, and am blinded by a bright, white
light. It's God. No, not Richard Stallman, or Linus Torvalds, but God. In a
booming voice, He says: "THIS IS A SIGN. USE LINUX, THE FREE UNIX SYSTEM FOR
THE 386. -Matt Welsh
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- [Freeciv-Dev] Re: (PR#2507) incite cost patch,
Raahul Kumar via RT <=
- [Freeciv-Dev] Re: (PR#2507) incite cost patch, Per I. Mathisen via RT, 2002/12/08
- [Freeciv-Dev] Re: (PR#2507) incite cost patch, Mike Kaufman via RT, 2002/12/08
- Message not available
- [Freeciv-Dev] Re: (PR#2507) incite cost patch, Ben Webb via RT, 2002/12/09
- [Freeciv-Dev] Re: (PR#2507) incite cost patch, Mike Kaufman via RT, 2002/12/09
- [Freeciv-Dev] Re: (PR#2507) incite cost patch, Raimar Falke via RT, 2002/12/09
- [Freeciv-Dev] Re: (PR#2507) incite cost patch, Ben Webb via RT, 2002/12/09
- [Freeciv-Dev] Re: (PR#2507) incite cost patch, Reinier Post via RT, 2002/12/09
- [Freeciv-Dev] Re: (PR#2507) incite cost patch, Reinier Post via RT, 2002/12/09
- [Freeciv-Dev] Re: (PR#2507) incite cost patch, Piotr.Sulecki@xxxxxxxxxxxxx via RT, 2002/12/09
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