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[Freeciv-Dev] (PR#13009) Island-based generator
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[Freeciv-Dev] (PR#13009) Island-based generator

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To: lists@xxxxxxxxxxx
Subject: [Freeciv-Dev] (PR#13009) Island-based generator
From: "Jason Short" <jdorje@xxxxxxxxxxxxxxxxxxxxx>
Date: Sun, 8 May 2005 20:54:31 -0700
Reply-to: bugs@xxxxxxxxxxx

<URL: http://bugs.freeciv.org/Ticket/Display.html?id=13009 >

> [lists@xxxxxxxxxxx - Sun May 08 22:44:46 2005]:
> 
> Hi.. i played lots of freeciv games with islandbased generator now,
> and i
> think a very important factor to win is to find a second island. The
> problem
> is, that sometimes you just have to go round your ilsand and find a
> new
> island, because there is only 1 ocean tile between them, then its
> quite easy
> to expand fast.
> Sometimes you have to go with your trireme one square to the open see
> and back
> to find a new island, because they are 2 tiles apart, which is some
> more
> work.
> 
> It only gets messy, if you cant find a new island at all with triremes
> without
> risking to loose them, and then you have a big disandvantage towards
> the
> other players.
> 
> Since islandbased generator says "fair but boring" i think something
> should be
> done about it..
> 
> Any ideas? Interest? I could look at the code myself, it you agree
> with me.

In general I agree.  However I don't really see how to implement this
because the determination of fairness is too fuzzy.  If you can come up
with exact criteria for fairness maybe we can do something.

An additional problem is correcting fairness issues is a problem. 
Generally we don't want to restart mapgen from scratch in this case. 
But the alternative is editing the map in-place which has the potential
to do harm as well as good.

It's possible the design for civworld changes will help this situation
as well.  At some point in the future it should be possible to /generate
a map, then have an impartial observer look at it, edit it if desired,
and either approve it or /generate again.

-jason




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