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[Freeciv-Dev] Re: Default new production
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Cc: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: Default new production
From: Josh Cogliati <jjc@xxxxxxxxxxxxxxxxxx>
Date: Wed, 12 May 2004 06:52:03 -0600
Reply-to: jjc@xxxxxxxxxxxxxxxxxx

On Wed, May 12, 2004 at 08:35:12AM +0000, Per I. Mathisen wrote:
> (Resending due to list problems. Reply to RT at PR#8717.)
> 
> Currently in Freeciv, whenever a human player finishes production of
> a building, the AI code is asked for what to build next. I am however
> rewriting the AI code in a manner that makes it destructive of the city
> setup (workers, specialists, etc), so it can no longer be used for humans.
> That raises the question of what to do for humans.
> 
> My suggestion is to add a new field to buildings.ruleset, "bld_next", for
> each building which lists two or three other buildings which we try to
> build next. For example for 'Marketplace' this could be 'Bank', 'Library'
> and 'Temple'. If this does not lead to anything to build, just keep the
> current production as it is (like civ2 does it), and require human
> intervention to change it.

How about having a special default worklist that is created by each player?
In the edit worklists dialog, you could set one worklist to be the 
initial worklist, and another to be the default worklist.  
The initial worklist is assigned to each newly created city.  
The default worklist is used when a city finishes all the items in
it's worklist.  The first item that can be built is used.

Then, the player can decide what they want built.  If they don't specify 
anything, then some other default can be used. 
 
> Thoughts?
> 
>   - Per
> 
> PS I want to change the 'firstbuild' unit (default on new cities) from
> Warriors to Settlers.

I don't really care what freeciv's default build is as long as I can 
change it (like via the above initial worklist.).
  

-- 
Josh Cogliati




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