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[Freeciv-Dev] Re: (PR#2918) Changing from production to coinage
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[Freeciv-Dev] Re: (PR#2918) Changing from production to coinage

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Cc: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#2918) Changing from production to coinage
From: "ue80@xxxxxxxxxxxxxxxxxxxxx via RT" <rt@xxxxxxxxxxxxxx>
Date: Tue, 28 Jan 2003 11:18:45 -0800
Reply-to: rt@xxxxxxxxxxxxxx

On Mon, Jan 27, 2003 at 11:21:04PM -0800, ChrisK@xxxxxxxx via RT wrote:
> On Mon, Jan 27, 2003 at 02:58:29PM -0800, ue80@xxxxxxxxxxxxxxxxxxxxx via RT 
> wrote:
> > 
> > Hi,
> > 
> > > This is not a normal improvement.  Instead, setting a city's
> > > production to Coinage means its shield production is converted to
> > > tax output (money, coins!).  
> > 
> > i read it as: "all shields give coins now." 
> > But in the current game the produced shields will disappear without
> > giving gold (money). Think this should be updated in the server.
> 
> This is new to me, but I presume you're right, this is a bug and should be
> fixed.
> 
> > Already
> > produced shields should give some money (for example 2 shields 1 coin) 
> > too.
> 
> Here I disagree. I think it was intended to have 1 shield = 1 coin.
> We have introduced coinage to avoid micromanagement for cities =
> building some improvements and then selling them when they're ready,
> which gives 40 gold for a temple.

1 gold for 1 shield.
Patch attached.

Thomas 

diff -u -r1.202 cityturn.c
--- server/cityturn.c   2003/01/09 02:36:37     1.202
+++ server/cityturn.c   2003/01/28 19:15:19
@@ -910,7 +910,7 @@
 
   if (pcity->currently_building == B_CAPITAL) {
     assert(pcity->shield_surplus >= 0);
-    pplayer->economic.gold += pcity->shield_surplus;
+    pplayer->economic.gold += pcity->before_change_shields;
     pcity->before_change_shields = 0;
     pcity->shield_stock = 0;
   }

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