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[Freeciv-Dev] (PR#12833) Re: (PR#12844) Re: consider_settler_action simp
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[Freeciv-Dev] (PR#12833) Re: (PR#12844) Re: consider_settler_action simp

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To: bdunstan149@xxxxxxxxx, marcel@xxxxxxxxxxxxxx
Subject: [Freeciv-Dev] (PR#12833) Re: (PR#12844) Re: consider_settler_action simplification
From: "(Eddie Anderson)" <saywhat@xxxxxxxxxxxx>
Date: Thu, 28 Apr 2005 15:58:44 -0700
Reply-to: bugs@xxxxxxxxxxx

<URL: http://bugs.freeciv.org/Ticket/Display.html?id=12833 >

"Marcel Edward Verhagen" <marcel@xxxxxxxxxxxxxx> wrote:
>
><URL: http://bugs.freeciv.org/Ticket/Display.html?id=12844 >
>
>I think the DISTANCE to the home city of the worker/settler should be taken in 
>consideration.

    To encourage the building of roads, airports, faster transports,
etc., I would substitute "travel time" (measured in movement points)
for distance.

    However, I don't think this (large distance from home city
causes unhappiness) would work unless "home city" assignments are
permanent.  Otherwise I can "fix" the unhappiness by moving a "far
from home" worker/settler into a (relatively) nearby city and
re-assign its "home" to that city.

    Not that I think permanent home city status is a bad idea.  On
the contrary, I think it has some merit.  But I'll have to think
about it some more.


>Cause this city has build this unit, this city should be the first to take 
>advertage of roads, mines and irrigations.
>The type of government should determine how strong this would be.
>Using the worker/settler on a tile far from the home city should cause 
>unhappiness.

    Same problem with re-assignment of home city applies here.

>There should also be an DESIGNATION. A worker/settler could be a specialist in 
>building roads or irrigation or fortresses. When a settler builds a road then 
>this should increase the 'road building level'. (The next road the 
>worker/settler build will be build faster, but in the making of fortressen 
>this worker/settler would still be a rookie.)

    Trying to manage this efficiently (e.g. keep track of who my
fastest roadbuilders are) sounds like a potential micromanagent
chore.

>It should be possible for a worker/settler to EXPLOIT THE SEA. A harbor should 
>be build by a worker. Since a harbor is in the sea. 
>The worker should be able to build windmills in the sea, since these take 
>advantage of the seawind.

    Any suggestions for a tech pre-req for the windmill building?
And what about maintenance costs?  Should you still have to pay
maintenance (e.g. gold per turn) for harbors?  How about maintenance
costs for windmills, roads, railroads, mines, irrigation?  I'm just
asking because I haven't thought about these issues in that way
before now.

>The workers should be able to make a vaarguel, a sea thing to make it save for 
>ships to reach the land. Some sort of waterhighway.
>And the workers should be able to build a long bridge. A world wonder. (Why 
>should the wonders be build in city's ? The WONDER GRAPHICS could be planted 
>right ON THE MAP. When an enemy's unit stands on the wonder graphic on the 
>map then this wonder should be disabled. The enemy should even be able to 
>damage it. A diplomatic tread from the enemy would be cool. This would mean 
>you would have to have workers to build a wonder. The amount of worker 
>building the wonder would determine how fast the wonder is build.)
>To be able to build things in the sea. The worker/settler should work together 
>with a boat. It don't think the workers should be able to walk on the water.

     These are new ideas to me.  I have no firm opinion on these
yet.  Sorry.

-Eddie





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