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[Freeciv-Dev] (PR#941) [Wishlist] Traderoutes
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[Freeciv-Dev] (PR#941) [Wishlist] Traderoutes

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To: ChrisK@xxxxxxxx
Subject: [Freeciv-Dev] (PR#941) [Wishlist] Traderoutes
From: "Benoit Hudson" <bh@xxxxxxxxxxxxxxxxxxx>
Date: Fri, 5 Dec 2003 11:50:37 -0800
Reply-to: rt@xxxxxxxxxxx

<URL: http://rt.freeciv.org/Ticket/Display.html?id=941 >

> [ChrisK@xxxxxxxx - Thu Sep 06 16:27:02 2001]:
> 
> If a city has four traderoutes, it is not possible to establish 
> another traderoute. But your empire grows, and more valueable
> traderoutes become available.
> 
> I would suggest, on sending a caravan in such a city,
> the worst/oldest traderoute should be replaced by the new one.

I would prefer one of the following policies:
1- if the new traderoute creates more trade than before (summed between
the two cities), replace the least-important trade route from before. 
2- compare the five traderoutes (4 old, 1 new); let the user choose
which one to boot.  If you get to end-turn without a choice, do (1) or
do nothing.
3- user can click on a traderoute and cancel it.

The money you get from replacing a trade route should be much less than
the money you get from creating a new one.  Possibly it should be the
marginal increase (i.e. if you replace a trade route from A to B with
one from A to C, you get the money for creating A to C - the money for A
to B, but you never need to pay).  Or it seems there's now a way to milk
an existing traderoute for more money, so it should be that amount.

I think (3) should be implemented regardless, so you can remove a
traderoute to an ally turned enemy (or a city just taken over).


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