[Freeciv-Dev] [bug #19007] fix known map in savegame2

2011-11-19 Thread Matthias Pfafferodt

Update of bug #19007 (project freeciv):

 Planned Release:   2.3.1,2.4.0,2.5.0 = 2.3.12,2.4.0,2.5.0 


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[Freeciv-Dev] [bug #19007] fix known map in savegame2

2011-11-19 Thread Matthias Pfafferodt

Update of bug #19007 (project freeciv):

 Planned Release:  2.3.12,2.4.0,2.5.0 = 2.3.2,2.4.0,2.5.0  


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[Freeciv-Dev] [bug #18776] /remove perhaps faulty

2011-11-19 Thread Matthias Pfafferodt

Update of bug #18776 (project freeciv):

  Status:  Ready For Test = In Progress
 Planned Release: 2.3.1,2.4.0 = 2.3.2,2.4.0


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[Freeciv-Dev] [bug #19007] fix known map in savegame2

2011-11-19 Thread Matthias Pfafferodt

Update of bug #19007 (project freeciv):

  Status:  Ready For Test = In Progress

___

Follow-up Comment #4:

I did not find this ticket yesterday evening. My proposal is to deactivate
the /remove command after a game was started for 2.3.1. Thus, there is time to
do all the checks needed to get the command working. As posted in bug #18776
there are further bugs if a client is connected at the time a player is
removed.

 There's a newer file of the same name attached to bug #18776:
 file #14574. Does that supersede file #14565 attached here? 
Yes.

 From what I understand, if there are a lot of players saving
 their vision is buggy. It seems the /remove problem uncovered a
 number of bugs with saving a game.
See above; the changes due to the removal of a player have to be send to the
connected clients else their state is incorrect.

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[Freeciv-Dev] [bug #18641] allow remove command for access level = ADMIN in running games

2011-11-19 Thread Jacob Nevins

Update of bug #18641 (project freeciv):

 Open/Closed:  Closed = Open   
 Planned Release: 2.4.0,2.3.1 = 2.4.0,2.3.2

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Follow-up Comment #11:

I'm going to temporarily revert this fix for 2.3.1 as it exposes other bugs.
See bug #18776 comment 32 http://gna.org/bugs/index.php#comment32.

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[Freeciv-Dev] [bug #19029] Trouble saving/loading players' known territory for player indices =40

2011-11-19 Thread Jacob Nevins

URL:
  http://gna.org/bugs/?19029

 Summary: Trouble saving/loading players' known territory for
player indices =40
 Project: Freeciv
Submitted by: jtn
Submitted on: Sat Nov 19 17:26:25 2011
Category: general
Severity: 5 - Blocker
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: 2.3.2,2.4.0,2.5.0

___

Details:

Split out from bug #18776 / bug #19007. This is the /8 *32 confusion
discussed in 18776 comment 21 http://gna.org/bugs/index.php?18776#comment21
and later.

In savegame2.c:sg_save_map_known():

  int *known = fc_calloc(lines * MAP_INDEX_SIZE, sizeof(*known));

  /* HACK: we convert the data into a 32-bit integer, and then save it as
   * hex. */

  whole_map_iterate(ptile) {
players_iterate(pplayer) {
  if (map_is_known(ptile, pplayer)) {
p = player_index(pplayer);
l = p / 32;
known[l * MAP_INDEX_SIZE + tile_index(ptile)]
  |= (1u  (p - l * 8));
  }
} players_iterate_end;
  } whole_map_iterate_end;


The p - l * 8 should be p - l * 32. There's a symmetric error in
sg_load_map_known().

I think the consequence is that known information is not saved/loaded for
players with indices 40 and above; instead, zeroes are saved/loaded. (The
arithmetic starts going wrong at index 32, but indices 32..39 are saved/loaded
by luck, in the wrong bit positions; after that all the data is shifted off
the left end.)

