[Freeciv-Dev] Re: (PR#5672) Changing production categories when having t
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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.
[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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