Complete.Org: Mailing Lists: Archives: freeciv-dev: November 2004:
[Freeciv-Dev] Re: (PR#11144) 7 science points expected but only 6 receiv
Home

[Freeciv-Dev] Re: (PR#11144) 7 science points expected but only 6 receiv

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: saywhat@xxxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#11144) 7 science points expected but only 6 received
From: "ue80@xxxxxxxxxxxxxxxxxxxxx" <ue80@xxxxxxxxxxxxxxxxxxxxx>
Date: Sat, 27 Nov 2004 00:50:41 -0800
Reply-to: rt@xxxxxxxxxxx

<URL: http://rt.freeciv.org/Ticket/Display.html?id=11144 >

On Fri, Nov 26, 2004 at 11:18:37PM -0800, (Eddie Anderson) wrote:
> (My proposal here)
> 
>     What if the arrangement of your workers remained the way you
> set it up until your next turn?  I.e. you would get to work the
> tiles that your workers were assigned to during your last turn
> regardless of what happens on the other players' turns.
> 
>     That means that you would get the exact resource output that you
> had planned for on your previous turn.  It wouldn't matter whether
> or not enemy units had moved onto some of the "in use" tiles during
> the enemy's turn.  Only after this past turn's resources were
> credited to your "accounts" would your workers be displaced by enemy
> units.  (FWIW pollution effects already work this way, IIRC.)
> 
>     At that point, your workers could either be temporarily
> reassigned by AI or else turned into specialists.  Either way, the
> human player should be notified (via a msg) that a worker has been
> displaced in that city (and that he probably needs to be assigned to
> a new tile).  Then you could open that city's dialog and move that
> worker to any currently unoccupied tile.
> 
>     As I envision it, this method has two big advantages:
> 
> 1) It restores predictability to resource production without forcing
>    you to use CMA's "plug in a number, hit re-calc" approach.
> 
> 2) It relieves the AI of the responsibility of rearranging workers
>    in response to enemy activity.
> 
>     Thanks for listening.  I hope this proposal was understandable.
> If you have any questions or comments, please post them to the
> list.

When city is captured, use production from the state where it has been
captured, even you are able to free some tiles later.

When game is saved between arranging workers and after some moves, two
states have to be saved.

We can do it atomar, one phase make prod, next phase move the units.
But i don't like that idea, think the game will be much slower then,
because you have to work with an area two time one turn (one rearranging
working + changing production, one moving your units.

I would prefer a solution where the city gets a CM-flag where it should
try to reach the same (exact) values which the human player reached.
More is not good because there are situations where it is better to wait
with something. 

Science: old team stile, wait until teammate has researched something to
switch cheap. Slow down research that you don't obsolete some important
wonder.

gold: people are greedy ...
lux: dunno too 

production: slow down production to not build a soon obsoleted unit.
slow down prod, to wait with a wonder until you have the needed
technology.

food: Don't grow a city, because bigger you can't held it content.
Don't grow the city that it doesn't get size 2, then when a enemy
is entering it, it will be destroyed.

in all: use some tiles, because when you use them, your enemy can't use
them. 

Thomas
-- 
Thomas Strub  ***  eMail ue80@xxxxxxxxxxxxxxxxxxxxx
jb: people are stupid, they don't want to learn.





[Prev in Thread] Current Thread [Next in Thread]