This affects any game with 40 players (including barbarians) regardless of
whether /remove is used. It can also affect games with fewer players if
/remove is used (in-game or pre-game).

There are some patches attached to bug #18776 which partially address this,
e.g. file #14574, but they don't deal with backwards compatibility with old
savefiles. This will be tricky.




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[Freeciv-Dev] [bug #19007] Player slots miscounted when saving/loading known tiles = crashes and/or players forgetting territory

2011-11-19 Thread Jacob Nevins

Update of bug #19007 (project freeciv):

  Status: In Progress = Ready For Test 
 Planned Release:   2.3.2,2.4.0,2.5.0 = 2.3.1,2.4.0,2.5.0  
 Summary: fix known map in savegame2 = Player slots
miscounted when saving/loading known tiles = crashes and/or players
forgetting territory

___

Follow-up Comment #5:

Per bug #18776 comment 32 http://gna.org/bugs/index.php?18776#comment32,
I'm repurposing this bug to be just about the slot miscounting (which is what
the currently attached file, file #14565, fixes). IMO, this is a low-risk
change so I'm going to put it in 2.3.1.

The other stuff mentioned in comment #2 and comment #3 -- divisor confusion
-- is for a new bug: bug #19029.

Description copied from the other bug:

== Player slots miscounted when loading/saving known tiles ==

file #14579:  0005-basic-fix-known-map-in-savegame2.patch
(which is basically the same as file #14565)

_Bug:_ if the usage of player slots is sparse, then depending on luck and
alignment, you can see either:
* Segfaults or other misbehaviour, due to indexing off the end of a malloc'd
array.
* The known-tiles status of higher-indexed players is not saved or loaded.
Such players will probably forget all the map they knew on reload. (I don't
know if that has knock-on effects elsewhere, since their player maps will
presumably have an opinion on what the terrain at those tiles is supposed to
be. Can't rule out segfaults/assertion failures.)

With the fix, I think loading from a savefile affected by the bug will
produce the following warning: Saved game contains incomplete map data. This
can happen with old saved games, or it may indicate an invalid saved game
file. Proceed at your own risk. and carry on. That seems appropriate. Any
knock-on effects will be present in games loaded from these savegames.

Gaps in player slots can appear whenever /remove is used, whether in-game or
pre-game. (Thus, reverting bug #18641 won't hide this bug.)

_Risk/benefit:_ this change is simple and looks low-risk to me; can't see
that it can break things, especially if /remove is not used. It fixes an
observed segfault (bug #18776 comment 21).

*Conclusion:* Apply this basic patch before 2.3.1. Cross fingers.

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[Freeciv-Dev] [bug #18776] /remove after game start causes crashes due to player vision mishandling

2011-11-19 Thread Jacob Nevins

Update of bug #18776 (project freeciv):

  Status: In Progress = Ready For Test 
 Planned Release: 2.3.2,2.4.0 = 2.3.2,2.4.0,2.5.0  
 Summary:  /remove perhaps faulty = /remove after game start
causes crashes due to player vision mishandling


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[Freeciv-Dev] [bug #19030] gmake of trunk on OpenBSD includes postgresql with wrong path

2011-11-19 Thread Michal Mazurek

URL:
  http://gna.org/bugs/?19030

 Summary: gmake of trunk on OpenBSD includes postgresql with
wrong path
 Project: Freeciv
Submitted by: akfaew
Submitted on: Sat Nov 19 17:47:15 2011
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: r20592
 Discussion Lock: Any
Operating System: *BSD
 Planned Release: 

___

Details:


$ ./autogen.sh --disable-nls --disable-client --enable-fcdb=postgres
! nls checks disabled
+ checking for autoconf = 2.59 ... found 2.60, ok.
+ checking for autoheader = 2.59 ... found 2.60, ok.
+ checking for automake = 1.7 ... found 1.9.6, ok.
+ checking for aclocal = 1.7 ... found 1.9.6, ok.
+ checking for libtoolize = 1.4.3 ... found 2.4.2, ok.
...
checking for pg_config... /usr/local/bin/pg_config
checking for PostgreSQL libraries... yes
...
ls_postgres.c:23:28: error: pgsql/libpq-fe.h: No such file or directory



