On Fri, 29 Mar 2013 10:01:57 AM Michael Vehrs wrote:
> As far as I can tell, the generalized production code mostly works.

The backward compatibility is flakey.  If I bring up my standard test game
none of the building production works.  The colony tiles look good though.

> However, it is only used for calculating the actual production at the
> moment. Any number of methods that calculate the potential production of
> tiles, tile types, unit types and so on still use the old production
> code. I intend to migrate these methods by and by. As a side effect, I
> think it might be possible to get rid of
> FreeColGameObjectType.applyDifficultyLevel(), which is mostly used to
> determine the primary and secondary production of tile types.

Cool.  applyDifficultyLevel is a bit of a wart.

I have some lurking fail still with the option serialization.  When that is 
fixed I will either be up to the FreeColGameObject tree where the ugliest stuff 
is, or the AI tree which should be in reasonable shape.  Since we are heading 
for a save format flag day, this seems like a good time to cut the FCGOs and 
AIOs over to using ID_ATTRIBUTE_TAG ("id").  Then we can drop ID_ATTRIBUTE 
("ID") completely in 0.11.x-successor.  Any thoughts?

Cheers,
Mike Pope

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