[Freeciv-Dev] [patch #4470] Target-specific city production boost effect

2014-08-25 Thread Jacob Nevins
Update of patch #4470 (project freeciv):

  Status:None = Duplicate  
 Open/Closed:Open = Closed 

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Follow-up Comment #4:

Patch #4722 is a more developed version of this idea, so closing this one in
favour of that one.

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[Freeciv-Dev] [patch #4470] Target-specific city production boost effect

2014-07-19 Thread Emmet Hikory
Follow-up Comment #3, patch #4470 (project freeciv):

for restricting units by resources, also see patch #1339

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[Freeciv-Dev] [patch #4470] Target-specific city production boost effect

2014-02-02 Thread Jacob Nevins
URL:
  http://gna.org/patch/?4470

 Summary: Target-specific city production boost effect
 Project: Freeciv
Submitted by: jtn
Submitted on: Sun Feb  2 11:43:51 2014
Category: None
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

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Details:

Idea that came out of a conversation on IRC:

Having actual build cost of units and cities vary depending on effects would I
think be hard, but it could be simulated by having an effect that multiplies
up production when a city is building a specific thing.

So, for example, in civ2civ3 Aqueducts cost 60 without lake/river, 20 with
(among other differences). With this effect, we'd set a base cost of 60 and do
something like:


[effect_aqueduct_production_river]
type = Production_Boost
value = 3
reqs =
   { type, name, range
 Improvement, Aqueduct, Local
 Extra, River, Adjacent
   }


Building still costs 60 shields, but if you have a production surplus of
1/turn it only takes 20 turns because that turns into 3 shields/turn
progress.

(This is just an example, and isn't sufficient to get rid of the requirement
for multiple buildings in real civ2civ3, although it's a step on the way.)

Compared to changing the actual cost this has the advantage that it's clear
what happens if the requirement goes away partway through building.

Things that need thinking about include at least:
* buy cost (unchanged, I think, as if you discount it based on current
presence of requirement, you can get a big discount if you only have that
requirement briefly)
* unit bribe cost (unchanged, I think)
* building sell price (simplest would be unchanged, but can this be
exploited?
* contribution of caravans to boosted wonders (undiscounted, I assume)

Anything else?

Also, we may want this expressed as a percentage rather than integer
multiplier to allow more modest bonuses (build Granary 25% faster kind of
thing). However, that raises the question of how to deal with fractional
production points (if a city only has 1/turn surplus, the naive implementation
loses all of a 25% bonus). So that might want to wait until a future
enhancement.




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[Freeciv-Dev] [patch #4470] Target-specific city production boost effect

2014-02-02 Thread Edgaras Ĺ eputis
Follow-up Comment #1, patch #4470 (project freeciv):

For buy cost there could be another effect, something like:

[effect_aqueduct_production_river]
type = Buy_Discount_Pct
value = +50
reqs =
   { type, name, range
 Improvement, Aqueduct, Local
 Extra, River, Adjacent
   }

Would allow variation of by costs independent of production boost, though it's
aditional effect but that gives some flexibility.

I see no reason why this should affect bribe/incite costs in any way.

For sell price depending on conditions (which is up to the ruleset) there
could probably be exploitable situations. Though I think that previously
mentioned Buy discount could be applied inverted to give less money for
improvements built this way; though realistically I we can't assume that
conditions upon selling have not changed and thus various peculiar and
exploitable situations can arise (and trucking such things seems highly
impractical). Also from realistic perspective it seems that what would matter
for properties value would be it's functionality not how cheap it was to build
(i.e. if someone screws up contract and overruns costs building something it
does not really make end result any more valuable).

As for caravans I would think that discount should apply, if help arives to
the work site, and it is more suited for said work its only natural that help
would be able to do more job with same resources. (think building haging
gardens in a middle of a desert and in a middle of a jungle).

As for fractional boost, it's a good idea and I see no problem of loosing that
production in such cases. It is already the case for worked tiles. I.e. rail
gives 50% prod bonus, and some (or all if normal output is 1) of it is lost
for production output in uneven numbers. Also, if caravan/disband output is
boosed even in such normaly lost cases it can be usefull, as you could gain
some advantage that way.

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