[18:43:ttyp8][dude@hopek:/usr/local/include:5]$ find . -iname 'libpq-fe.h'  

./postgresql/libpq-fe.h



$ pg_config
BINDIR = /usr/local/bin
DOCDIR = /usr/local/share/doc/postgresql
HTMLDIR = /usr/local/share/doc/postgresql
INCLUDEDIR = /usr/local/include/postgresql
PKGINCLUDEDIR = /usr/local/include/postgresql
INCLUDEDIR-SERVER = /usr/local/include/postgresql/server
LIBDIR = /usr/local/lib
PKGLIBDIR = /usr/local/lib/postgresql
LOCALEDIR = /usr/local/share/locale
MANDIR = /usr/local/man
SHAREDIR = /usr/local/share/postgresql
SYSCONFDIR = /etc/postgresql
PGXS = /usr/local/lib/postgresql/pgxs/src/makefiles/pgxs.mk
CONFIGURE = '--disable-rpath' '--with-openssl=/usr' '--with-perl'
'--enable-integer-datetimes' '--includedir=/usr/local/include/postgresql'
'--datadir=/usr/local/share/postgresql'
'--docdir=/usr/local/share/doc/postgresql' '--with-includes=/usr/local/include
/usr/include/kerberosV' '--with-libraries=/usr/local/lib'
'--with-system-tzdata=/usr/share/zoneinfo' '--with-openssl' '--with-ossp-uuid'
'--with-libxml' '--disable-thread-safety' '--with-krb5' '--prefix=/usr/local'
'--sysconfdir=/etc' '--mandir=/usr/local/man' '--infodir=/usr/local/info'
'--disable-silent-rules' 'CC=cc' 'CFLAGS=-O2 -pipe'
CC = cc
CPPFLAGS = -I/usr/local/include/libxml2 -I/usr/local/include
-I/usr/local/include -I/usr/include/kerberosV
CFLAGS = -O2 -pipe -Wall -Wmissing-prototypes -Wpointer-arith
-Wdeclaration-after-statement -Wendif-labels -Wformat-security
-fno-strict-aliasing -fwrapv
CFLAGS_SL = -fpic -DPIC
LDFLAGS = -L/usr/local/lib -L/usr/local/lib -L/usr/local/lib -Wl,-Bdynamic
LDFLAGS_EX = 
LDFLAGS_SL = 
LIBS = -lpgport -lxml2 -lssl -lcrypto -lcom_err -lssl -lcrypto -lz -lreadline
-ltermcap -lm 
VERSION = PostgreSQL 9.1.1







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[Freeciv-Dev] [bug #19029] Trouble saving/loading players' known territory for player indices =40

2011-11-19 Thread Michal Mazurek

Follow-up Comment #1, bug #19029 (project freeciv):

Please make 'p - l * 32' into 'p % 32', it will be much clearer, and it is
equivalent.

And this affects games with 33 players, since for p = 32, p - l * 8 maps to
24 and overwrites another players vision.



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[Freeciv-Dev] [bug #19029] Trouble saving/loading players' known territory for player indices =40

2011-11-19 Thread Jacob Nevins

Follow-up Comment #2, bug #19029 (project freeciv):

 Please make 'p - l * 32' into 'p % 32', it will be much clearer, 
 and it is equivalent.
Sure, I wasn't suggested that as the actual fix. More extensive changes are
needed here anyway, and there's chances to save time and memory. For instance,
lines and hence known[] is bigger than it needs to be, and we could avoid
saving half-bytes that have no information.

 And this affects games with 33 players, since for p = 32, 
 p - l * 8 maps to 24 and overwrites another players vision.
If l=1, we're on the next row of known[], so that shouldn't be the case
(due to the l * MAP_INDEX_SIZE term)?

