Re: [Freeciv-Dev] Migration and Pyramids: Was: Freeciv patch #1235: [Metaticket] variable city radii
Am Thursday 22 October 2009 09:06:43 schrieb Goswin von Brederlow: Matthias Pfafferodt matthias.pfaffer...@mapfa.de writes: Goswin von Brederlow goswin-...@web.de writes: I actualy went and fixed the ruleset so that solarfarm still reduces pollution to 0 even with Hover Dam and Recycling Center. That really helps. Biggest city now 125. I have to say that the Pyramids combined with a Granary are made even more powerfull by migration now. Initially with Pyramids and Granary in a size 2 city one can buy a settler every turn and the city just pops back up to size 2. This allows for a rapid expansion of ones empire giving one a huge headstart. Now, with migration same thing happens. A citizen migrates and the city just pops back to size 2, thus giving a steady stream of migrants to grow a city. So even when expansion stops you still get a huge grows benefit throughout the rest of the game. I also believe the migration is done every 5 turns with a 50% change for the source city (default). That means surrounding a large city by 10 small cities will (on average) grow the large city by 1 each turn. Maybe there should be at most one migration to the same city per 5 turns. I.e. people can only migrate to a city that didn't already recieve migrants in the last 5 turns. Currently migration is more powerfull than rapture. The difference between migration and rapture is that rapture _adds_ one citizen to your nation while migration only _moves_ this citizen between the cities of your nation. In your examples you have to be carefull to check/grow the small cities or they will vanish from the map due to migration (and all buildings are lost!). Using both rapture and migration you can really fast grow one city (with wonders for the migration score) ... But that is where the Pyramids come in. A size 2 city with Granaries gets reduced to 1 by migration. If it has enough food stored it pops back to size 2 WITHOUD FOOD LOSS. And if the city has naturally grown to size 2 and isn't starving it will always have enough food. Maybe migrants should take some food with them, e.g. half the foood box on migration. That would prevent the umlimited stream of migrants. This is something to think about. If I get some free time I could try this but at the moment my free time is limited. I'm happy if I have enough time to follow the list ... Matthias Furthermore, if the check for enough food is disabled citizens will migrate into a city even if there is no food available - meaning they will starve! Matthias MfG Goswin ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev -- Matthias Pfafferodt - http://www.mapfa.de Matthias.Pfafferodt at mapfa.de ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] Migration and Pyramids: Was: Freeciv patch #1235: [Metaticket] variable city radii
Goswin von Brederlow goswin-...@web.de writes: Matthias Pfafferodt matthias.pfaffer...@mapfa.de writes: My biggest city is size 17 so far. I will have to see if the plague allows the city to grow to size 30 at all. Did you try the experimental ruleset? There, some buildings with a 'health' effect are added. This means, that the possibility of an illness is reduced. Furthermore you could check the corresponding wiki page (http://freeciv.wikia.com/wiki/Math_of_Freeciv). Matthias Hospital, genlab and cure for cancer help a lot. Biggest city is now size 54. 270+ production in that city. I didn't merge changing unit upkeep from shield to gold in my ruleset. I have tons of shield but never enough gold. Given the amount of pollution, even with recycling I will have to destroy the Hover Dam and build solar plants instead. MfG Goswin I actualy went and fixed the ruleset so that solarfarm still reduces pollution to 0 even with Hover Dam and Recycling Center. That really helps. Biggest city now 125. I have to say that the Pyramids combined with a Granary are made even more powerfull by migration now. Initially with Pyramids and Granary in a size 2 city one can buy a settler every turn and the city just pops back up to size 2. This allows for a rapid expansion of ones empire giving one a huge headstart. Now, with migration same thing happens. A citizen migrates and the city just pops back to size 2, thus giving a steady stream of migrants to grow a city. So even when expansion stops you still get a huge grows benefit throughout the rest of the game. I also believe the migration is done every 5 turns with a 50% change for the source city (default). That means surrounding a large city by 10 small cities will (on average) grow the large city by 1 each turn. Maybe there should be at most one migration to the same city per 5 turns. I.e. people can only migrate to a city that didn't already recieve migrants in the last 5 turns. Currently migration is more powerfull than rapture. MfG Goswin ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] Migration and Pyramids: Was: Freeciv patch #1235: [Metaticket] variable city radii
Goswin von Brederlow goswin-...@web.de writes: I actualy went and fixed the ruleset so that solarfarm still reduces pollution to 0 even with Hover Dam and Recycling Center. That really helps. Biggest city now 125. I have to say that the Pyramids combined with a Granary are made even more powerfull by migration now. Initially with Pyramids and Granary in a size 2 city one can buy a settler every turn and the city just pops back up to size 2. This allows for a rapid expansion of ones empire giving one a huge headstart. Now, with migration same thing happens. A citizen migrates and the city just pops back to size 2, thus giving a steady stream of migrants to grow a city. So even when expansion stops you still get a huge grows benefit throughout the rest of the game. I also believe the migration is done every 5 turns with a 50% change for the source city (default). That means surrounding a large city by 10 small cities will (on average) grow the large city by 1 each turn. Maybe there should be at most one migration to the same city per 5 turns. I.e. people can only migrate to a city that didn't already recieve migrants in the last 5 turns. Currently migration is more powerfull than rapture. The difference between migration and rapture is that rapture _adds_ one citizen to your nation while migration only _moves_ this citizen between the cities of your nation. In your examples you have to be carefull to check/grow the small cities or they will vanish from the map due to migration (and all buildings are lost!). Using both rapture and migration you can really fast grow one city (with wonders for the migration score) ... Furthermore, if the check for enough food is disabled citizens will migrate into a city even if there is no food available - meaning they will starve! Matthias MfG Goswin ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev -- Matthias Pfafferodt - http://www.mapfa.de Matthias.Pfafferodt at mapfa.de ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] Migration and Pyramids: Was: Freeciv patch #1235: [Metaticket] variable city radii
Goswin von Brederlow goswin-...@web.de writes: Hospital, genlab and cure for cancer help a lot. Biggest city is now size 54. 270+ production in that city. I didn't merge changing unit upkeep from shield to gold in my ruleset. I have tons of shield but never enough gold. Given the amount of pollution, even with recycling I will have to destroy the Hover Dam and build solar plants instead. MfG Goswin I actualy went and fixed the ruleset so that solarfarm still reduces pollution to 0 even with Hover Dam and Recycling Center. That really helps. Biggest city now 125. One remark: A city size of 125 is really big ... (within the patches for the variable city radii I changed the constant defining the max city size from 100 to 250 to be safe but I did not expect such numbers) With radius_sq=26 (radius=5) there will be 89 (rect) or 91 (hexa) tiles with an average food production of (2(base)+1(irrigation))+50%(farmland) = 4.5 = 4, resulting in 356 (364) food available. This means a size of 178 (182) is possible ... The maximal possible size will be 273 (taking into account grassland with crop and irrigation/farmland on all tiles = 6 food per tile) or even more using the genetic laboratory -- Matthias Pfafferodt - http://www.mapfa.de Matthias.Pfafferodt at mapfa.de ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev