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[Freeciv-Dev] Re: (PR#2507) incite cost patch
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[Freeciv-Dev] Re: (PR#2507) incite cost patch

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To: per@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#2507) incite cost patch
From: "Davide Pagnin via RT" <rt@xxxxxxxxxxxxxx>
Date: Mon, 16 Dec 2002 09:09:34 -0800
Reply-to: rt@xxxxxxxxxxxxxx

On Sun, 2002-12-15 at 19:06, Per I. Mathisen via RT wrote:
> On Sun, 8 Dec 2002, Davide Pagnin via RT wrote:
...
> It is a separate issue because it is not necessary, neither for
> completion/sanity of code in question nor for game balance reasons. So it
> should be considered separately.
> 
> Note that I am not objecting to adding reputation loss for inciting
> friendly cities to this patch, what I am objecting to is adding subversion
> of cities as a diplomat option to this patch.

Well, my concern is to make a patch that will be easily upgraded to cope
with subvert option, in this sense I feel this is an issue related to
this patch.

> 
> > > > I suggest a general variable here like
> > > > present_unit_incite_cost
> > >> it can be boolean or numeric, and will allow/not allow to count present
> > > > in city units build cost in the incite cost.
> > >
> > > I guess a multiplication factor would be better. Zero would disallow.
> >
> > Agreed:
> > 0 : actual default factor, civ1 and civ2 ruleset
> > 1 : new proposed default factor
> >
> > perhaps 2 or more, for modpacks -- scenarios
> 
> No, I said multiplication factor. That means you multiply unit costs by
> this factor. If you multiply by zero unit costs won't be added.

Indeed, I'm right! :-)

If you multiply by zero, cost won't be added, then 0 (multiplying
factor) is actual default!

If you multiply by one, cost will be added with the weight you are
planning, then 1 is (new proposed default!)

other multiplying factors can be 2, 3, etc. 
Defined by the modpack writer!

> 
> > This variable MAY be the same for units, wonders and improvement, but If
> > we use 3 variables there is nothing wrong.
> 
> We already have different value for wonders, so this isn't possible.

Ok, than we can go with 3 different variables, and tune them for
default.

> > if (happiness_modify_incite_cost) {
> > size = MAX(1, pcity->size
> >        + pcity->ppl_happy[4]
> >        - pcity->ppl_unhappy[4]
> >        - pcity->ppl_angry[4] * 3);
> > } else {
> > size = pcity->size;
> > }
> 
> Nah, I'd rather add two more options to make it completely configurable,
> if we start going down this road then let's do it properly.

It is also my preferred option.

> 
>   - Per

One more thing, I've asked for a max_distance_cap parameter for capital
distance matter, for this patch.
And I've asked one similar cap for corruption and waste.
I think that all of them should remain separate (incite_cap,
corruption_cap, waste_cap, etc.) to let more flexibility.
I do realize that this pollute even more with variables, but if those
variables are in the ruleset, they make little hurt.

        Ciao, Davide




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