URL:
  <http://gna.org/patch/?3611>

                 Summary: Ruleset setting about cancelling illegal traderoutes
                 Project: Freeciv
            Submitted by: cazfi
            Submitted on: Tue 22 Jan 2013 11:03:11 PM EET
                Category: general
                Priority: 5 - Normal
                  Status: Ready For Test
                 Privacy: Public
             Assigned to: None
        Originator Email: 
             Open/Closed: Open
         Discussion Lock: Any
         Planned Release: 2.5.0

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Details:

So far only compile-tested patch, but posting already for discussion.

There's currently no handling of already established traderoutes turned
illegal. With most supplied rulesets such a thing could happen if city changes
owner and suddenly trading cities should be at least trademindist apart, but
are not. Civ2civ3 ruleset prohibits national traderoutes altogether.
Does anybody know how civ/2 handle this? In attached patch I've added only
TOOD comment to civ/2 rulesets that settings should be corrected.

Patch adds ruleset setting to control what happens to each kind (national,
intercontinental, international, inic) of illegal traderoutes. Possible values
are "Active" - traderoute is fully functional, "Inactive" - traderoute is not
functional, but remains in case it later turns back legal, and "Cancel" -
traderoute is removed.



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File Attachments:


-------------------------------------------------------
Date: Tue 22 Jan 2013 11:03:11 PM EET  Name: TraderouteCancellingSetting.patch
 Size: 17kB   By: cazfi

<http://gna.org/patch/download.php?file_id=16992>

    _______________________________________________________

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  <http://gna.org/patch/?3611>

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