[Freeciv-Dev] [bug #23609] civ2civ3: farmland on bare desert is worse than useless

2015-05-27 Thread Jacob Nevins
Update of bug #23609 (project freeciv):

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

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Follow-up Comment #9:

Committed anyway, as no further discussion.

If someone comes up with a cunning way of specifying the requirements in the
extra, and dealing with old savegames, we can revisit it.
(We can't use our usual trick of flags, because a resource and an extra are
different things.)

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[Freeciv-Dev] [bug #23609] civ2civ3: farmland on bare desert is worse than useless

2015-05-25 Thread Jacob Nevins
Follow-up Comment #5, bug #23609 (project freeciv):

> I would much prefer that S2_6/TRUNK didn't rely on 
> "Irrig_Possible" effect, but on requirements of extra 
> "Farmland". 
Unfortunately, lack of disjunctive requirements prevents this. We need to
allow Farmland if (!Desert OR Oasis OR River).

> This should fix the Global Warming case (Farmland can't *exist* 
> on Desert, not only cannot be *added*)
The current situation has the nice property that there's no problem loading
old savegames with farmland on desert, since it's legal but unusual.

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[Freeciv-Dev] [bug #23609] civ2civ3: farmland on bare desert is worse than useless

2015-05-25 Thread Marko Lindqvist
Follow-up Comment #4, bug #23609 (project freeciv):

I would much prefer that S2_6/TRUNK didn't rely on "Irrig_Possible" effect,
but on requirements of extra "Farmland".

- Irrig_Possible effect is going to be deprecated (in favor of action
enablers)
- This should fix the Global Warming case (Farmland can't *exist* on Desert,
not only cannot be *added*)

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[Freeciv-Dev] [bug #23609] civ2civ3: farmland on bare desert is worse than useless

2015-05-25 Thread Jacob Nevins
Update of bug #23609 (project freeciv):

  Depends on: => bugs #23610


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[Freeciv-Dev] [bug #23609] civ2civ3: farmland on bare desert is worse than useless

2015-05-25 Thread Jacob Nevins
Update of bug #23609 (project freeciv):

  Status: In Progress => Ready For Test 

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Follow-up Comment #3:

Patches implementing my original suggestion (and handling the interaction with
bug #23610).

> There might be some corner cases related to sustainability of 
> the Farmland over terrain changes (transforming, global 
> warming), though.
You can still end up with farmland on desert through global warming. (In this
case it will still prevent any Super Highways trade bonus.)

Previously you could build farmland on desert in preparation for transforming
it to some more productive terrain. Now you have to transform it first. (My
reaction: tough.)

(file #24537, file #24538)
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Additional Item Attachment:

File name: trunk-S2_6-civ2civ3-no-desert-farmland.patch Size:3 KB
File name: S2_5-civ2civ3-no-desert-farmland.patch Size:2 KB


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[Freeciv-Dev] [bug #23609] civ2civ3: farmland on bare desert is worse than useless

2015-05-25 Thread Jacob Nevins
Update of bug #23609 (project freeciv):

  Status:None => In Progress
 Assigned to:None => jtn
 Planned Release: => 2.5.1, 2.6.0, 3.0.0


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[Freeciv-Dev] [bug #23609] civ2civ3: farmland on bare desert is worse than useless

2015-05-24 Thread Marko Lindqvist
Follow-up Comment #2, bug #23609 (project freeciv):

> I guess the alternative is to prevent that those useless
> farmlands anulate the bonus from Superhighways,

They would still be worse than non-buildable ones: building them takes up
resources (engineer time)
There might be some corner cases related to sustainability of the Farmland
over terrain changes (transforming, global warming), though.

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[Freeciv-Dev] [bug #23609] civ2civ3: farmland on bare desert is worse than useless

2015-05-24 Thread David Fernandez
Follow-up Comment #1, bug #23609 (project freeciv):

>Should we just prevent building farmland on bare desert, so that players (and
the AI) don't accidentally spend time building useless infrastructure? 
I agree. Neither I like options available for players where there is a penalty
and no benefit, they look like a trap.

I guess the alternative is to prevent that those useless farmlands anulate the
bonus from Superhighways, but I prefer your suggestion.

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[Freeciv-Dev] [bug #23609] civ2civ3: farmland on bare desert is worse than useless

2015-05-24 Thread Jacob Nevins
URL:
  

 Summary: civ2civ3: farmland on bare desert is worse than
useless
 Project: Freeciv
Submitted by: jtn
Submitted on: Sun 24 May 2015 15:43:45 BST
Category: rulesets
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.5.0
 Discussion Lock: Any
Operating System: Any
 Planned Release: 

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Details:

Building farmland on a desert which has neither a river nor an oasis yields no
benefit.

In fact, there's a corner case where it actually makes things worse: if you
build Super Highways, a desert with a road will normally yield 2 trade, but if
you add Farmland it will drop to 1 trade, with no counterbalancing benefit.
(I've built farmland and then pillaged it due to making this mistake.)

Should we just prevent building farmland on bare desert, so that players (and
the AI) don't accidentally spend time building useless infrastructure?

I think this can be done on 2.5 with an Irrig_Possible effect based on
Special/Irrigation (with appropriate exclusions), but I haven't tried it yet.
Later branches may allow it to be done more elegantly.




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