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To: ue80@xxxxxxxxxxxxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#5672) Changing production categories when having to much shields
From: "Christian Knoke" <chrisk@xxxxxxxxx>
Date: Sat, 13 Sep 2003 07:29:43 -0700
Reply-to: rt@xxxxxxxxxxxxxx

On Thu, Sep 04, 2003 at 03:32:27AM -0700, Thomas Strub wrote:
> On Thu, Sep 04, 2003 at 03:17:40AM -0700, Christian Knoke wrote:

> > > b) 
> > > Building settler (1000 stock)
> > > changing to warrior (1000 stock)
> > > next round warrior build (990 stock)
> > > building magellan from worklist (990 stock) + 1 warrior
> > > 
> > > Why is b) not a bug?
> 
> Why is b) not a bug?

Because you have worked hard for each single shield in the stock. You just
time shift the production into the future, which is a drawback in most
cases.

> > - A more realistic example is building a tank, then switching to a rifleman.
> >   The shield difference then is 80 to 40. Note, that warriors obsolete very 
> >   early. - Or, building a collosseum, and switching to a harbour. There are
> >   not so many shields usually that can be taken over to the next item.
> 
> Ok you build a tank, have 70 shields and then switch to a rifle, you
> need 40 shields for the riflemen and after that you have 
> 
> a rifle
> 30 shields left from tank-production
> ~5 shields production from the last round
> 
> What should happen to the 30 shields from the tankproduction when you:
> a) build another unit
> b) switch to an improvement or a wonder

Full shields are used in the next production item.

> > Can we agree, at least, that we're talking of a rule change, not a bug?
> 
> I think we are speaking about 2 different things.

Possible. :)

Christian

-- 
Christian Knoke          * * *          http://www.cknoke.de
* * * * * * * * *  Ceterum censeo Microsoft esse dividendum.



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