<URL: http://bugs.freeciv.org/Ticket/Display.html?id=39845 >
William Allen Simpson wrote: > <URL: http://bugs.freeciv.org/Ticket/Display.html?id=39845 > > > Per I. Mathisen wrote: >> I would suggest that before you change it, at least post the design >> you have come up with here for discussion. I have to agree with per that changing the borders system is an unfortunately tricky problem. Having consistent/realistic/logical/fair behavior in all cases may not really even be possible - I know that civ3 and smac had just as many if not more border "goofs" than our current system. Specifically, one of your complaints is that the current system is context-based. But the reason for this is that having tiles change hands between peaceful nations is majorly problematic when peace treaties are designed to prevent invasions. Having cities or fortresses change hands based on cultural influence (or whatever you call the engine behind border generation) is militarily or socially imbalancing. In general I don't see a problem with context-based borders - if nothing else it makes backward-compatibility easier when border algorithms are changed since the old border setup will always be factored in when things change. That said, the current border system is certainly not perfect itself (as I said a "perfect" system is likely impossible.) > That's what this RFE thread is for.... In pseudo-code: > > iterate players > iterate cities > set cultural influence (probably game.turn - turn_built) > iterate circle > determine distance factors > if factor(this) > factor(existing->source) > replace owner and source You have to be careful that the order of player iteration doesn't matter. If "set cultural influence" is an actual step that must be done for all players before any reassigning is done. Also in turn-based mode it should be done separately for each player during (at the start of?) their turn. A triple-loop is also rather tedious (possibly too slow with a very large number of old cities in the game). A simpler loop is possible if we make border assignment context-based and impose the restraint that borders can expand only one tile per turn. iterate all tiles iterate adjacent tiles look at the owner source mark tile for reassignment based on the highest factor iterate all tiles assign/reassign tile as marked The hard question is what to do to a unit/fortress/city when the tile under it gets reassigned. This part will end up being more coding (though less argument) than the borders changes themselves. As a side note, I do think context-dependent borders are more stable than context-independent ones. For instance with the above algorithm if the factor (culture) formula was changed when you loaded an old game you would find that borders changed to match the new formula, but did so over several turns. -jason _______________________________________________ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev