Update of bug #17731 (project freeciv):
Status: Need Info => Ready For Test
Assigned to: None => jtn
Operating System: None => Any
Planned Release: => 2.3.0,2.4.0
Summary: What makes a building useless/replaced/redundant?
=> More consistency when deciding a building is useless/replaced/redundant
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Follow-up Comment #1:
No-one screamed, so I've implemented more or less what I said.
Autogame testing suggests that it makes no difference to the AI's behaviour
with the default ruleset:
* ran a trunk server with this patch to completion (turn 1652, year 3227 CE!)
with no errors;
* ran a 'control' autogame (no patch) to turn 1020, year 2595 CE (at which
point I had to stop it); the savegame at this point was identical.
Based on this, I think it's safe, so if no-one objects, I intend to commit it
to S2_3 before 2.3.0, so that I can fix bug #17730.
(file #12584)
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Additional Item Attachment:
File name: trunk-S2_3-building-redundancy.diff Size:8 KB
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Reply to this item at:
<http://gna.org/bugs/?17731>
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