URL: <http://gna.org/bugs/?19134>
Summary: enforce real oceans Project: Freeciv Submitted by: bvanevery Submitted on: Wed 07 Dec 2011 06:00:56 PM GMT Category: general Severity: 1 - Wish Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.3.1 Discussion Lock: Any Operating System: Any Planned Release: _______________________________________________________ Details: Too often, any tile on the map can be reached with a trireme. There's little incentive to pursue the Navigation etc. techs in the early to mid game when a trireme will do all exploration jobs just fine. All civs come into contact with each other early and all trade techs. There is no development in isolation, there is no New World full of weak hapless natives to conquer. I've set the percent of land to 15%, the lowest it will go. On maps of modest size with ~6 players, this still doesn't generate true oceans. Triremes can go everywhere. True oceans only happen when the map size is made much larger. This bogs down the game, both for the AI that has to think about all the extra tiles, and the human who has to push units across them. I suggest: have a postprocess that destroys portions of continents and coastal waterways. The biggest bodies of water could "push" from their centers of mass. This would isolate continents. Alternately if that's too complex to implement, coastal squares could simply be destroyed randomly, along with land nearby, expanding the oceans randomly. A test for trireme access would be implemented; when a trireme can't get to a large percentage of coastal squares, the job is done. Whether to do this postprocess or not, would be an ON / OFF option. _______________________________________________________ Reply to this item at: <http://gna.org/bugs/?19134> _______________________________________________ Message sent via/by Gna! http://gna.org/ _______________________________________________ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev