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[Freeciv-Dev] (PR#7045) Double trade route revenue
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[Freeciv-Dev] (PR#7045) Double trade route revenue

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Subject: [Freeciv-Dev] (PR#7045) Double trade route revenue
From: "Arnstein Lindgard" <a-l@xxxxxxx>
Date: Fri, 5 Dec 2003 05:00:29 -0800
Reply-to: rt@xxxxxxxxxxx

<URL: http://rt.freeciv.org/Ticket/Display.html?id=7045 >

Proposal to change a game variable:

Nobody's using caravans for trade routes, so I say we
double the profit.

The reasons are;

1. It provides builders a way to compete better without imposing
   draconian limitations on the warmongers.

2. We don't need another server option.

3. Since trade routes affect base trade, the usefulness of buildings
   like Marketplace will increase automatically. Then we won't need
   non-civ-ish patches that give Marketplaces 100% bonus instead of
   the normal 50%.

4. I have tried out a builder strategy of maximizing a city (size 12):

     - The Colossus
     - 4 trade routes
     - Harbor
     - Marketplace
     - Library
     - Temple
     - Aqueduct

The shields and time cost of creating this city can be converted to
settlers. The trade output of the big city is not bigger than the
output of the smallpox cities that you could build for the same
effort. Therefore, trade route output must increase.


Arnstein

--- freeciv/common/city.c       Fri Nov 28 21:37:08 2003
+++ traderoute/common/city.c    Fri Dec  5 13:51:28 2003
@@ -929,7 +929,7 @@
   int bonus = 0;
 
   if (pc1 && pc2) {
-    bonus = (pc1->tile_trade + pc2->tile_trade + 4) / 8;
+    bonus = (pc1->tile_trade + pc2->tile_trade + 4) / 4;
 
     /* Double if on different continents. */
     if (map_get_continent(pc1->x, pc1->y) !=

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