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[Freeciv-Dev] [bug #19031] Creating players from the server, before they connect

2011-11-19 Thread Michal Mazurek

URL:
  http://gna.org/bugs/?19031

 Summary: Creating players from the server, before they
connect
 Project: Freeciv
Submitted by: akfaew
Submitted on: Sat Nov 19 18:16:20 2011
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

Sometimes there is a need to create a bunch of human players and /start the
server, without waiting for players to connect. Until now i've been doing that
with the autocreate command (attached), it takes as argument a file with a
list of player:team:nation:. In hindsight it should take 3 arguments (player,
team, nation), not a file.

I want to reduce the number of diffs in my tree.

Can this be done from LUA?

A different approach is:
/create playername
/team playername 4 
/ai playername
/take playername playername
But here I cannot assign a nation to a player, so if I want to abandon my
diff I would need to make at least a /nation command.

Can a /create_human command be added, that does the above commands and takes
3 arguments?

What do you think?



___

File Attachments:


---
Date: Sat Nov 19 18:16:20 2011  Name: autocreate.c  Size: 2kB   By: akfaew

http://gna.org/bugs/download.php?file_id=14588

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[Freeciv-Dev] [bug #19031] Creating players from the server, before they connect

2011-11-19 Thread Michal Mazurek

Follow-up Comment #1, bug #19031 (project freeciv):

The server operator at freeciv.fi creates players this way:

lua create_player(playername, find.nation_type(British))
aitoggle playername

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[Freeciv-Dev] [bug #19007] Player slots miscounted when saving/loading known tiles = crashes and/or players forgetting territory

2011-11-19 Thread Michal Mazurek

Follow-up Comment #7, bug #19007 (project freeciv):

 For me there are odd disconnected spots of known territory
This may be what I had and posted some time ago! Then I blamed it on possible
sea map trade.

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[Freeciv-Dev] [bug #19007] Player slots miscounted when saving/loading known tiles = crashes and/or players forgetting territory

2011-11-19 Thread Jacob Nevins

Update of bug #19007 (project freeciv):

  Status:  Ready For Test = Fixed  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #18767] cma: always 1 tax collector

2011-11-19 Thread Marko Lindqvist

Follow-up Comment #2, bug #18767 (project freeciv):

 no matter which options i altered, cma always uses one worker as
 tax collector

Do you meant that this happened to one specific city, or does cma always, for
all cities, use one worker as tax collector?

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[Freeciv-Dev] [bug #18767] cma: always 1 tax collector

2011-11-19 Thread Echter Name

Follow-up Comment #3, bug #18767 (project freeciv):

in various cities, like in this example, cmagents use one worker as tax
collector. i do not know why i did not write it down, but today i am pretty
sure, that i had cities during that time with two forced tax collectors
too.

that was my knowledge when i wrote my post.
now i think, that the amount of unwanted tax collectors has to do with
something, that is getting bigger while a city is growing like the amount of
available workers. maybe it is trade or a number  in the background, which a
player does not get to see.

http://img809.imageshack.us/img809/504/13353727.jpg - there are more tax
collectors per city in the first column. as you can see, it does not increase
steadily with workers (third column) and it does not increase steadily with
trade (tenth column). i am curious what it is.

i think cma does use workers as tax collectors in all cities based on a
specific number - the bigger the city, the more tax collectors.

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[Freeciv-Dev] [task #7517] Windows packages for 2.3.1

2011-11-19 Thread Jacob Nevins

URL:
  http://gna.org/task/?7517

 Summary: Windows packages for 2.3.1
 Project: Freeciv
Submitted by: jtn
Submitted on: Sat Nov 19 22:04:38 2011
 Should Start On: Sat Nov 19 00:00:00 2011
   Should be Finished on: Sun Nov 27 00:00:00 2011
Category: None
Priority: 5 - Normal
  Status: None
 Privacy: Public
Percent Complete: 0%
 Assigned to: cproc
 Open/Closed: Open
 Discussion Lock: Any
  Effort: 0.00
 Planned Release: 2.3.1

