Update of bug #15092 (project freeciv):
Status: Ready For Test = Fixed
Open/Closed:Open = Closed
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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.
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Update of bug #15092 (project freeciv):
Status:None = Ready For Test
Assigned to:None = pepeto
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Follow-up Comment #13:
Patch attached
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
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
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
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
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
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
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
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
Update of bug #15092 (project freeciv):
Category:None = general
Planned Release: 2.2 = 2.2.0
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Follow-up Comment #1:
It seems it was a
Follow-up Comment #2, bug #15092 (project freeciv):
Forgot to mention the division by 8 or 16 if both cities are owned.
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Reply to this item at:
http://gna.org/bugs/?15092
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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
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
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
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
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