Summary: Should civ1 ruleset have its own cities.ruleset?
                 Project: Freeciv
            Submitted by: jtn
            Submitted on: Wednesday 10/27/10 at 14:26
                Category: rulesets
                Severity: 3 - Normal
                Priority: 5 - Normal
                  Status: Need Info
             Assigned to: jtn
        Originator Email: 
             Open/Closed: Open
                 Release: 2.2.0
         Discussion Lock: Any
        Operating System: None
         Planned Release: 2.3.0



Currently, there's no data/civ1/cities.ruleset. This means that the civ1
ruleset picks up data/default/cities.ruleset.

The behaviour of the default ruleset has changed relatively recently. Between
2.1.x and 2.2.x, the restriction on minimum city size for scientists/taxmen
was removed from the default ruleset but not from civ2. However, civ1 picked
up the removal of the restriction. Was this intentional?

Unfortunately, I'm not familiar with the civ1 rules we're trying to emulate.

The history is:
* S1_14: everything is hardcoded; in all rulesets, specialists
{elvis,scientist,taxman} affect {luxury,bulbs,gold} with bonuses {2,3,3} and
minimum sizes {0,5,5}.
* S2_0: same behaviour, but bonus magnitude and minimum size now comes from
cities.ruleset (but all three of default/civ1/civ2 share the same
* S2_1: specialists now use effect system; civ1/civ2 *changed* to use bonus
{2,2,2} in [r10475
http://svn.gna.org/viewcvs/freeciv?view=rev&revision=10475], PR#8759
<http://bugs.freeciv.org/Ticket/Display.html?id=8759> (no rationale given);
min sizes remain as before
* S2_2: default (and civ1) minimum sizes *changed* to {0,0,0} in r11983
<http://svn.gna.org/viewcvs/freeciv?view=rev&revision=11983>, PR#17170
<http://bugs.freeciv.org/Ticket/Display.html?id=17170> (no rationale given);
civ2 remains at {0,5,5}

This is causing a problem for me in patch #2050: I'm describing the effects
of specialists in hand-written helptext in cities.ruleset, which leads to the
wrong text being displayed for civ1.ruleset. (Obviously it would be better to
autogenerate the text describing the effects, but I don't think I'm going to
manage that.)

Unless anyone objects, I'll create civ1/cities.ruleset with the 2.1.x
behaviour, aiming for 2.3.0 (and leave 2.2.x with its current anomalous


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