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[Freeciv-Dev] Re: (PR#10133) Cheating possibility: Establishing traderou
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[Freeciv-Dev] Re: (PR#10133) Cheating possibility: Establishing traderou

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Subject: [Freeciv-Dev] Re: (PR#10133) Cheating possibility: Establishing traderoutes
From: "Marko Lindqvist" <marko.lindqvist@xxxxxxxxxxx>
Date: Sat, 18 Sep 2004 03:23:10 -0700
Reply-to: rt@xxxxxxxxxxx

<URL: http://rt.freeciv.org/Ticket/Display.html?id=10133 >

Gregory Berkolaiko wrote:
> I don't see why the described behaviour is cheating.  After all, you
> waste a caravan, which costs 50 shields and some micromanagement time
> too.  The bonus can be decreased but it should be there.

  How about cap for bonus, but not applied when both cities get 
additional trade route? (ie both previously had < 4 trade routes) This 
way we are not handicapping largepoxers in usual trade route creation, 
but prevent people from abusing it.
  And I'm not so sure that abuse really requires so much micromanagement 
when done 'right'. Unlike I assumed, arrival order does not really 
matter. Jason said:
"But note that there is still some bonus, even if you send a caravan to 
a city you already have a traderoute in."

So:
1. Select all bigger than X cities from city-dialog, switch their 
production to caravans, buy.
2. 'goto' all caravans to harbor nearest to target city, 'goto' ferries 
there too
3. 'load' caravans to ferries (client usually activates another caravan 
when one is loaded, so you can simply hit shift+l repeatedly)
4. 'goto' ferries to tile adjacent to target city.
5. Establish trade routes
6. 'goto' ferries back.


  - Caz




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