[Freeciv-Dev] [bug #15092] Trade route revenue lower than expected

2010-01-19 Thread pepeto
Update of bug #15092 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at:

[Freeciv-Dev] [bug #15092] Trade route revenue lower than expected

2010-01-17 Thread Joan Creus
Follow-up Comment #14, bug #15092 (project freeciv): I have tested the patch and it works just fine. Up to now the best trade route I had was 3 and it became 9. Other intercontinental trade routes range between 5 and 8. Good for me. ___

[Freeciv-Dev] [bug #15092] Trade route revenue lower than expected

2010-01-16 Thread pepeto
Update of bug #15092 (project freeciv): Status:None = Ready For Test Assigned to:None = pepeto ___ Follow-up Comment #13: Patch attached

[Freeciv-Dev] [bug #15092] Trade route revenue lower than expected

2010-01-13 Thread Joan Creus
Follow-up Comment #12, bug #15092 (project freeciv): The bonus for trade routes spanning different empires has always been there, and for a good reason: if both cities belong to you, each city gets half the revenue, but the empire gets it twice. So, yes, if you lose a city, the trade for the

Re: [Freeciv-Dev] [bug #15092] Trade route revenue lower than expected

2010-01-13 Thread David Lowe
On Jan 12, 2010, at 22:30 , pepeto wrote: * Do you think it's normal or realistic to divide the trade route value by 2 if the owner is not the same? And the trade would increase if you lose a city... Or maybe should it be based on the initial owner? * Do you think it's normal or

[Freeciv-Dev] [bug #15092] Trade route revenue lower than expected

2010-01-12 Thread Matthias Pfafferodt
Follow-up Comment #9, bug #15092 (project freeciv): The original idea was to remove the usage of volatile datas in the calculation (the trade production of a city). Moreover, to allow to know the real value of a trade route on client side, even if at least one of the city is not owned. Is

[Freeciv-Dev] [bug #15092] Trade route revenue lower than expected

2010-01-12 Thread kinetic
Follow-up Comment #10, bug #15092 (project freeciv): The problem, I think, with this is that it will slow the game down a lot, especially the multiplayer game. If you have to wait until you build a railroad or boats before you can trade, it will be at least twice as long before you can set up

[Freeciv-Dev] [bug #15092] Trade route revenue lower than expected

2010-01-12 Thread pepeto
Follow-up Comment #11, bug #15092 (project freeciv): Some questions in the goal of creating a new algorithm: * Do you think it's normal or realistic to divide the trade route value by 2 if the owner is not the same? And the trade would increase if you lose a city... Or maybe should it be based

[Freeciv-Dev] [bug #15092] Trade route revenue lower than expected

2010-01-11 Thread pepeto
Follow-up Comment #7, bug #15092 (project freeciv): Is the intention is to make trade weaker and make it harder to rapture? If so, maybe an option to either have the new low-yield formula or a higher-yield one from a previous version. I can see how a low yield formula could be better for a

[Freeciv-Dev] [bug #15092] Trade route revenue lower than expected

2010-01-11 Thread Joan Creus
Follow-up Comment #8, bug #15092 (project freeciv): In 2.1, it is already difficult to rapture on your own island. I think that distance should be a major factor in the revenue of a given trade route. It already is for the initial payout, isn't it? Anyway, from what I've seen, the goal of this

[Freeciv-Dev] [bug #15092] Trade route revenue lower than expected

2010-01-10 Thread Joan Creus
URL: http://gna.org/bugs/?15092 Summary: Trade route revenue lower than expected Project: Freeciv Submitted by: jcreus Submitted on: Sunday 01/10/10 at 14:40 Category: None Severity: 3 - Normal

[Freeciv-Dev] [bug #15092] Trade route revenue lower than expected

2010-01-10 Thread pepeto
Update of bug #15092 (project freeciv): Category:None = general Planned Release: 2.2 = 2.2.0 ___ Follow-up Comment #1: It seems it was a

[Freeciv-Dev] [bug #15092] Trade route revenue lower than expected

2010-01-10 Thread pepeto
Follow-up Comment #2, bug #15092 (project freeciv): Forgot to mention the division by 8 or 16 if both cities are owned. ___ Reply to this item at: http://gna.org/bugs/?15092 ___ Message

[Freeciv-Dev] [bug #15092] Trade route revenue lower than expected

2010-01-10 Thread Joan Creus
Follow-up Comment #3, bug #15092 (project freeciv): With this algorithm, in one of the routes, the distance is about 30, city sizes are 11 and 6, and they are both mine. So, we get (30+11+6)/16 = 2.93. I get 2 revenue. Damn, at least we could round it up! This is one major change. It's a lot

[Freeciv-Dev] [bug #15092] Trade route revenue lower than expected

2010-01-10 Thread pepeto
Follow-up Comment #4, bug #15092 (project freeciv): Doing the calculation on the trade production of a city is quite dumb, because it can change at anytime, and caused some problem in the city refresh stuff which became recursive. Maybe this should be based on the trade collected in the last

[Freeciv-Dev] [bug #15092] Trade route revenue lower than expected

2010-01-10 Thread Joan Creus
Follow-up Comment #5, bug #15092 (project freeciv): I think in this case, the same-player quality cancels out the different-continent, so it would be (30+11+6)/8 = 5,87. If we round it instead of truncating, a 6. It would be lower than usual, but this is OK. I think trade routes are possibly too

[Freeciv-Dev] [bug #15092] Trade route revenue lower than expected

2010-01-10 Thread NO-REPLY.INVALID-ADDRESS
Follow-up Comment #6, bug #15092 (project freeciv): * bonus = (distance_between_cities + size_of_city1 + size_of_city2) / 8. * if the cities are on different continents bonus *= 2. * if both cities are owned by the same player bonus /= 2. If the cities are both owned by you and 9