[Freeciv-Dev] Re: (PR#5672) Changing production categories when having t
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Christian Knoke wrote:
> On Tue, Sep 02, 2003 at 01:39:49PM -0700, Jason Short wrote:
>
>>[ue80@xxxxxxxxxxxxxxxxxxxxx - Mon Sep 1 18:51:48 2003]:
>>
>>
>>>Set production in a size 1 city to settlers. Wait until you have 200
>>>shields, change the production to warrior and set the next item in the
>>>worklist to foo (foo item from improvement/wonder) You get the warrior
>>>and have ~ 190 shields for the wonder or improvement. That shouldn't be
>>>possible. You should lose 95 shields when doing that.
>>
>>As discussed in a separate thread, I think this is a bug. The
>>unpenalized shields you get to use the turn after building something
>>should be restricted to just those shields produced on the last turn
>>when it was built.
>>
>>So if you have 196 shields and change your production to warrior, with a
>>surplus of 4, then you'll end up next turn with 190 shields (196+4-10)
>>and you'll still be making a warrior. But if you change to a wonder,
>>186 of these shields will be penalized (at 50%) so you'll end up with
>>just 97 shields.
>
>
> I don't think that the current behaviour is a bug.
>
> When you are building a factory, collect a hundred shields, and then switch
> to Barracks III when they become available, you're having a leftover of 60
> shields. But you have worked for each of them. All what you are doing is
> delay a decision (what's being built). That means that the outcome of the
> improvement is also delayed, which is, in a growing civilization, always a
> disadvantage. It's like putting money on a bank account: you gain
> flexibility, but you loose profit.
>
> If you penalize the change of production in the suggested way, you make it
> harder to build a well-structured civilization, because there is less
> flexibility. It will also be frustrating for the player to loose his shields
> in a way that is not thoroughly transparent.
>
> Note, that this will also encourage smallpoxing, because it has no effect
> when only units are built.
But it also has no effect when only improvements are built...
> It also lacks some realism. If at all, you have to penalize the change in
> production from one improvement to another, too. A factory is not easily
> usable as barracks.
Well, the concept that you can change production targets at all lacks
realism. But this particular added penalty seems realistic to me.
> Unit production will be often upgraded. You can produce tanks, and switch to
> howitzers when available. The loss of the exceeding shields is unnecessary
> and unmotivated.
You only lose them when switching between production classes (currently
improvments, wonders, and units).
> The case of a city size 1 with zero food surplus producing infinete shields
> is clearly an extremum, even when I don't think this is used as an effective
> strategy. It's probably more effective to let that city grow to size 3
> first. But the 'surprise' effect can be negative. This case can be addressed
> by not allowing a city's shield stock to grow over the production target's
> costs. It is the only case where the shield stock can exceed that limit.
True. Is this a better solution? It would have a much bigger impact on
gameplay (now the penalty is 100% instead of 50%).
jason
- [Freeciv-Dev] (PR#5672) Changing production categories when having to much shields, ue80@xxxxxxxxxxxxxxxxxxxxx, 2003/09/01
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- [Freeciv-Dev] Re: (PR#5672) Changing production categories when having to much shields, ue80@xxxxxxxxxxxxxxxxxxxxx, 2003/09/04
- Message not available
- [Freeciv-Dev] Re: (PR#5672) Changing production categories when having to much shields, Christian Knoke, 2003/09/04
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- [Freeciv-Dev] Re: (PR#5672) Changing production categories when having to much shields, ue80@xxxxxxxxxxxxxxxxxxxxx, 2003/09/04
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- [Freeciv-Dev] Re: (PR#5672) Changing production categories when having to much shields, Christian Knoke, 2003/09/13
[Freeciv-Dev] (PR#5672) Changing production categories when having to much shields, Jason Short, 2003/09/05
[Freeciv-Dev] (PR#5672) Changing production categories when having to much shields, Jason Short, 2003/09/05
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