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

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To: ChrisK@xxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#941) [Wishlist] Traderoutes
From: "Raimar Falke" <i-freeciv-lists@xxxxxxxxxxxxx>
Date: Sat, 6 Dec 2003 04:29:33 -0800
Reply-to: rt@xxxxxxxxxxx

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

On Fri, Dec 05, 2003 at 11:50:37AM -0800, Benoit Hudson wrote:
> 
> <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.

1) is implemented in the current code.

        Raimar

-- 
 email: rf13@xxxxxxxxxxxxxxxxx
  "brand memory are for windows users that think their stability
   problems come from the memory"
    -- bomek in #freeciv




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