URL: <http://gna.org/bugs/?19818>
Summary: Experimental ruleset: worker veteran system has problems Project: Freeciv Submitted by: jtn Submitted on: Sun Jun 17 02:16:43 2012 Category: rulesets Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: Discussion Lock: Any Operating System: Any Planned Release: 2.4.0,2.5.0 _______________________________________________________ Details: In patch #2370, a custom veteran system was added for Workers in the experimental ruleset ("working man, journeyman, foreman") to show off the new generalised veteran system. However, it has some issues and infelicities: * Workers are flagged as NoVeteran, so it has no effect. * If you remove that, you run into the problem that Barracks will promote a Worker, which you might not want. ** No easy way to fix it, although presumably you can add fiddly nreqs on Barracks' effects. But then the online help will lie... * The work_raise_chance stats are far too high. A fresh Worker has a >99% chance of becoming a foreman after just 16 turns of work (where a foreman works as fast as an Engineer, although he doesn't move as fast). Wants to be single figures, really. See attached spreadsheet. * Engineers don't have such a veteran system. So if you upgrade Workers, at best you lose your veterancy, but I haven't checked if they transmute into "hardened" etc Engineers. _______________________________________________________ Reply to this item at: <http://gna.org/bugs/?19818> _______________________________________________ Message sent via/by Gna! http://gna.org/ _______________________________________________ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev