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[Freeciv-Dev] Re: (PR#8443) [idea] City autoexplore
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[Freeciv-Dev] Re: (PR#8443) [idea] City autoexplore

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To: per@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#8443) [idea] City autoexplore
From: "Raimar Falke" <i-freeciv-lists@xxxxxxxxxxxxx>
Date: Tue, 6 Apr 2004 01:58:30 -0700
Reply-to: rt@xxxxxxxxxxx

<URL: http://rt.freeciv.org/Ticket/Display.html?id=8443 >

On Tue, Apr 06, 2004 at 01:03:10AM -0700, ue80@xxxxxxxxxxxxxxxxxxxxx wrote:
> 
> <URL: http://rt.freeciv.org/Ticket/Display.html?id=8443 >
> 
> On Mon, Apr 05, 2004 at 09:18:52PM -0700, Jason Short wrote:
> > 
> > <URL: http://rt.freeciv.org/Ticket/Display.html?id=8443 >
> > 
> > > [per - Fri Apr 02 11:50:19 2004]:
> > 
> > > In ruleset, new variable city_autoexplore = %. If this is > 0, then 
> > hidden
> > > tiles around cities closer than the city's size have this % chance of
> > > being revealed each turn multiplied by the number of revealed tiles 
> > it is
> > > adjacent to. A default option should be, say, 10%.
> > > 
> > > Why? Because micromanaging explorers is boring. Also gives big cities 
> > a
> > > (small) new advantage.
> > 
> > This seems too random.
> 
> I think we should unhide tiles near to tiles on which a worker worked.
> So when the city grows automatically the city view radius grows.

I like this idea. What about generalization if a unit stays for X
turns idle, sentry or fortified it's vision range is temporary
increased by Y% (or an absolute amount).

        Raimar

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