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Details:






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[Freeciv-Dev] [task #7518] Mac packages for 2.3.1

2011-11-19 Thread Jacob Nevins

URL:
  http://gna.org/task/?7518

 Summary: Mac packages for 2.3.1
 Project: Freeciv
Submitted by: jtn
Submitted on: Sat Nov 19 22:04:41 2011
 Should Start On: Sat Nov 19 00:00:00 2011
   Should be Finished on: Sun Nov 27 00:00:00 2011
Category: None
Priority: 5 - Normal
  Status: None
 Privacy: Public
Percent Complete: 0%
 Assigned to: bitaxis
 Open/Closed: Open
 Discussion Lock: Any
  Effort: 0.00
 Planned Release: 2.3.1

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Details:






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[Freeciv-Dev] [task #7426] Mac packages for 2.2.7

2011-11-19 Thread Jacob Nevins

Update of task #7426 (project freeciv):

 Open/Closed:Open = Closed 


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[Freeciv-Dev] [task #7429] Windows packages for 2.3.0

2011-11-19 Thread Jacob Nevins

Update of task #7429 (project freeciv):

 Open/Closed:Open = Closed 


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[Freeciv-Dev] [task #7430] Mac packages for 2.3.0

2011-11-19 Thread Jacob Nevins

Update of task #7430 (project freeciv):

 Open/Closed:Open = Closed 


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[Freeciv-Dev] [task #7228] Tracking release 2.3.0

2011-11-19 Thread Jacob Nevins

Update of task #7228 (project freeciv):

  Status: In Progress = Done   


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[Freeciv-Dev] [task #7228] Tracking release 2.3.0

2011-11-19 Thread Jacob Nevins

Update of task #7228 (project freeciv):

 Open/Closed:Open = Closed 


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[Freeciv-Dev] [task #7426] Mac packages for 2.2.7

2011-11-19 Thread Jacob Nevins

Update of task #7426 (project freeciv):

  Status:None = Done   


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[Freeciv-Dev] [task #7430] Mac packages for 2.3.0

2011-11-19 Thread Jacob Nevins

Update of task #7430 (project freeciv):

  Status:None = Done   


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[Freeciv-Dev] [task #7429] Windows packages for 2.3.0

2011-11-19 Thread Jacob Nevins

Update of task #7429 (project freeciv):

  Status:None = Done   


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[Freeciv-Dev] [bug #18641] allow remove command for access level = ADMIN in running games

2011-11-19 Thread Jacob Nevins

Update of bug #18641 (project freeciv):

 Open/Closed:Open = Closed 
 Planned Release: 2.4.0,2.3.2 = 2.3.2,2.4.0

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Follow-up Comment #16:

...and it's back post-2.3.1, on the assumption that we'll fix the problems
before 2.3.2.

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[Freeciv-Dev] [patch #3055] Configurable road move cost

2011-11-19 Thread Marko Lindqvist

Update of patch #3055 (project freeciv):

  Status:  Ready For Test = Done   
 Assigned to:None = cazfi  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [patch #3057] Rename default ai as classic

2011-11-19 Thread Marko Lindqvist

Update of patch #3057 (project freeciv):

 Planned Release:   2.5.0 = 2.4.0, 2.5.0   

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Follow-up Comment #1:

2.4.0 will be first release with loadable AI modules. We've never released
anything that has AI type named default. It makes sense to commit this name
changed to S2_4 too to not use name default in the first place, and that way
to avoid name change between 2.4 and 2.5.

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[Freeciv-Dev] [bug #19029] Trouble saving/loading players' known territory for player indices =40

2011-11-19 Thread Jacob Nevins

Follow-up Comment #3, bug #19029 (project freeciv):

Interesting observation: I was testing the fix for bug #19007 with a player
with index 125, and it didn't occur to me until later that this bug (#19029)
should have been biting me, and wasn't.

