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[Freeciv-Dev] Re: (PR#4090) Limitation of the CMA
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[Freeciv-Dev] Re: (PR#4090) Limitation of the CMA

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Subject: [Freeciv-Dev] Re: (PR#4090) Limitation of the CMA
From: "ChrisK@xxxxxxxx" <ChrisK@xxxxxxxx>
Date: Thu, 1 May 2003 12:50:40 -0700
Reply-to: rt@xxxxxxxxxxxxxx

On Thu, May 01, 2003 at 08:59:39AM -0700, Raimar Falke wrote:
> On Sun, Apr 27, 2003 at 01:30:34PM -0700, ChrisK@xxxxxxxx wrote:
> > Conclusion: The CMA should tolerate uproar.
> 
> Could be done. But it looks like this is a very special feature?!

There are several situations where the shield (and food) output of a city
suddenly changes, or additonal units need upkeep, think of pollution,
occupied tiles (this is a way to bring harm to your enemy), bribing,
entering huts. You might think that in such situations, you can easily
manage your city by hand, but this is not the case (see README.cma for
details). So the only way to handle this is setting big negative
restrictions to food or shields. And this leads to loss of military units,
and sometimes settlers. As of military units, mostly ships are affected,
because they often have the biggest distance to the city.

Christian

-- 
Christian Knoke     * * *      http://www.enter.de/~c.knoke/
* * * * * * * * *  Ceterum censeo Microsoft esse dividendum.



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