[...] > > city_radius_sq = 5 => city_radius = 2 > > mgr_dist = 2 > > max distance for migration (tiles) = 2 + 2 =4 > > > > city_radius_sq = 10 => city_radius = 3(.1) = 3 > > mgr_dist = 2 > > max distance for migration (tiles) = 3 + 2 =5 > > Yes, that is along the lines of my though.
a new patch is available implementing radius_sq and this definition of the migration distance > > Defining max distance for migration (tiles) = radius1 + radius2 + X > would make things more difficult I guess. radius2 won't be known so > you would have to assume the maximum, scan for cities and then check > if their radius is big enough for migration. > > But just radius1 + X should be easy to code. > [...] > Actualy I thing something like that is already needed. The road/rail > building AI currently has no notion of connecting cities, only > adjacent tiles. With city_min_dist raised that performes really bad. > If a city knew the surrounding cities the auto-worker could build a > road on a line between two cities. > > But a lot of AI code needs a fresh look and redesign I feel. This is known but nobody takes this job. I still have one thing open: bug #13599 [RFC; patch] pollution on lakes / ocean (https://gna.org/bugs/?13599). But it is really hard to understand the ai code ... > > >> But is it too much work? If I understood migration right then it is > >> done only once every 5 turns. > > > > That's right. Migration is checked every fifth turn after a city was > > founded (default settings). > > > > Does the variable city radii work for you? > > Seems to work great so far. I'm not sure the plague settings are fine > tuned yet though. I have a large food box and cities always get plague > before hitting size 12 an requiring a Sewer System. The plague > effectively obsoletes the size 12 limit except when migration happens > a lot and the city shoots up. Not sure if that should be that way. > > 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 > > > Matthias > > > >> MfG > >> Goswin > > MfG > Goswin > > _______________________________________________ > Freeciv-dev mailing list > Freecivfirstname.lastname@example.org > https://mail.gna.org/listinfo/freeciv-dev -- Matthias Pfafferodt - http://www.mapfa.de Matthias.Pfafferodt <at> mapfa.de _______________________________________________ Freeciv-dev mailing list Freecivemail@example.com https://mail.gna.org/listinfo/freeciv-dev