

- #Freeciv number of tiles available to a city manual#
- #Freeciv number of tiles available to a city code#
For these overrides to be happening nearly half the time is 1-unnecessary and easily changed, 2-atrocious, 3-needlessly confusing and complex to new players, 4-exploited against new players by insiders, 5-terribly bad vibe for growing a community of enthusiasts in a fair competitive strategic medium.ģ.

THIS IS ESPECIALLY TRUE WHEN THE INTERFACE PROVIDES THE PLAYER THE OPTION TO MAKE ADJUSTMENTS WITH NO KNOWLEDGE THOSE INPUTS WILL BE COMPLETELY DISCARDED AND IGNORED.


Not the deceptive illusion of making strategic decisions that get overridden NEEDLESSLY by a computer auto-pilot decision.
#Freeciv number of tiles available to a city manual#
Everyone EXPECTS the very heart of strategy to be manual human decisions to create the different effects of those decisions. It is fundamental to the constitution and concept of any strategy game, freeciv included, that human players be allowed to adjust their strategic inputs to create strategic outputs, rather than have a 'forced auto-pilot' behaviour that overrides human decided manual inputs. In a typical multiplayer game, from early-mid-game to late game my cities are changing population around 40% of the time.Ģ. Changes in city population occur rather frequently, especially during rapture, settler waves, and late game when there is much gold to do 'population forcing'. I'm going to make a long post on this because it's SUPER important and it's ULTRA-broken, creating a bad game, where insider players are exploiting behaviours and frankly, ruining the game for new players and stymying the community and the entire freeciv culture.ġ. I propose we look only at the heart of the key issue and elephant in the room, and discuss others only after this one big issue is tackled. Discussion of all of them might make too much smoke and result in inaction. You have brought up a lot of issues here. This is a pretty major change, and I do not personally advocate it. Buying a harbor, marketplace or a temple would only be effective the next turn.
#Freeciv number of tiles available to a city code#
Workers are then auto-arranged to high food tiles in time for the code path for computing food and trade, where the city gets the food from 5 tiles, grows one size, auto-arranges again, then gets the trade from 6 tiles. This is because production of the migrant happens first, using the mountain and forest tiles, which shrinks the city by 1. I apologize to the lt.org veterans for giving up their biggest early-game exploit, I just found out about it independently.Īre we happy with this state of update_city_activity? This city effectively got +17 (-3 waste) shields, +5 food, and +11 trade by taking the shields of iron mountains for one phase of the turn, then a bunch of grassland, fish, and spice tiles for the next phase. Now look at t13.png- are you surprised? If not, you're a wizard of game mechanics, I bet you've read update_city_activity. I will start with this thought experiment- open t12.png attached and predict what the city will look like immediately after clicking turn done.