It turns out that on my platform at least (Linux x86_64), attempting to shift
1u left by x where x32 appears to give the result of shifting by (x%32). As a
result, I don't think this bug bites at all on my platform, _provided that_ I
save and load on the same platform -- all the bits are there, just in a funny
order.

It means we've now got platform-dependent savefiles, though, and there
probably is some platform where it does discard data. The obvious backwards
compatibility plan is to keep the loading code with the platform-dependent
behaviour, and we'll have to keep it more or less forever, which will probably
cause some compiler to shout at us at some point. Ugh.

The attached small C program shows the pattern of bits I get. This is similar
to what akfaew posted in bug #18776 comment 24
http://gna.org/bugs/?18776#comment24, but he didn't post his results (which
are presumably on Sparc OpenBSD). Here are mine:


  0:   1,   1
  1:   2,   2
  2:   4,   4
  3:   8,   8
  4:  16,  16
  5:  32,  32
  6:  64,  64
  7: 128, 128
  8: 256, 256
  9: 512, 512
 10:1024,1024
 11:2048,2048
 12:4096,4096
 13:8192,8192
 14:   16384,   16384
 15:   32768,   32768
 16:   65536,   65536
 17:  131072,  131072
 18:  262144,  262144
 19:  524288,  524288
 20: 1048576, 1048576
 21: 2097152, 2097152
 22: 4194304, 4194304
 23: 8388608, 8388608
 24:16777216,16777216
 25:33554432,33554432
 26:67108864,67108864
 27:   134217728,   134217728
 28:   268435456,   268435456
 29:   536870912,   536870912
 30:  1073741824,  1073741824
 31: -2147483648,  2147483648
 32:16777216,16777216
 33:33554432,33554432
 34:67108864,67108864
 35:   134217728,   134217728
 36:   268435456,   268435456
 37:   536870912,   536870912
 38:  1073741824,  1073741824
 39: -2147483648,  2147483648
 40:   1,   1
 41:   2,   2
 42:   4,   4
 43:   8,   8
 44:  16,  16
 45:  32,  32
 46:  64,  64
 47: 128, 128
 48: 256, 256
 49: 512, 512
 50:1024,1024
 51:2048,2048
 52:4096,4096
 53:8192,8192
 54:   16384,   16384
 55:   32768,   32768
 56:   65536,   65536
 57:  131072,  131072
 58:  262144,  262144
 59:  524288,  524288
 60: 1048576, 1048576
 61: 2097152, 2097152
 62: 4194304, 4194304
 63: 8388608, 8388608
 64:   65536,   65536
 65:  131072,  131072
 66:  262144,  262144
 67:  524288,  524288
 68: 1048576, 1048576
 69: 2097152, 2097152
 70: 4194304, 4194304
 71: 8388608, 8388608
 72:16777216,16777216
 73:33554432,33554432
 74:67108864,67108864
 75:   134217728,   134217728
 76:   268435456,   268435456
 77:   536870912,   536870912
 78:  1073741824,  1073741824
 79: -2147483648,  2147483648
 80:   1,   1
 81:   2,   2
 82:   4,   4
 83:   8,   8
 84:  16,  16
 85:  32,  32
 86:  64,  64
 87: 128, 128
 88: 256, 256
 89: 512, 512
 90:1024,1024
 91:2048,2048
 92:4096,4096
 93:8192,8192
 94:   16384,   16384
 95:   32768,   32768
 96: 256, 256
 97: 512, 512
 98:1024,1024
 99:2048,2048
100:4096, 

[Freeciv-Dev] [bug #18767] cma: always 1 tax collector

2011-11-19 Thread David Lowe

Follow-up Comment #4, bug #18767 (project freeciv):

If i may be permitted to speculate, i'd say that the CMA seems to divert as
many workers to tax collectors as it can and still feed the city.  Thus, more
irrigation and more specials that provide bonus food lead to more taxmen.

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