Matthias Pfafferodt <> writes:

> Am Thursday 08 October 2009 01:43:23 schrieb Goswin von Brederlow:
>> On a related matter, how does migration work with the patch?
>> The patch says the city radius is considered. Does the other city need
>> to lie within the city raidus? Do the city radius of both cities need
>> to overlap? Can there be a gap of <x> tiles between the city radii of
>> both cities?
>> I think the migration distance config option should select this, e.g.
>> -99: city must lie within city radius
>> -x: city radii must overlap
>> 0: city radii must touch
>> x: there may be x tiles between city radii
>> I think a default of -1 would make sense.
> At the moment migration is defined by a migration distance (1 to 7). The 
> patch 
> #1232 adds the possibility to set the migration distance to 0. In this case, 
> the migration distance depends on the city radius (migration distance = city 
> radius + 1; your case 0).

I will definetly want to have more choices there.

> As for the migration one has to check all tiles within migration radius of 
> the 
> receiving city for giver cities the radius should be as small as possible.

If checking the tiles is too expensive then cache the result:

When creating a city check if it is within the migration radius of
another city and link it into a migration list for that city. When
the city radius of a city changes (and therefor migration radius) then
scan the area once to rebuild the list.

But is it too much work? If I understood migration right then it is
done only once every 5 turns.


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