Re: [Freeciv-Dev] Migration and Pyramids: Was: Freeciv patch #1235: [Metaticket] variable city radii

2009-10-25 Thread Matthias Pfafferodt
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

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Matthias.Pfafferodt at mapfa.de

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[Freeciv-Dev] Migration and Pyramids: Was: Freeciv patch #1235: [Metaticket] variable city radii

2009-10-19 Thread Goswin von Brederlow
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

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Re: [Freeciv-Dev] Migration and Pyramids: Was: Freeciv patch #1235: [Metaticket] variable city radii

2009-10-19 Thread Matthias Pfafferodt

 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

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Matthias Pfafferodt - http://www.mapfa.de
Matthias.Pfafferodt at mapfa.de


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Re: [Freeciv-Dev] Migration and Pyramids: Was: Freeciv patch #1235: [Metaticket] variable city radii

2009-10-19 Thread Matthias Pfafferodt

 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


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